diff --git a/guides/refs/affbehav.html b/guides/refs/affbehav.html index 63cd525ac6f..6988318f365 100644 --- a/guides/refs/affbehav.html +++ b/guides/refs/affbehav.html @@ -21,6 +21,9 @@

CoffeeMud 5.9

  • Addictions   +
  • Adorable +   +
  • Age   @@ -39,6 +42,9 @@

    CoffeeMud 5.9

  • Aquan   +
  • Archon_Peacefully +   +
  • ArchonSkill   @@ -48,6 +54,9 @@

    CoffeeMud 5.9

  • BadReputation   +
  • Banishment +   +
  • BardSkill   @@ -66,6 +75,9 @@

    CoffeeMud 5.9

  • Bleeding   +
  • Blessing +   +
  • Bomb_AcidBurst   @@ -117,12 +129,18 @@

    CoffeeMud 5.9

  • Chant_LandLegs   +
  • Chant_Sunbeam +   +
  • ChickenSpeak  
  • ChimpSpeak   +
  • CombatFrenzy +   +
  • CombatSleep   @@ -159,9 +177,15 @@

    CoffeeMud 5.9

  • Disease_Amnesia   +
  • Disease_Anosmia +   +
  • Disease_Anthrax   +
  • Disease_Apathy +   +
  • Disease_Arthritis   @@ -171,6 +195,9 @@

    CoffeeMud 5.9

  • Disease_Blahs   +
  • Disease_Blindness +   +
  • Disease_Cancer   @@ -186,9 +213,15 @@

    CoffeeMud 5.9

  • Disease_Cold   +
  • Disease_Deafness +   +
  • Disease_Depression   +
  • Disease_Diarrhea +   +
  • Disease_Fever   @@ -243,6 +276,9 @@

    CoffeeMud 5.9

  • Disease_MummyRot   +
  • Disease_Muteness +   +
  • Disease_Narcolepsy   @@ -261,6 +297,9 @@

    CoffeeMud 5.9

  • Disease_PoisonIvy   +
  • Disease_RadiationSickness +   +
  • Disease_SARS   @@ -288,6 +327,9 @@

    CoffeeMud 5.9

  • Disease_Vampirism   +
  • Disease_WritersBlock +   +
  • Disease_Yawning   @@ -300,6 +342,27 @@

    CoffeeMud 5.9

  • Dragonbreath   +
  • DrugCutting +   + +
  • Druid_ShapeShift10 +   + +
  • Druid_ShapeShift11 +   + +
  • Druid_ShapeShift6 +   + +
  • Druid_ShapeShift7 +   + +
  • Druid_ShapeShift8 +   + +
  • Druid_ShapeShift9 +   +
  • DuckSpeak   @@ -321,9 +384,39 @@

    CoffeeMud 5.9

  • Falling   +
  • Familiarity_Armor +   + +
  • Familiarity_Axe +   + +
  • Familiarity_Bow +   + +
  • Familiarity_Dagger +   + +
  • Familiarity_EdgedWeapon +   + +
  • Familiarity_FlailedWeapon +   + +
  • Familiarity_Natural +   + +
  • Familiarity_Polearm +   + +
  • Familiarity_Weapon +   +
  • Fighter_CaveTactics   +
  • Fighter_CrescentKick +   +
  • Fighter_FastSlinging   @@ -333,6 +426,9 @@

    CoffeeMud 5.9

  • Fighter_Hardiness   +
  • Fighter_SnapKick +   +
  • Fighter_ViciousBlow   @@ -342,6 +438,9 @@

    CoffeeMud 5.9

  • Firebreath   +
  • FoodBegging +   +
  • FowlSpeak   @@ -351,6 +450,9 @@

    CoffeeMud 5.9

  • Frostbreath   +
  • Gait +   +
  • Gasbreath   @@ -372,12 +474,21 @@

    CoffeeMud 5.9

  • GooseSpeak   +
  • Gore +   +
  • GravityFloat   +
  • Grazing +   +
  • GreatBirdSpeak   +
  • Hamstring +   +
  • HorseSpeak   @@ -402,6 +513,9 @@

    CoffeeMud 5.9

  • Loyalty   +
  • Milkable +   +
  • MonkeySpeak   @@ -495,6 +609,9 @@

    CoffeeMud 5.9

  • Poison_XXX   +
  • PoisonousBite +   +
  • Power_OctoArms   @@ -546,45 +663,24 @@

    CoffeeMud 5.9

  • Prisoner   -
  • Proficiency_Axe -   - -
  • Proficiency_BluntWeapon -   -
  • Proficiency_Bow  
  • Proficiency_Dagger   -
  • Proficiency_EdgedWeapon -   -
  • Proficiency_FlailedWeapon  
  • Proficiency_Hammer   -
  • Proficiency_Natural -   -
  • Proficiency_Polearm   -
  • Proficiency_Ranged -   -
  • Proficiency_Sling   -
  • Proficiency_Staff -   - -
  • Proficiency_Sword -   -
  • Proficiency_Weapon   @@ -735,6 +831,9 @@

    CoffeeMud 5.9

  • Prop_ModFaction   +
  • Prop_MoveRestrictor +   +
  • Prop_NarrowLedge   @@ -894,6 +993,9 @@

    CoffeeMud 5.9

  • Prop_Socials   +
  • Prop_Sounder +   +
  • Prop_SparringRoom   @@ -936,6 +1038,15 @@

    CoffeeMud 5.9

  • Prop_Unsellable   +
  • Prop_UseAdjuster +   + +
  • Prop_UseEmoter +   + +
  • Prop_UseEmoter2 +   +
  • Prop_UseSpellCast   @@ -978,6 +1089,12 @@

    CoffeeMud 5.9

  • QuestBound   +
  • QuickSwipe +   + +
  • Quills +   +
  • RabbitSpeak   @@ -990,15 +1107,27 @@

    CoffeeMud 5.9

  • RodentSpeak   +
  • Scavenge +   + +
  • Shaming +   +
  • SheepSpeak   +
  • ShootWeb +   +
  • Sinking  
  • Skill_AllBreathing   +
  • Skill_BearForaging +   +
  • Skill_BoulderThrowing   @@ -1026,6 +1155,9 @@

    CoffeeMud 5.9

  • Skill_Flee   +
  • Skill_HighJump +   +
  • Skill_Keenvision   @@ -1035,6 +1167,9 @@

    CoffeeMud 5.9

  • Skill_MindSuck   +
  • Skill_RacialEnemy +   +
  • Skill_Slip   @@ -1047,12 +1182,18 @@

    CoffeeMud 5.9

  • Skill_Track   +
  • Skill_TrackFriend +   +
  • Skill_UndeadInvisibility  
  • SlowLearner   +
  • SmellsLikeCherries +   +
  • SnakeSpeak   @@ -1095,6 +1236,12 @@

    CoffeeMud 5.9

  • Spell_Flagportation   +
  • Spell_LightBlindness +   + +
  • Spell_MagicBullets +   +
  • Spell_Untraceable   @@ -1119,6 +1266,9 @@

    CoffeeMud 5.9

  • StdTrap   +
  • Stigma +   +
  • SuperPower   @@ -1152,6 +1302,9 @@

    CoffeeMud 5.9

  • ThiefSkill   +
  • ThrowFeces +   +
  • Trap_AcidPit   @@ -1368,6 +1521,9 @@

    CoffeeMud 5.9

  • WeakParalysis   +
  • WildTagTurf +   +
  • WingFlying   @@ -1383,12 +1539,17 @@

    CoffeeMud 5.9

    Acidbreath: Acidbreath -


    Skill : Acidbreath
    Domain : Racial ability
    Allows : Terranalist I
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 10
    Commands : ACIDBREATH
    Usage : ACIDBREATH [TARGET]
    Example : acidbreath bob
    +
     
    Skill : Acidbreath
    Domain : Racial ability
    Allows : Terranalist I
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 10
    Commands : ACIDBREATH
    Usage : ACIDBREATH [TARGET]
    Example : acidbreath bob

    Addictions: Addictions -

    Property   : Addictions
    Targets : Mobs
    Parameters : item name
    Example : pot pie
    Description:
    This ability governs addictions to food, drink, or smoking. The parameter is
    the substring to match in the name of the item. The player with an addiction
    will be annoyed unless he gets his "fix" every rl hour. Players can only
    become addiction through the engine by smoking, or by a drink infected with
    inebriation, alcohol, or liquor. The player can either "ride out" the addiction
    for 24 hours, suffering increasingly annoying messages as he goes, or he can
    keep making his fix. Addictions are not diseases, and can not be cured with
    magic or restoration.
    +
    Property   : Addictions 
    Targets : Mobs
    Parameters : item name
    Example : pot pie
    Description:
    This ability governs addictions to food, drink, or smoking. The parameter is
    the substring to match in the name of the item. The player with an addiction
    will be annoyed unless he gets his "fix" every rl hour. Players can only
    become addiction through the engine by smoking, or by a drink infected with
    inebriation, alcohol, or liquor. The player can either "ride out" the addiction
    for 24 hours, suffering increasingly annoying messages as he goes, or he can
    keep making his fix. Addictions are not diseases, and can not be cured with
    magic or restoration.
    +

    + +

    + Adorable: Adorable +

     
    Skill : Adorable
    Domain : Racial ability
    Invoked : Automatic
    The character is just so adorable that higher level players and creatures
    simply won't attack them, and they get a natural charisma boost.

    @@ -1408,7 +1569,7 @@

    CoffeeMud 5.9

    Antidote: An Antidote -

    Ability    : ANTIDOTE
    Parameters : empty, or poison keyword
    Example :
    Example : bee sting
    Description:
    This skill removes the affects of a poison. If no parameter is given, it
    removes the affects of all poisons. Otherwise, it removes the affects only of
    the poison represented by the parameters. Like a Poison, an Antidote, if added
    to a drink, food, or armor, will impart its benefits when drank, eaten, or worn
    respectively.
    +
    Ability    : ANTIDOTE 
    Parameters : empty, or poison keyword
    Example :
    Example : bee sting
    Description:
    This skill removes the affects of a poison. If no parameter is given, it
    removes the affects of all poisons. Otherwise, it removes the affects only of
    the poison represented by the parameters. Like a Poison, an Antidote, if added
    to a drink, food, or armor, will impart its benefits when drank, eaten, or worn
    respectively.

    @@ -1421,6 +1582,11 @@

    CoffeeMud 5.9

    
     			

    +

    + Archon_Peacefully: Peacefully +

     
    Skill : Peacefully
    Domain : Archon
    Use Cost : Mana (50)
    Quality : Circumstantial
    Targets :
    Range : Touch - Range 10
    Commands : PEACEFULLY
    Usage : PEACEFULLY [COMMAND]
    Example : peacefully kill bob
    Allows the player to issue a command that would start combat, but then
    immediately end combat before things get out of control.
    +

    +

    ArchonSkill: an Archon Skill

    
    @@ -1428,12 +1594,17 @@ 

    CoffeeMud 5.9

    AutoStack: AutoStack -

    Property   : Autostack
    Targets : Rooms, Areas
    Parameters : (TRIGGERCOUNT=[NUM]) (GROUPCOUNT=[NUM]) (CHECKTICKS=[NUM])
    Example : triggercount=1000 groupcount=10 checkticks=600
    Description:
    This ability governs the automatic packaging (as stacks) of identical items,
    whenever the total number of items in a room is larger than TRIGGERCOUNT, and
    whenever there are at least GROUPCOUNT identical items to package. The checks
    are made every CHECKTICKS ticks.

    As this is a property, it will not operate only sporadically on rooms, but like
    clockwork on areas.
    +
    Property   : Autostack 
    Targets : Rooms, Areas
    Parameters : (TRIGGERCOUNT=[NUM]) (GROUPCOUNT=[NUM]) (CHECKTICKS=[NUM])
    Example : triggercount=1000 groupcount=10 checkticks=600
    Description:
    This ability governs the automatic packaging (as stacks) of identical items,
    whenever the total number of items in a room is larger than TRIGGERCOUNT, and
    whenever there are at least GROUPCOUNT identical items to package. The checks
    are made every CHECKTICKS ticks.

    As this is a property, it will not operate only sporadically on rooms, but like
    clockwork on areas.

    BadReputation: Bad Reputation -


    Skill : Bad Reputation
    Invoked : Automatic
    The character is of such a poorly received race that others are much less
    forgiving of historical events and unlikely to accept them into society.
    Faction changes happen much more slowly.
    +
     
    Skill : Bad Reputation
    Invoked : Automatic
    The character is of such a poorly received race that others are much less
    forgiving of historical events and unlikely to accept them into society.
    Faction changes happen much more slowly.
    +

    + +

    + Banishment: Banishment +

    Property   : Banishment 
    Targets : Mobs
    Parameters : [AREA NAME](;[AREA NAME] .. )
    Example : Midgaard
    Description:
    This mob property makes them unable to enter the area. If the area has child
    areas they will not be able to enter those either. Even recalling into the
    area won't work.

    @@ -1443,7 +1614,7 @@

    CoffeeMud 5.9

    BatSpeak: Bat Speak -

    
    +			
     
    Social : BAT


    Target : none
    You see : You bat your long, dark lashes and smile innocently.
    Others see : Bats long, dark lashes and smiles innocently.

    @@ -1458,7 +1629,7 @@

    CoffeeMud 5.9

    BirdSpeak: Bird Speak -

    
    +			
     
    Social : BIRD


    Target : none
    You see : You flick a bird...How obscene!
    Others see : Flicks a bird at no one in particular.

    Target : someone
    No Target : Don't you hate to waste a good obscene gesture like that?
    You see : You shoot a bird at the target.
    Target sees: Gives you the bird...What an ass!
    Others see : Gives the target the bird.

    @@ -1466,54 +1637,59 @@

    CoffeeMud 5.9

    Bleeding is when there are open wounds from which the fluid of life runs
    freely. This is not a good state to be in. Those who are bleeding are weak,
    and do not regain health. Their maximum movement and mana are both reduced to
    reflect their hit points, and hit points and mana are not regained while the
    bleeding continues. This condition is cured in several ways. One is to wait
    for the bleeding to stop, which may take awhile. Another way is to be healed
    magically until you are above 50% hit points. A final way is simply to be
    bandaged by the bandaging skill.

    +

    + Blessing: Blessing +

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

    +

    Bomb_AcidBurst: acid burst bomb -

    Trap       : Acid Burst
    Targets : Lemons
    Parameters :
    Description:
    Delivers a blast of acid damage.
    +
    Trap       : Acid Burst 
    Targets : Lemons
    Parameters :
    Description:
    Delivers a blast of acid damage.

    Bomb_Explosive: explosive bomb -

    Trap       : Explosive Bomb
    Targets : Coal
    Parameters :
    Description:
    Delivers a blast of fire damage.
    +
    Trap       : Explosive Bomb 
    Targets : Coal
    Parameters :
    Description:
    Delivers a blast of fire damage.

    Bomb_FlameBurst: flame burst bomb -

    Trap       : Flame Burst Bomb
    Targets : Lamp Oil
    Parameters :
    Description:
    Delivers a blast of fire damage.
    +
    Trap       : Flame Burst Bomb 
    Targets : Lamp Oil
    Parameters :
    Description:
    Delivers a blast of fire damage.

    Bomb_Noxious: stink bomb -

    Trap       : Stink Bomb
    Targets : An Egg
    Parameters :
    Description:
    Creates a Stinking Cloud
    +
    Trap       : Stink Bomb 
    Targets : An Egg
    Parameters :
    Description:
    Creates a Stinking Cloud

    Bomb_Pepper: pepper bomb -

    Trap       : Pepper Bomb
    Targets : Some Peppers
    Parameters :
    Description:
    Causes irritation, lowering attack and defence.
    +
    Trap       : Pepper Bomb 
    Targets : Some Peppers
    Parameters :
    Description:
    Causes irritation, lowering attack and defence.

    Bomb_Poison: poison gas bomb -

    Trap       : Pepper Bomb
    Targets : Poison
    Parameters : The name of the poison
    Description:
    Inflicts everyone with a horrible poison.
    +
    Trap       : Poison Gas Bomb 
    Targets : Poison
    Parameters : The name of the poison
    Description:
    Inflicts everyone with a horrible poison.

    Bomb_Smoke: smoke bomb -

    Trap       : Smoke Bomb
    Targets : Something Wooden
    Parameters :
    Description:
    Causes blindness.
    +
    Trap       : Smoke Bomb 
    Targets : Something Wooden
    Parameters :
    Description:
    Causes blindness.

    Bomb_Spores: spore bomb -

    Trap       : Spore Bomb
    Targets : Diseased Meat
    Parameters : The name of the disease
    Description:
    Causes disease.
    +
    Trap       : Spore Bomb 
    Targets : Diseased Meat
    Parameters : The name of the disease
    Description:
    Causes disease.

    Bomb_Water: water bomb -

    Trap       : Water Bomb
    Targets : Water container
    Parameters :
    Description:
    Extinguishes all flaming things.
    +
    Trap       : Water Bomb 
    Targets : Water container
    Parameters :
    Description:
    Extinguishes all flaming things.

    BrokenLimbs: Broken Limbs -


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

    @@ -1523,7 +1699,7 @@

    CoffeeMud 5.9

    Burning: Burning -


    Spell : Burning Hands
    Domain : Alteration
    Available: Numerous Classes
    Allows : Extended Altering I, Power Altering I, Reduced Altering I
    Allows : Ignalist I, Ranged Altering I
    Use Cost : Mana (54)
    Quality : Malicious
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST "BURNING HANDS" [TARGET NAME]
    Example : cast "burning hands" orc
    A fan of flames ignite before the casters hands, aimed at the target. This has
    the effect of hurting the target in many cases.
    +
     
    Spell : Burning Hands
    Domain : Alteration
    Available: Numerous Classes
    Allows : Ranged Altering I, Ignalist I, Reduced Altering I
    Allows : Extended Altering I, Power Altering I
    Use Cost : Mana (54)
    Quality : Malicious
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST "BURNING HANDS" [TARGET NAME]
    Example : cast "burning hands" orc
    A fan of flames ignite before the casters hands, aimed at the target. This has
    the effect of hurting the target in many cases.

    @@ -1533,22 +1709,27 @@

    CoffeeMud 5.9

    Chant: a Druidic Chant -

    Skill    : CHANT
    Usage : CHANT [CHANT NAME] [TARGET NAME]
    Example : chant "shape change"
    Short(s) : CH
    Druids can invoke their magical abilities using the chant command. Some chants
    require that you direct the magic at a target, while others only apply to the
    druid. For help on a particular chant, enter help and then the name of the
    chant.
    +
    Skill    : CHANT 
    Usage : CHANT [CHANT NAME] [TARGET NAME]
    Example : chant "shape change"
    Short(s) : CH
    Druids can invoke their magical abilities using the chant command. Some chants
    require that you direct the magic at a target, while others only apply to the
    druid. For help on a particular chant, enter help and then the name of the
    chant.

    Chant_Burrowspeak: Burrowspeak -


    Chant : Burrowspeak
    Domain : Animal affinity
    Allows : Animal Affinity I
    Use Cost : Mana (50)
    Quality : Always Beneficial
    Targets : Caster only
    Range : Touch, or not applicable
    Commands : CHANT, CH
    Usage : CHANT "BURROWSPEAK"
    Example : chant "burrowspeak"
    This chant will allow the druid to speak with any burrowing creatures, such as
    rodents, serpents, or worms that he or she happens to encounter, and have them
    intelligibly speak back. Intelligent creatures, and creatures without their
    own language are not intelligible.
    +
     
    Chant : Burrowspeak
    Domain : Animal affinity
    Allows : Animal Affinity I
    Use Cost : Mana (50)
    Quality : Always Beneficial
    Targets : Caster only
    Range : Touch, or not applicable
    Commands : CHANT, CH
    Usage : CHANT "BURROWSPEAK"
    Example : chant "burrowspeak"
    This chant will allow the druid to speak with any burrowing creatures, such as
    rodents, serpents, or worms that he or she happens to encounter, and have them
    intelligibly speak back. Intelligent creatures, and creatures without their
    own language are not intelligible.

    Chant_DruidicConnection: Druidic Connection -


    Chant : Druidic Connection
    Domain : Enduring
    Allows : Enduring I
    Use Cost : Mana (50)
    Quality : Circumstantial
    Targets :
    Range : Touch, or not applicable
    Commands : CHANT, CH
    Usage : CHANT "DRUIDIC CONNECTION"
    Example : chant "druidic connection"
    If the druid is in a rural area, and has summoned his or her plants into at
    least 50% of the rooms in an area, then the druid will automatically create a
    connection with the area. After this connection is made, the druid must remain
    in the area to maintain the connection. Leaving will cause the connection to
    be broken, and most of his or her plants to wither away.

    Maintaining the connection with the area will allow the druid to gain a burst
    of experience every mud-day that the druid remains in the area. Animals and
    animated plants in the area will also have higher attack and damage bonuses.

    See also myplants, summon plants, summon fungus, summon tree, summon coral,
    etc.
    +
     
    Chant : Druidic Connection
    Domain : Enduring
    Allows : Enduring I
    Use Cost : Mana (50)
    Quality : Circumstantial
    Targets :
    Range : Touch, or not applicable
    Commands : CHANT, CH
    Usage : CHANT "DRUIDIC CONNECTION"
    Example : chant "druidic connection"
    If the druid is in a rural area, and has summoned his or her plants into at
    least 50% of the rooms in an area, then the druid will automatically create a
    connection with the area. After this connection is made, the druid must remain
    in the area to maintain the connection. Leaving will cause the connection to
    be broken, and most of his or her plants to wither away.

    Maintaining the connection with the area will allow the druid to gain a burst
    of experience every mud-day that the druid remains in the area. Animals and
    animated plants in the area will also have higher attack and damage bonuses.

    See also myplants, summon plants, summon fungus, summon tree, summon coral,
    etc.

    Chant_LandLegs: Land Legs -


    Chant : Land Legs
    Domain : Shape shifting
    Allows : Shapeshifting I
    Use Cost : Mana (50)
    Quality : Always Beneficial
    Targets : Caster only
    Range : Touch, or not applicable
    Commands : CHANT, CH
    Usage : CHANT "LAND LEGS"
    Example : chant "land legs"
    This chant will allow the caster to grow a pair of legs, if they have none, and
    lose a tail, if any. The caster will also lose any ability to breathe water,
    and gain the ability to breathe air, if they cannot.
    +
     
    Chant : Land Legs
    Domain : Shape shifting
    Allows : Shapeshifting I
    Use Cost : Mana (50)
    Quality : Always Beneficial
    Targets : Caster only
    Range : Touch, or not applicable
    Commands : CHANT, CH
    Usage : CHANT "LAND LEGS"
    Example : chant "land legs"
    This chant will allow the caster to grow a pair of legs, if they have none, and
    lose a tail, if any. The caster will also lose any ability to breathe water,
    and gain the ability to breathe air, if they cannot.
    +

    + +

    + Chant_Sunbeam: Sunbeam +

     
    Chant : Sunbeam
    Domain : Weather mastery
    Allows : Weather Mastering I
    Use Cost : Mana (50)
    Quality : Sometimes Beneficial
    Targets : Caster only
    Range : Touch, or not applicable
    Commands : CHANT, CH
    Usage : CHANT SUNBEAM
    Example : chant "sunbeam"
    This chant will create a light beam of sunlight which will follow the druid
    around, illuminating any dark places the druid may enter.

    @@ -1561,9 +1742,14 @@

    CoffeeMud 5.9

    
     			

    +

    + CombatFrenzy: Combat Frenzy +

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

    +

    CombatSleep: Combat Sleep -

    Ability    : COMBATSLEEP
    Parameters :
    Example :
    Example :
    Description:
    This skill causes the target to go to sleep, if during combat. It will end
    combat if successful.
    +
    Ability    : COMBATSLEEP 
    Parameters :
    Example :
    Example :
    Description:
    This skill causes the target to go to sleep, if during combat. It will end
    combat if successful.

    @@ -1573,7 +1759,7 @@

    CoffeeMud 5.9

    Copyright: Copyright -

    Property   : Copyright
    Targets : Items
    Parameters : ([NAME OF COPYRIGHT])
    Example :
    Example : Bob
    Description:
    When placed on an item, it prevents it from being transcribed, copied by the
    duplicate spell, renamed or titled by the BookNaming or Titling skills, or
    edited by the BookEdit skill.
    +
    Property   : Copyright 
    Targets : Items
    Parameters : ([NAME OF COPYRIGHT])
    Example :
    Example : Bob
    Description:
    When placed on an item, it prevents it from being transcribed, copied by the
    duplicate spell, renamed or titled by the BookNaming or Titling skills, or
    edited by the BookEdit skill.

    @@ -1583,12 +1769,12 @@

    CoffeeMud 5.9

    CraftingSkill: Crafting Skill -


    Skill : Clan Crafting
    Domain : Crafting
    Available: Numerous Classes Several Classes
    Allows : Quick Worker I, Wise Crafting I
    Use Cost : Movement (5)
    Quality : Circumstantial
    Targets : Items Creatures
    Range : Touch, or not applicable
    Commands : CLANCRAFT
    Usage : CLANCRAFT (LIST) [ITEM TYPE]
    Available: Enchanter Clan Members
    Example : clancraft flag
    : : clancraft list
    : : clancraft list flag
    : : clancraft list all
    This skill allows a player to craft clan items. The clan items from this skill
    require that the clan have a certain amount of experience in order to make the
    item. For this reason, only clan members who have the rank of Enchanter (or
    the equivalent privileges), may use this skill even if they have the skill.
    The majority of items crafted using this skill serve the CONQUEST system. See
    the help on CONQUEST for more information on how to use the items. The extent
    of the items which can be crafted expands as the player goes up in level. To
    begin crafting, the player must have placed the materials he or she wishes to
    make the item from on the ground. Using better materials will increase both
    the strength and the required level of the crafted item.
    +
     
    Skill : Clan Crafting
    Domain : Crafting
    Available: Numerous Classes Several Classes
    Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I
    Allows : Wise Crafting I
    Use Cost : Movement (5)
    Quality : Circumstantial
    Targets : Items Creatures
    Range : Touch, or not applicable
    Commands : CLANCRAFT
    Usage : CLANCRAFT (LIST) [ITEM TYPE]
    Available: Enchanter Clan Members
    Example : clancraft flag
    : : clancraft list
    : : clancraft list flag
    : : clancraft list all
    This skill allows a player to craft clan items. The clan items from this skill
    require that the clan have a certain amount of experience in order to make the
    item. For this reason, only clan members who have the rank of Enchanter (or
    the equivalent privileges), may use this skill even if they have the skill.
    The majority of items crafted using this skill serve the CONQUEST system. See
    the help on CONQUEST for more information on how to use the items. The extent
    of the items which can be crafted expands as the player goes up in level. To
    begin crafting, the player must have placed the materials he or she wishes to
    make the item from on the ground. Using better materials will increase both
    the strength and the required level of the crafted item.

    Dance: a Dance -

    Skill    : DANCE
    Usage : DANCE [SONG NAME]
    Example : dance foxtrot
    Short(s) : DA
    Bards can invoke their magical dances using the dance command. Some songs
    require that you direct the energy at a target, while others only apply to the
    bard. Dances can be stopped using the DANCE STOP command, or by simply moving
    to a new room. For help on a particular song, enter help and then the name of
    the song.
    +
    Skill    : DANCE 
    Usage : DANCE [SONG NAME]
    Example : dance foxtrot
    Short(s) : DA
    Bards can invoke their magical dances using the dance command. Some songs
    require that you direct the energy at a target, while others only apply to the
    bard. Dances can be stopped using the DANCE STOP command, or by simply moving
    to a new room. For help on a particular song, enter help and then the name of
    the song.

    @@ -1598,252 +1784,292 @@

    CoffeeMud 5.9

    DiligentStudying: Diligent Studying -


    Skill : Diligent Studying
    Allows : Quick Worker I
    Invoked : Automatic
    This character is adept at learning, and gains an additional practice point
    every level.
    +
     
    Skill : Diligent Studying
    Allows : Quick Working I, Quick Worker I
    Invoked : Automatic
    This character is adept at learning, and gains an additional practice point
    every level.

    Disease: Disease -

    Disease    : Disease
    Parameters :
    Example :
    Description:
    The base disease class. Should not normally be used for anything. Is not
    catchable.
    +
    Disease    : Disease 
    Parameters :
    Example :
    Description:
    The base disease class. Should not normally be used for anything. Is not
    catchable.

    Disease_Aids: Aids -

    Disease    : AIDS
    Parameters :
    Example :
    Description:
    Aids lowers ones defences against all other diseases, and last forever. It is
    spread through sexual contact, and contracted by having sex with a monkey.
    +
    Disease    : AIDS 
    Parameters :
    Example :
    Description:
    Aids lowers ones defences against all other diseases, and last forever. It is
    spread through sexual contact, and contracted by having sex with a monkey.

    Disease_Alzheimers: Alzheimers -

    Disease    : Alzheimers
    Parameters :
    Example :
    Description:
    This disease lowers ones intelligence and wisdom, and makes them forget their
    skills. It will also cause occasional wandering. It is the consequence of
    extreme age. It is not contagious, but is very hard to cure.
    +
    Disease    : Alzheimers 
    Parameters :
    Example :
    Description:
    This disease lowers ones intelligence and wisdom, and makes them forget their
    skills. It will also cause occasional wandering. It is the consequence of
    extreme age. It is not contagious, but is very hard to cure.

    Disease_Amnesia: Amnesia -

    Disease    : Amnesia
    Parameters :
    Example :
    Description:
    Amnesia removes the ability to remember skills, spells, etc for a time. It is
    the occasional consequence of rejuvenating after death. It is not contagious.
    +
    Disease    : Amnesia 
    Parameters :
    Example :
    Description:
    Amnesia removes the ability to remember skills, spells, etc for a time. It is
    the occasional consequence of rejuvenating after death. It is not contagious.
    +

    + +

    + Disease_Anosmia: Anosmia +

    Disease    : Anosmia 
    Parameters :
    Example :
    Description:
    Anosmia is the inability to smell

    Disease_Anthrax: Anthrax -

    Disease    : Anthrax
    Parameters :
    Example :
    Description:
    This horrid disease depleats constitution until death. It is the occasional
    affliction of sheep. It is spread by contact.
    +
    Disease    : Anthrax 
    Parameters :
    Example :
    Description:
    This horrid disease depletes constitution until death. It is the occasional
    affliction of sheep. It is spread by contact.
    +

    + +

    + Disease_Apathy: Apathy +

    Disease    : Apathy 
    Parameters :
    Example :
    Description:
    This disease removes the will do use benevolent skills. It is spread by bring
    spoken to by someone else with it.

    Disease_Arthritis: Arthritis -

    Disease    : Arthritis
    Parameters :
    Example :
    Description:
    This disease lowers ones dexterity. It is the occasional consequence of age,
    gonorrhea, and lyme disease. It is not contagious.
    +
    Disease    : Arthritis 
    Parameters :
    Example :
    Description:
    This disease lowers ones dexterity. It is the occasional consequence of age,
    gonorrhea, and lyme disease. It is not contagious.

    Disease_Asthma: Asthma -

    Disease    : Asthma
    Parameters :
    Example :
    Description:
    This condition lowers ones movement rate by 75%. It is not catchable by any
    known means. It is not contagious.
    +
    Disease    : Asthma 
    Parameters :
    Example :
    Description:
    This condition lowers ones movement rate by 75%. It is not catchable by any
    known means. It is not contagious.

    Disease_Blahs: Blahs -

    Disease    : Blahs
    Parameters :
    Example :
    Description:
    Always fatigued, and impossible to understand when speaking, this disease is
    caused by excessive idle time.
    +
    Disease    : Blahs 
    Parameters :
    Example :
    Description:
    Always fatigued, and impossible to understand when speaking, this disease is
    caused by excessive idle time.
    +

    + +

    + Disease_Blindness: Blindness +

    Disease    : Blindness 
    Parameters :
    Example :
    Description:
    Blindness is the inability to see.

    Disease_Cancer: Cancer -

    Disease    : Cancer
    Parameters :
    Example :
    Description:
    This disease depleats constitution, taking mana, movement, and hit points with
    it until death. It is the rare consequence of age. It is not contagious.
    +
    Disease    : Cancer 
    Parameters :
    Example :
    Description:
    This disease depletes constitution, taking mana, movement, and hit points with
    it until death. It is the rare consequence of age. It is not contagious.

    Disease_Cannibalism: Cannibalism -

    Disease    : Cannibalism
    Parameters :
    Example :
    Description:
    This diseases causes the target to hunger only for the meat of his/her own
    race.
    +
    Disease    : Cannibalism 
    Parameters :
    Example :
    Description:
    This diseases causes the target to hunger only for the meat of his/her own
    race.

    Disease_Carrier: Carrier of Disease -

    Disease    : Carrier
    Parameters : Disease class name
    Example : Disease_Cancer
    Description:
    This strange condition is not catchable, and probably not harmful. Supposedly
    it carries other diseases. It is not contagious.
    +
    Disease    : Carrier 
    Parameters : Disease class name
    Example : Disease_Cancer
    Description:
    This strange condition is not catchable, and probably not harmful. Supposedly
    it carries other diseases. It is not contagious.

    Disease_Chlamydia: Chlamydia -

    Disease    : Chlamydia
    Parameters :
    Example :
    Description:
    This disease cuts movement in half, is spread sexually, and contracted as a
    very rare consequence roaming around swamps. It also makes one infertile and
    uninterested in sex.
    +
    Disease    : Chlamydia 
    Parameters :
    Example :
    Description:
    This disease cuts movement in half, is spread sexually, and contracted as a
    very rare consequence roaming around swamps. It also makes one infertile and
    uninterested in sex.

    Disease_Cold: Cold -

    Disease    : Cold
    Parameters :
    Example :
    Description:
    Lowers strength and constitution, and does periodic minimal damage. It is
    contracted by running around in cold weather without sufficient clothing. It is
    spread by proximity to one infected.
    +
    Disease    : Cold 
    Parameters :
    Example :
    Description:
    Lowers strength and constitution, and does periodic minimal damage. It is
    contracted by running around in cold weather without sufficient clothing. It is
    spread by proximity to one infected.
    +

    + +

    + Disease_Deafness: Deafness +

    Disease    : Deafness 
    Parameters :
    Example :
    Description:
    Blindness is the inability to hear.

    Disease_Depression: Depression -

    Disease    : Depression
    Parameters :
    Example :
    Description:
    Lowers attack and justice saves, creates a periodic sense of hunger, and actual
    fatigue and periodic sleep. Depression is caused by successful pregnancy, and
    possibly by witnessing the death of a follower.
    +
    Disease    : Depression 
    Parameters :
    Example :
    Description:
    Lowers attack and justice saves, creates a periodic sense of hunger, and actual
    fatigue and periodic sleep. Depression is caused by successful pregnancy, and
    possibly by witnessing the death of a follower.
    +

    + +

    + Disease_Diarrhea: Diarrhea +

    Disease    : Diarrhea 
    Parameters :
    Example :
    Description:
    This humiliating stomach ailment makes one susceptible to certain kinds of
    humiliating attacks, and to make matters worse, makes one likely to soil
    themselves.

    Disease_Fever: Fever -

    Disease    : Fever
    Parameters :
    Example :
    Description:
    Causes strange hallucinations. Is the occasional consequence of flu, gengrene,
    infections, lyme disease, malaria, pneumonia, and syphilis. It is not
    contagious.
    +
    Disease    : Fever 
    Parameters :
    Example :
    Description:
    Causes strange hallucinations. Is the occasional consequence of flu, gengrene,
    infections, lyme disease, malaria, pneumonia, and syphilis. It is not
    contagious.

    Disease_Fleas: Fleas -

    Disease    : Fleas
    Parameters :
    Example :
    Description:
    Affects ones dexterity for a time. Can be contracted from dogs and fidos. It
    is spread by contact, and proximity to the infected.
    +
    Disease    : Fleas 
    Parameters :
    Example :
    Description:
    Affects ones dexterity for a time. Can be contracted from dogs and fidos. It
    is spread by contact, and proximity to the infected.

    Disease_Flu: Flu -

    Disease    : Flu
    Parameters :
    Example :
    Description:
    A form of severe cold, which lowers strength, constitution, hit points, mana,
    and movement, and does some periodic damage. Is the rare consequence of
    roaming around without sufficient clothing. It is spread by proximity to the
    infected.
    +
    Disease    : Flu 
    Parameters :
    Example :
    Description:
    A form of severe cold, which lowers strength, constitution, hit points, mana,
    and movement, and does some periodic damage. Is the rare consequence of
    roaming around without sufficient clothing. It is spread by proximity to the
    infected.

    Disease_FrostBite: Frost Bite -

    Disease    : FROSTBITE
    Parameters :
    Example :
    Description:
    Frost bite afflicts a single extremety, which will fall off if the frost bite
    is not cured in time.
    +
    Disease    : FROSTBITE 
    Parameters :
    Example :
    Description:
    Frost bite afflicts a single extremity, which will fall off if the frost bite
    is not cured in time.

    Disease_Gangrene: Gangrene -

    Disease    : Gangrene
    Parameters :
    Example :
    Description:
    This horrid condition lowers charisma, and depleats maximum hit points until
    death. It is a consequence of an untreated infection. Gangrene also lowers
    ones healing rate.
    +
    Disease    : Gangrene 
    Parameters :
    Example :
    Description:
    This horrid condition lowers charisma, and depletes maximum hit points until
    death. It is a consequence of an untreated infection. Gangrene also lowers
    ones healing rate.

    Disease_Giggles: Contagious Giggles -

    Disease    : Giggles
    Parameters :
    Example :
    Description:
    Other than being infectuous, this disease has no bad consequences. It is the
    result of untreated smiles. It is spread by proximity to the infected.
    +
    Disease    : Giggles 
    Parameters :
    Example :
    Description:
    Other than being infectuous, this disease has no bad consequences. It is the
    result of untreated smiles. It is spread by proximity to the infected.

    Disease_Gonorrhea: Gonorrhea -

    Disease    : Gonorrhea
    Parameters :
    Example :
    Description:
    This std lowers ones attack ability, and makes one infertile and uninterested
    in sex. It is the rare result of wandering around jungles. It is spread
    sexually.
    +
    Disease    : Gonorrhea 
    Parameters :
    Example :
    Description:
    This std lowers ones attack ability, and makes one infertile and uninterested
    in sex. It is the rare result of wandering around jungles. It is spread
    sexually.

    Disease_HeatExhaustion: Heat Exhaustion -

    Disease    : HEAT EXHAUSTION
    Parameters :
    Example :
    Description:
    Someone suffering from heat exhaustion suffers hallucinations of other places
    until the disease runs its course or is cured.
    +
    Disease    : HEAT EXHAUSTION 
    Parameters :
    Example :
    Description:
    Someone suffering from heat exhaustion suffers hallucinations of other places
    until the disease runs its course or is cured.

    Disease_Infection: Infection -

    Disease    : Infection
    Parameters :
    Example :
    Description:
    This condition lowers ones rate of healing, even by magical means. It is the
    rare result of being badly hit in combat. It is not contagious.
    +
    Disease    : Infection 
    Parameters :
    Example :
    Description:
    This condition lowers ones rate of healing, even by magical means. It is the
    rare result of being badly hit in combat. It is not contagious.

    Disease_Leeches: Leeches -

    Disease    : LEECHES
    Parameters :
    Example :
    Description:
    Leeches prevent normal healing, but for the duration of the disease, will
    remove any poisons in the system of the one infected.
    +
    Disease    : LEECHES 
    Parameters :
    Example :
    Description:
    Leeches prevent normal healing, but for the duration of the disease, will
    remove any poisons in the system of the one infected.

    Disease_Lepresy: Leprosy -

    Disease    : Leprosy
    Parameters :
    Example :
    Description:
    This disease fools one into thinking the damage their are taking is not severe.
    It is occasionally found in Kobold meat. It is spread by consumption only.
    +
    Disease    : Leprosy 
    Parameters :
    Example :
    Description:
    This disease fools one into thinking the damage their are taking is not severe.
    It is occasionally found in Kobold meat. It is spread by consumption only.

    Disease_Lockjaw: Lockjaw -

    Disease    : Lockjaw
    Parameters :
    Example :
    Description:
    This disease prevents eating, drinking, and speaking. It is the rare
    consequence of being hit in combat with a metal weapon in poor condition.
    +
    Disease    : Lockjaw 
    Parameters :
    Example :
    Description:
    This disease prevents eating, drinking, and speaking. It is the rare
    consequence of being hit in combat with a metal weapon in poor condition.

    Disease_Lycanthropy: Lycanthropy -

    Disease    : Lycanthropy
    Parameters :
    Example :
    Description:
    Those with this disease will become werewolves during full moons. It is
    spread by being scratched by the infected.
    +
    Disease    : Lycanthropy 
    Parameters :
    Example :
    Description:
    Those with this disease will become werewolves during full moons. It is
    spread by being scratched by the infected.

    Disease_Lyme: Lyme Disease -

    Disease    : Lyme Disease
    Parameters :
    Example :
    Description:
    This disease causes headaches which make one forget their skills or spells. It
    is spread by being scratched by the infected, or by consumption.
    +
    Disease    : Lyme Disease 
    Parameters :
    Example :
    Description:
    This disease causes headaches which make one forget their skills or spells. It
    is spread by being scratched by the infected, or by consumption.

    Disease_Magepox: Magepox -

    Disease    : MagePox
    Parameters :
    Example :
    Description:
    This disease causes mana to be lost along with movement and hit points. It is
    the rare consequence of being under the affect of many malicious arcane spells.
    It is spread by proximity to the infected.
    +
    Disease    : MagePox 
    Parameters :
    Example :
    Description:
    This disease causes mana to be lost along with movement and hit points. It is
    the rare consequence of being under the affect of many malicious arcane spells.
    It is spread by proximity to the infected.

    Disease_Malaria: Malaria -

    Disease    : Malaria
    Parameters :
    Example :
    Description:
    This horrid disease lowers strength, constitution, movement, mana, and hit
    points, as well as doing periodic damage. It is the rare consequence of
    roaming around swamps and jungles. It is spread by proximity to the infected.
    +
    Disease    : Malaria 
    Parameters :
    Example :
    Description:
    This horrid disease lowers strength, constitution, movement, mana, and hit
    points, as well as doing periodic damage. It is the rare consequence of
    roaming around swamps and jungles. It is spread by proximity to the infected.

    Disease_Migraines: Migraine Headaches -

    Disease    : Migraines
    Parameters :
    Example :
    Description:
    Migraines make one forget their spells and skills. It is the occasional result
    of drinking alcoholic beverages. It is not contagious.
    +
    Disease    : Migraines 
    Parameters :
    Example :
    Description:
    Migraines make one forget their spells and skills. It is the occasional result
    of drinking alcoholic beverages. It is not contagious.

    Disease_MummyRot: Mummy Rot -

    Disease    : Mummy Rot
    Parameters :
    Example :
    Description:
    This horrid disease depleats constitution until death. It is only caught from
    combat with mummys. It is not contagious.
    +
    Disease    : Mummy Rot 
    Parameters :
    Example :
    Description:
    This horrid disease depletes constitution until death. It is only caught from
    combat with mummys. It is not contagious.
    +

    + +

    + Disease_Muteness: Muteness +

    Disease    : Muteness 
    Parameters :
    Example :
    Description:
    Blindness is the inability to speak.

    Disease_Narcolepsy: Narcolepsy -

    Disease    : Narcolepsy
    Parameters :
    Example :
    Description:
    This curable disease causes one to fall asleep suddenly, to be weaker, and to
    suffer horrible fatigue. This disease is caused by sleeping while being
    excessively idle.
    +
    Disease    : Narcolepsy 
    Parameters :
    Example :
    Description:
    This curable disease causes one to fall asleep suddenly, to be weaker, and to
    suffer horrible fatigue. This disease is caused by sleeping while being
    excessively idle.

    Disease_Obesity: Obesity -

    Disease    : OBESITY
    Parameters :
    Example :
    Description:
    Obesity slows movement and increases weight. It is possible to catch whenever
    one eats while one is full. It is exacerbated when one eats while full. Only
    engaging in extreme exercise and laying off the food when not hungry will fix
    it.
    +
    Disease    : OBESITY 
    Parameters :
    Example :
    Description:
    Obesity slows movement and increases weight. It is possible to catch whenever
    one eats while one is full. It is exacerbated when one eats while full. Only
    engaging in extreme exercise and laying off the food when not hungry will fix
    it.

    Disease_Plague: The Plague -

    Disease    : Plague
    Parameters :
    Example :
    Description:
    This disease lowers dexterity and constitution terribly, and does periodic
    damage. It is caught from evil magic. It is spread by proximity to the
    infected.
    +
    Disease    : Plague 
    Parameters :
    Example :
    Description:
    This disease lowers dexterity and constitution terribly, and does periodic
    damage. It is caught from evil magic. It is spread by proximity to the
    infected.

    Disease_PlanarInstability: Planar Instability -

    Disease    : Planar Instability
    Parameters :
    Example :
    Description:
    This disease is contracted by frequent use of planar travel away from the prime
    material plane by its native denizens. It does not last very long, but can
    become worse with increased planar travel. It causes vulnerability to bad luck
    and a decreased chance to successfully travel the planes.
    +
    Disease    : Planar Instability 
    Parameters :
    Example :
    Description:
    This disease is contracted by frequent use of planar travel away from the prime
    material plane by its native denizens. It does not last very long, but can
    become worse with increased planar travel. It causes vulnerability to bad luck
    and a decreased chance to successfully travel the planes.

    Disease_Pneumonia: Pneumonia -

    Disease    : Pneumonia
    Parameters :
    Example :
    Description:
    This disease lowers hit points, mana, movement, constutition and strength, as
    well as doing periodic damage. It is a consequence of an untreated cold or
    flu. It is spread by proximity to the infected.
    +
    Disease    : Pneumonia 
    Parameters :
    Example :
    Description:
    This disease lowers hit points, mana, movement, constutition and strength, as
    well as doing periodic damage. It is a consequence of an untreated cold or
    flu. It is spread by proximity to the infected.

    Disease_PoisonIvy: Poison Ivy -

    Disease    : Poison Ivy
    Parameters :
    Example :
    Description:
    This disease lowers dexterity and charisma. It is the rare consequence of
    roaming around forests. It is spread by contact with the infected.
    +
    Disease    : Poison Ivy 
    Parameters :
    Example :
    Description:
    This disease lowers dexterity and charisma. It is the rare consequence of
    roaming around forests. It is spread by contact with the infected.
    +

    + +

    + Disease_RadiationSickness: Radiation Sickness +

    Disease    : Radiation Sickness 
    Parameters :
    Example :
    Description:
    This serious condition causes ones constitution to decrease slowly over time
    until death. It is difficult to cure, and can occasionally cause migraines or
    diarrhea.

    Disease_SARS: SARS -

    Disease    : SARS
    Parameters :
    Example :
    Description:
    This disease lowers strength, constitution, hit points, mana, and movement, as
    well as causing bursts of damage. It occasionally comes from infected rat
    meat. It is spread by proximity to the infected.
    +
    Disease    : SARS 
    Parameters :
    Example :
    Description:
    This disease lowers strength, constitution, hit points, mana, and movement, as
    well as causing bursts of damage. It occasionally comes from infected rat
    meat. It is spread by proximity to the infected.

    Disease_Scurvy: Scurvy -

    Disease    : SCURVY
    Parameters :
    Example :
    Description:
    This disease causes ones gums to soften and spots to appear on the body,
    lowering charisma dramatically. It is caused by riding in large sailing
    vessels too often. Luckily, it is easily cured by eating citris (orange,
    lemons, limes) or peppers.
    +
    Disease    : SCURVY 
    Parameters :
    Example :
    Description:
    This disease causes ones gums to soften and spots to appear on the body,
    lowering charisma dramatically. It is caused by riding in large sailing
    vessels too often. Luckily, it is easily cured by eating citris (orange,
    lemons, limes) or peppers.

    Disease_SeaSickness: Sea Sickness -

    Disease    : Sea Sickness
    Parameters :
    Example :
    Description:
    This disease causes the afflicted to feel queasy and turn green, and reduces
    their mana and movement by half. It can also make them puke from time to time
    and grow more dehydrated. It can be cured by magic, but the easiest way to
    cure it is to get your feet back on dry land. It is acquired by being on a
    water ship or boat.
    +
    Disease    : Sea Sickness 
    Parameters :
    Example :
    Description:
    This disease causes the afflicted to feel queasy and turn green, and reduces
    their mana and movement by half. It can also make them puke from time to time
    and grow more dehydrated. It can be cured by magic, but the easiest way to
    cure it is to get your feet back on dry land. It is acquired by being on a
    water ship or boat.

    Disease_Sleepwalking: Sleepwalking -

    Disease    : Sleepwalking
    Parameters :
    Example :
    Description:
    This disease causes people to walk around in their sleep. It is not infectious
    and has no other effects.
    +
    Disease    : Sleepwalking 
    Parameters :
    Example :
    Description:
    This disease causes people to walk around in their sleep. It is not infectious
    and has no other effects.

    Disease_Smiles: Contagious Smiles -

    Disease    : Smiles
    Parameters :
    Example :
    Description:
    This disease has no bad consequences except for being annoying and infectious.
    It is caught by being smiled at by an attractive member of the opposite sex. It
    is spread by proximity to the infected.
    +
    Disease    : Smiles 
    Parameters :
    Example :
    Description:
    This disease has no bad consequences except for being annoying and infectious.
    It is caught by being smiled at by an attractive member of the opposite sex. It
    is spread by proximity to the infected.

    Disease_Syphilis: Syphilis -

    Disease    : Syphilis
    Parameters :
    Example :
    Description:
    This disease depleats constitution, mana, movement, and hit points until death.
    It is the rare consequence of roaming around caves. It is spread sexually.
    +
    Disease    : Syphilis 
    Parameters :
    Example :
    Description:
    This disease depletes constitution, mana, movement, and hit points until death.
    It is the rare consequence of roaming around caves. It is spread sexually.

    Disease_Tetnus: Tetanus -

    Disease    : Tetanus
    Parameters :
    Example :
    Description:
    This disease depleats dexterity until death. It is the rare consequence of
    taking a hard hit from a metal weapon in poor condition. It is spread through
    consumption only.
    +
    Disease    : Tetanus 
    Parameters :
    Example :
    Description:
    This disease depletes dexterity until death. It is the rare consequence of
    taking a hard hit from a metal weapon in poor condition. It is spread through
    consumption only.

    Disease_Tinnitus: Tinnitus -

    Disease    : TINNITUS
    Parameters :
    Example :
    Description:
    This ringing disease causes deafness. It is the rare consequence of being hit
    on the head while wearing a metal helmet. It is not contagious.
    +
    Disease    : TINNITUS 
    Parameters :
    Example :
    Description:
    This ringing disease causes deafness. It is the rare consequence of being hit
    on the head while wearing a metal helmet. It is not contagious.

    Disease_Vampirism: Vampirism -

    Disease    : Vampirism
    Parameters :
    Example :
    Description:
    This disease causes light sensitivity, raises charisma, and eliminates the
    ability to swim. It is caught from the bodies of destroyed vampires. It is
    spread through consumption only.
    +
    Disease    : Vampirism 
    Parameters :
    Example :
    Description:
    This disease causes light sensitivity, raises charisma, and eliminates the
    ability to swim. It is caught from the bodies of destroyed vampires. It is
    spread through consumption only.
    +

    + +

    + Disease_WritersBlock: Writers Block +

    Disease    : Writers Block 
    Parameters :
    Example :
    Description:
    This disease makes one too uninspired to do any more writing for anywhere from
    a single tick up to a mud month. It is caused by frequently writing garbage.

    Disease_Yawning: Yawning -

    Disease    : Yawning
    Parameters :
    Example :
    Description:
    Other than being infectuous, this disease has no bad consequences. It is the
    result of being fatigued. It is spread by proximity to the infected.
    +
    Disease    : Yawning 
    Parameters :
    Example :
    Description:
    Other than being infectuous, this disease has no bad consequences. It is the
    result of being fatigued. It is spread by proximity to the infected.

    DiseaseCure: A Cure -

    Ability    : DISEASECURE
    Parameters : empty, or disease keyword
    Example :
    Example : cold
    Description:
    This skill removes the affects of a disease. If no parameter is given, it
    removes the affects of all diseases. Otherwise, it removes the affects only of
    the disease represented by the parameters. Like a Disease, the DiseaseCute, if
    added to a drink, food, or armor, will impart its benefits when drank, eaten,
    or worn respectively.
    +
    Ability    : DISEASECURE 
    Parameters : empty, or disease keyword
    Example :
    Example : cold
    Description:
    This skill removes the affects of a disease. If no parameter is given, it
    removes the affects of all diseases. Otherwise, it removes the affects only of
    the disease represented by the parameters. Like a Disease, the DiseaseCute, if
    added to a drink, food, or armor, will impart its benefits when drank, eaten,
    or worn respectively.

    @@ -1853,17 +2079,52 @@

    CoffeeMud 5.9

    Dragonbreath: Dragonbreath -

    Ability    : Dragonbreath
    Parameters : acid/fire/cold/lightning/gas/dust/
    Parameters : pebbles/ooze/undead/slime (lesser)
    Example : acid
    Example : ooze lesser
    Usage : DRAGONBREATH
    Description:
    Gives the creature the ability to use his or her breath weapon.
    +
    Ability    : Dragonbreath 
    Parameters : acid/fire/cold/lightning/gas/dust/
    Parameters : pebbles/ooze/undead/slime (lesser)
    Example : acid
    Example : ooze lesser
    Usage : DRAGONBREATH
    Description:
    Gives the creature the ability to use his or her breath weapon.

    - DuckSpeak: Duck Speak + DrugCutting: Drug Cutting +

    
    +			

    + +

    + Druid_ShapeShift10: Tenth Totem +

    
    +			

    + +

    + Druid_ShapeShift11: Eleventh Totem +

    
    +			

    + +

    + Druid_ShapeShift6: Sixth Totem

    
     			

    +

    + Druid_ShapeShift7: Seventh Totem +

    
    +			

    + +

    + Druid_ShapeShift8: Eighth Totem +

    
    +			

    + +

    + Druid_ShapeShift9: Ninth Totem +

    
    +			

    + +

    + DuckSpeak: Duck Speak +

     
    Social : DUCK


    Target : none
    You see : DUCK!!!!
    Others see : Ducks defensively.

    Target : someone
    No Target :
    You see : You duck defensively, anticipating the oncoming swipe from the
    target.
    Target sees: Ducks, please oh please don't hit !
    Others see : Ducks, anticipating the target's reaction.
    +

    +

    Dueler: Dueler -

    Ability    : Dueler
    Parameters :
    Example :
    Description:
    This ability governs two dueling players.
    +
    Ability    : Dueler 
    Parameters :
    Example :
    Description:
    This ability governs two dueling players.

    @@ -1888,32 +2149,87 @@

    CoffeeMud 5.9

    Falling: Falling -

    Ability    : Falling
    Parameters : REVERSED/NORMAL
    Example : normal
    Description:
    This affect governs falling items and mobs, in either direction (up or down).
    Normal for up, reversed for down.
    +
    Ability    : Falling 
    Parameters : REVERSED/NORMAL
    Example : normal
    Description:
    This affect governs falling items and mobs, in either direction (up or down).
    Normal for up, reversed for down.
    +

    + +

    + Familiarity_Armor: Armor Familiarity +

     
    Skill : Armor Familiarity
    Domain : Armor use
    Allows : Armor Optimizing I
    Invoked : Automatic
    The player is familiar with armor they have crafted themselves, gaining an
    armor bonus from wearing the product of their own hands.
    +

    + +

    + Familiarity_Axe: Axe Familiarity +

     
    Skill : Axe Familiarity
    Domain : Weapon use
    Allows : Axe Proficiency
    Invoked : Automatic
    The player is familiar with axes they have crafted themselves, gaining an
    attack bonus from wielding the product of their own hands.
    +

    + +

    + Familiarity_Bow: Bow Familiarity +

     
    Skill : Bow Familiarity
    Domain : Weapon use
    Invoked : Automatic
    The player is familiar with bows they have crafted themselves, gaining an
    attack bonus from wielding the product of their own hands.
    +

    + +

    + Familiarity_Dagger: Dagger Familiarity +

     
    Skill : Dagger Familiarity
    Domain : Weapon use
    Invoked : Automatic
    The player is familiar with daggers they have crafted themselves, gaining an
    attack bonus from wielding the product of their own hands.
    +

    + +

    + Familiarity_EdgedWeapon: Edged Weapon Familiarity +

     
    Skill : Edged Weapon Familiarity
    Domain : Weapon use
    Invoked : Automatic
    The player is familiar with edged weapons they have crafted themselves, gaining
    an attack bonus from wielding the product of their own hands.
    +

    + +

    + Familiarity_FlailedWeapon: Flailed Weapon Familiarity +

     
    Skill : Flailed Weapon Familiarity
    Domain : Weapon use
    Invoked : Automatic
    The player is familiar with flailed weapons they have crafted themselves,
    gaining an attack bonus from wielding the product of their own hands.
    +

    + +

    + Familiarity_Natural: Racial Weapon Familiarity +

     
    Skill : Racial Weapon Familiarity
    Domain : Weapon use
    Invoked : Automatic
    The player is familiar with natural racial weapons they have crafted
    themselves, gaining an attack bonus from wielding the product of their own
    hands.
    +

    + +

    + Familiarity_Polearm: Polearm Familiarity +

     
    Skill : Polearm Familiarity
    Domain : Weapon use
    Invoked : Automatic
    The player is familiar with polearms they have crafted themselves, gaining an
    attack bonus from wielding the product of their own hands.
    +

    + +

    + Familiarity_Weapon: Weapon Familiarity +

     
    Skill : Weapon Familiarity
    Domain : Weapon use
    Invoked : Automatic
    The player is familiar with weapons they have crafted themselves, gaining an
    attack bonus from wielding the product of their own hands.

    Fighter_CaveTactics: Cave Tactics -


    Skill : Cave Tactics
    Domain : Nature lore
    Allows : Nature Lore I
    Invoked : Automatic
    This skill gives the fighter an edge in attack, defence, and damage when
    fighting in cave. The fighter can also hide themselves simply by sitting down
    on the ground and staying still for a few mins.
    +
     
    Skill : Cave Tactics
    Domain : Nature lore
    Allows : Nature Lore I
    Invoked : Automatic
    This skill gives the fighter an edge in attack, defence, and damage when
    fighting in cave. The fighter can also hide themselves simply by sitting down
    on the ground and staying still for a few mins.
    +

    + +

    + Fighter_CrescentKick: Crescent Kick +

     
    Skill : Crescent Kick
    Domain : Kicking
    Allows : Iron Kicking I, Combat Fluidity I
    Invoked : Automatic
    Example :
    So long as the fighter is unarmed, he or she has this ability to deliver an
    extra attack per round using a swift, sweeping crescent kick.

    Fighter_FastSlinging: Fast Slinging -


    Skill : Fast Slinging
    Domain : Martial lore
    Allows : Combat Fluidity I, Martial Lore I
    Invoked : Automatic
    Example :
    Fast Slinging is the ability to make extra attacks per round whenever using a
    ranged sling weapon that requires ammunition. The number of extra attacks will
    go up as the players level does.
    +
     
    Skill : Fast Slinging
    Domain : Martial lore
    Allows : Martial Lore I, Combat Fluidity I
    Invoked : Automatic
    Example :
    Fast Slinging is the ability to make extra attacks per round whenever using a
    ranged sling weapon that requires ammunition. The number of extra attacks will
    go up as the players level does.

    Fighter_FieldTactics: Field Tactics -


    Skill : Field Tactics
    Domain : Nature lore
    Allows : Nature Lore I
    Invoked : Automatic
    This skill gives the fighter an edge in attack, defence, and damage when
    fighting in the proper area type for the skill. The fighter can also hide
    themselves simply by sitting down on the ground and staying still for a few
    mins.
    +
     
    Skill : Field Tactics
    Domain : Nature lore
    Allows : Nature Lore I
    Invoked : Automatic
    This skill gives the fighter an edge in attack, defence, and damage when
    fighting in the proper area type for the skill. The fighter can also hide
    themselves simply by sitting down on the ground and staying still for a few
    mins.

    Fighter_Hardiness: Hardiness -


    Skill : Hardiness
    Domain : Fitness
    Allows : Fitness I
    Invoked : Automatic
    This ability makes the player more hardy, giving them extra movement points.
    +
     
    Skill : Hardiness
    Domain : Fitness
    Allows : Fitness I
    Invoked : Automatic
    This ability makes the player more hardy, giving them extra movement points.
    +

    + +

    + Fighter_SnapKick: Snap Kick +

     
    Skill : Snap Kick
    Domain : Kicking
    Allows : Iron Kicking I, Combat Fluidity I
    Invoked : Automatic
    Example :
    So long as the fighter is unarmed, he or she has this ability to deliver an
    extra attack per round using a swift, forward kick.

    Fighter_ViciousBlow: Vicious Blow -


    Skill : Vicious Blow
    Domain : Anatomy
    Allows : Anatomy I
    Invoked : Automatic
    The warrior is capable of more crippling blows due to growing up in a culture
    that encourages sadistic experimentation. Critical hits scored by this
    character do considerably more damage than normal.
    +
     
    Skill : Vicious Blow
    Domain : Anatomy
    Allows : Anatomy I
    Invoked : Automatic
    The warrior is capable of more crippling blows due to growing up in a culture
    that encourages sadistic experimentation. Critical hits scored by this
    character do considerably more damage than normal.

    @@ -1923,7 +2239,12 @@

    CoffeeMud 5.9

    Firebreath: Firebreath -


    Skill : Firebreath
    Domain : Racial ability
    Allows : Ignalist I
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 10
    Commands : FIREBREATH, BREATHEFIRE, BREATHFIRE
    Usage : FIREBREATH [TARGET]
    Example : firebreath bob
    +
     
    Skill : Firebreath
    Domain : Racial ability
    Allows : Ignalist I
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 10
    Commands : FIREBREATH, BREATHEFIRE, BREATHFIRE
    Usage : FIREBREATH [TARGET]
    Example : firebreath bob
    +

    + +

    + FoodBegging: Food Begging +

     
    Skill : Food Begging
    Domain : Racial ability
    Use Cost : Mana (50)
    Quality : Sometimes Beneficial
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : BEG4FOOD, BEGFORFOOD, FOODBEGGING
    Usage : BEG4FOOD [TARGET]
    Example : beg4food joe
    This skill allows the character to begin making cute faces at the target,
    compelling them to give up any food they might have.

    @@ -1938,12 +2259,17 @@

    CoffeeMud 5.9

    Frostbreath: Frostbreath -


    Skill : Frostbreath
    Domain : Racial ability
    Allows : Aqualist I
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 10
    Commands : FROSTBREATH
    Usage : FROSTBREATH [TARGET]
    Example : frostbreath bob
    +
     
    Skill : Frostbreath
    Domain : Racial ability
    Allows : Aqualist I
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 10
    Commands : FROSTBREATH
    Usage : FROSTBREATH [TARGET]
    Example : frostbreath bob
    +

    + +

    + Gait: Mood +

    Command : GAIT 
    Usage : GAIT LIST/[MOOD NAME]
    Example : gait normal
    Example : gait list
    Short(s):
    This command changes how you normally walk from room to room. You can enter
    GAIT LIST to get a list of valid gaits.

    Gasbreath: Gasbreath -


    Skill : Gasbreath
    Domain : Racial ability
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 10
    Commands : GASBREATH
    Usage : GASBREATH [TARGET]
    Example : gasbreath bob
    +
     
    Skill : Gasbreath
    Domain : Racial ability
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 10
    Commands : GASBREATH
    Usage : GASBREATH [TARGET]
    Example : gasbreath bob

    @@ -1953,17 +2279,17 @@

    CoffeeMud 5.9

    GenAbility: an ability -


    Spell : an ability
    Domain : Abjuration
    Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
    Allows : Reduced Abjuring I
    Use Cost : Mana (50)
    Quality : Always Beneficial
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    This ability is not yet documented.
    +
     
    Spell : an ability
    Domain : Abjuration
    Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
    Allows : Power Abjuring I
    Use Cost : Mana (50)
    Quality : Always Beneficial
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    This ability is not yet documented.

    GenCraftSkill: Crafting Skill -


    Skill : Crafting Skill
    Domain : Crafting
    Allows : Quick Worker I
    Use Cost : Movement (5)
    Quality : Circumstantial
    Targets : Items Creatures
    Range : Touch, or not applicable
    Commands : CRAFT
    This skill is not yet documented.
    +
     
    Skill : Crafting Skill
    Domain : Crafting
    Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I
    Use Cost : Movement (5)
    Quality : Circumstantial
    Targets : Items Creatures
    Range : Touch, or not applicable
    Commands : CRAFT
    This skill is not yet documented.

    GenLanguage: a language -


    Skill : a language
    Invoked : Automatic
    This language is not yet documented.
    +
     
    Skill : a language
    Use Cost : Mana (50)
    Quality : Sometimes Beneficial
    Targets : Caster only
    Range : Touch, or not applicable
    Commands : SPEAK
    This language is not yet documented.

    @@ -1973,7 +2299,12 @@

    CoffeeMud 5.9

    GooseSpeak: Goose Speak -

    
    +			
     
    Social : GOOSE


    Target : none
    You see : Who would you like to goose?
    Others see :

    Target : someone
    No Target : You should go hunting for another victim, they left.
    You see : You tenderly goose the target on the tush.
    Target sees: Gooses you tenderly!
    Others see : Reaches around the target's backside and gooses him tenderly.

    Target : self
    You see : You pinch yourself on the rear, you must be desperate.
    Others see : Pinches themself on the rear.
    +

    + +

    + Gore: Gore +

     
    Skill : Gore
    Domain : Racial ability
    Invoked : Automatic
    This ability makes the character especially deadly with natural piercing
    weapons, dealing considerably more damage.

    @@ -1981,11 +2312,21 @@

    CoffeeMud 5.9

    
     			

    +

    + Grazing: Grazing +

     
    Skill : Grazing
    Domain : Racial ability
    Use Cost : Movement (50)
    Quality : Sometimes Beneficial
    Targets : Caster only
    Range : Touch, or not applicable
    Commands : GRAZE
    Usage : GRAZE
    Example : graze
    The player is able to feast off the land of the open plains to satiate his or
    her hunger. And when continueing to graze even after, can fill additional
    stomachs, allowing him or her to "chew their cud" to satiate hunger without
    eating in the future.
    +

    +

    GreatBirdSpeak: GreatBird Speak

    
     			

    +

    + Hamstring: Hamstring +

     
    Skill : Hamstring
    Domain : Racial ability
    Use Cost : Movement (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : HAMSTRING
    Usage : HAMSTRING [TARGET NAME]
    Example : hamstring orc
    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.
    +

    +

    HorseSpeak: Horse Speak

    
    @@ -1993,12 +2334,12 @@ 

    CoffeeMud 5.9

    Immunities: Immunities -

    Ability    : Immunities
    Parameters : [LIST OF IMMUNITIES]
    Example : FIRE GAS JUSTICE
    Description:
    Creates immunities to certain attacks in a mob. Immunities include: ALL ACID,
    WATER, COLD, DEATH, DISEASE, ELECTRIC, FIRE, GAS, JUSTICE, MIND, PARALYZE,
    POISON, UNDEAD, LEGAL. List is space delimited. See also Prop_WeaponImmunity.
    +
    Ability    : Immunities 
    Parameters : [LIST OF IMMUNITIES]
    Example : FIRE GAS JUSTICE
    Description:
    Creates immunities to certain attacks in a mob. Immunities include: ALL ACID,
    WATER, COLD, DEATH, DISEASE, ELECTRIC, FIRE, GAS, JUSTICE, MIND, PARALYZE,
    POISON, UNDEAD, LEGAL. List is space delimited. See also Prop_WeaponImmunity.

    Inebriation: Inebriation -

    Ability    : Inebriation
    Parameters :
    Example :
    Description:
    Makes the mob do goofy things, lowers attack and dex scores. May result in a
    migraine.
    +
    Ability    : Inebriation 
    Parameters :
    Example :
    Description:
    Makes the mob do goofy things, lowers attack and dex scores. May result in a
    migraine.

    @@ -2013,17 +2354,22 @@

    CoffeeMud 5.9

    ItemRejuv: ItemRejuv -

    Ability    : ItemRejuv
    Parameters : Don't worry about it
    Description:
    This ability governs rejuvenating items
    +
    Ability    : ItemRejuv 
    Parameters : Don't worry about it
    Description:
    This ability governs rejuvenating items

    Lighteningbreath: Lightningbreath -


    Skill : Lightningbreath
    Domain : Racial ability
    Allows : Airelist I
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 10
    Commands : LIGHTNINGBREATH
    Usage : LIGHTENINGBREATH [TARGET]
    Example : lighteningbreath bob
    +
     
    Skill : Lightningbreath
    Domain : Racial ability
    Allows : Airelist I
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 10
    Commands : LIGHTNINGBREATH
    Usage : LIGHTENINGBREATH [TARGET]
    Example : lighteningbreath bob

    Loyalty: Loyalty -

    Property   : Loyalty
    Targets : Mobs
    Parameters : NAME=[PLAYER] TELEPORT=[TRUE/FALSE]
    Example : NAME=Bob TELEPORT=false
    Description:
    This mob property makes a mob keep an eye out for a particular player and
    Follow them when they encounter them. If TELEPORT=true, they will also attempt
    to teleport to the player before following them.
    +
    Property   : Loyalty 
    Targets : Mobs
    Parameters : NAME=[PLAYER] TELEPORT=[TRUE/FALSE]
    Example : NAME=Bob TELEPORT=false
    Description:
    This mob property makes a mob keep an eye out for a particular player and
    Follow them when they encounter them. If TELEPORT=true, they will also attempt
    to teleport to the player before following them.
    +

    + +

    + Milkable: Milkable +

     
    Skill : Milkable
    Domain : Racial ability
    Invoked : Automatic
    Usage : MILK (ok/no)
    Usage : MILK [TARGET] (INTO) [CONTAINER]
    Example : milk ok
    Example : milk cow bucket
    The creature is capable of being milked for some amount per day. The creature
    can use the MILK command to enable or disable their cooperation with being
    milked by entering MILK OK, or MILK NO. Another character can then milk the
    cooperative creature by giving a target milkable creature, and a container for
    the milk to go into. Please note that the arguments for this command are
    opposite to the FILL command, depite being similar in purpose.

    @@ -2038,7 +2384,7 @@

    CoffeeMud 5.9

    Mood: Mood -

    Command : MOOD
    Usage : MOOD LIST/[MOOD NAME]
    Example : mood normal
    Example : mood list
    Short(s):
    This command changes how you interact with the world when speaking. You can
    enter MOOD LIST to get a list of valid moods. Be aware that sometimes a mean
    mood can actually have an affect on the people you speak to!
    +
    Command : MOOD 
    Usage : MOOD LIST/[MOOD NAME]
    Example : mood normal
    Example : mood list
    Short(s):
    This command changes how you interact with the world when speaking. You can
    enter MOOD LIST to get a list of valid moods. Be aware that sometimes a mean
    mood can actually have an affect on the people you speak to!

    @@ -2053,12 +2399,12 @@

    CoffeeMud 5.9

    PaladinSkill: Paladin Skill -

    Char Class: Paladin (Fighter)
    Max-Stats : Strength (22), Wisdom (22), Others (18)
    Qualifiers: Wisdom 9+, Strength 9+
    Races : Human
    Prime Stat: Strength Attack Pts: +(Str/18) per level
    Practices : 3 +[(Wisdom/6) per lvl] Trains : 4 +1 per level
    Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/8)+(1d3)/lvl]
    Movement : 100 +[12X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
    Weapons : May use any weapons.
    Armor : May wear any armor.
    Bonuses : Receives bonus conquest and duel experience.
    Limits : Must remain good to avoid spell/skill failure chance.
    Desc. :
    Paladins are holy fighters, possessing many of the traits of both Fighters and
    Clerics, though in less intensity than either class alone. They may learn
    Cleric spells at higher levels, and possess numerous fighting techniques.
    Their weapons and armor choices are unlimited, but Paladins are restricted to a
    good alignment.

    How to play: Paladin's have the potential of being the most powerful of
    classes, and the most desired of group members. Their powerful combat skills
    and auras of power make them the perfect tanks for groups, especially since
    their Cleric healing abilities can allow them to fill this gap in a group.
    Alone, they can also flourish, vanquishing evil with the efficiency of the
    fighter.

    The only weakness of the Paladin is his reliance on goodness. In most muds,
    this limits his adventuring choices greatly. However, his strengths for
    lasting and winning in combat are so broad, he will quickly advance.
    +
    Char Class: Paladin (Fighter) 
    Max-Stats : Strength (22), Wisdom (22), Others (18)
    Qualifiers: Wisdom 9+, Strength 9+
    Races : Human
    Prime Stat: Strength Attack Pts: +(Str/18) per level
    Practices : 3 +[(Wisdom/6) per lvl] Trains : 4 +1 per level
    Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/8)+(1d3)/lvl]
    Movement : 100 +[12X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
    Weapons : May use any weapons.
    Armor : May wear any armor.
    Bonuses : Receives bonus conquest and duel experience.
    Limits : Must remain good to avoid spell/skill failure chance.
    Desc. :
    Paladins are holy fighters, possessing many of the traits of both Fighters and
    Clerics, though in less intensity than either class alone. They may learn
    Cleric spells at higher levels, and possess numerous fighting techniques.
    Their weapons and armor choices are unlimited, but Paladins are restricted to a
    good alignment.

    How to play: Paladin's have the potential of being the most powerful of
    classes, and the most desired of group members. Their powerful combat skills
    and auras of power make them the perfect tanks for groups, especially since
    their Cleric healing abilities can allow them to fill this gap in a group.
    Alone, they can also flourish, vanquishing evil with the efficiency of the
    fighter.

    The only weakness of the Paladin is his reliance on goodness. In most muds,
    this limits his adventuring choices greatly. However, his strengths for
    lasting and winning in combat are so broad, he will quickly advance.

    Paralysis: Paralysis -


    Spell : ClanEnchant Paralysis
    Domain : Enchantment/charm
    Use Cost : Mana (all)
    Quality : Circumstantial
    Targets : Items
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST "CLANENCHANT PARALYSIS" [TARGET NAME] [POWER]
    Example : cast "clanenchant paralysis" breastplate 5
    When cast on an item, this spell will use up some of the clan's experience (how
    much depends on power put into the casting) to magically enhance the item with
    PARALYSIS damaging blasts, and resistances. For what the different types of
    effects are, see HELP CLAN EQUIPMENT.
    +
     
    Spell : ClanEnchant Paralysis
    Domain : Enchantment/charm
    Use Cost : Mana (all)
    Quality : Circumstantial
    Targets : Items
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST "CLANENCHANT PARALYSIS" [TARGET NAME] [POWER]
    Example : cast "clanenchant paralysis" breastplate 5
    When cast on an item, this spell will use up some of the clan's experience (how
    much depends on power put into the casting) to magically enhance the item with
    PARALYSIS damaging blasts, and resistances. For what the different types of
    effects are, see HELP CLAN EQUIPMENT.

    @@ -2073,112 +2419,117 @@

    CoffeeMud 5.9

    Play: a song played -

    Skill    : PLAY
    Usage : PLAY [SONG NAME]
    Example : play accompaniment
    Short(s) : PL
    Bards can invoke their magical instruments using the play command. Some songs
    require that you direct the energy at a target, while others only apply to the
    bard. For help on a particular song, enter help and then the name of the song.
    +
    Skill    : PLAY 
    Usage : PLAY [SONG NAME]
    Example : play accompaniment
    Short(s) : PL
    Bards can invoke their magical instruments using the play command. Some songs
    require that you direct the energy at a target, while others only apply to the
    bard. For help on a particular song, enter help and then the name of the song.

    Play_Instrument: Instruments -

    
    +			
     
    Skill : Play Instrument
    Domain : Artistic
    Available: Numerous Classes
    Requires : A base wisdom of at least 5.
    Allows : Quick Working I, Quick Worker I, Artsy I
    Use Cost : Movement (5)
    Quality : Circumstantial
    Targets : Items Creatures
    Range : Touch, or not applicable
    Commands : PLAY, PLAYINSTRUMENT, PLAYSONG
    Usage : PLAYINSTRUMENT (STOP) (LIST)
    Example : playinstrument
    This skill allows a player to attempt to play a musical instrument they are
    holding or prepared to use. If done well, this might amuse an audience.
    Proficiency with each kind of musical instrument is separate, so your
    proficiency usually only reflects the last kind of instrument you played.
    Instruments can be purchased, or made with the Instrument Making skill.

    Poison: Poison -

    Ability    : Poison
    Parameters :
    Example :
    Description:
    The ability to poison, also the effect of a poison on an item, food, or drink.
    The standard poison does moderate strength/con damage, and moderate damage
    every few rounds.
    +
    Ability    : Poison 
    Parameters :
    Example :
    Description:
    The ability to poison, also the effect of a poison on an item, food, or drink.
    The standard poison does moderate strength/con damage, and moderate damage
    every few rounds.

    Poison_Alcohol: Alcohol -

    Ability    : Alcohol
    Parameters :
    Example :
    Description:
    Makes the mob do goofy things, lowers attack and dex scores. May result in a
    migraine.
    +
    Ability    : Alcohol 
    Parameters :
    Example :
    Description:
    Makes the mob do goofy things, lowers attack and dex scores. May result in a
    migraine.

    Poison_BeeSting: Bee Sting -

    Ability    : Bee Sting
    Parameters :
    Example :
    Description:
    Lowers strength and constitution by one point. Does minute damage.
    +
    Ability    : Bee Sting 
    Parameters :
    Example :
    Description:
    Lowers strength and constitution by one point. Does minute damage.

    Poison_Bloodboil: Blood Boil -

    Ability    : Bloodboil
    Parameters :
    Example :
    Description:
    Lowers strength, con (more), and attack. Does minute damage.
    +
    Ability    : Bloodboil 
    Parameters :
    Example :
    Description:
    Lowers constitution, and strength and attack a lot. Does minute damage.

    Poison_Caffeine: Poison_Hyper -

    Ability    : Caffeine
    Parameters :
    Example :
    Description:
    Gives the person a 1/4 attack, increases dexterity, and prevents
    sleeping/sitting.
    +
    Ability    : Caffeine 
    Parameters :
    Example :
    Description:
    Gives the person a 1/4 attack, increases dexterity, and prevents
    sleeping/sitting.

    - Poison_Decreptifier: Decreptifier -

    Ability    : Decreptifier
    Parameters :
    Example :
    Description:
    Lowers strength, con, and dex by a LOT. Does minute damage.
    + Poison_Decreptifier: Decrepifier +
    Ability    : Decrepifier 
    Parameters :
    Example :
    Description:
    Lowers strength, con, and dex by a LOT. Does minute damage.

    Poison_Firebreather: Firebreather -

    Ability    : Firebreather
    Parameters :
    Example :
    Description:
    Makes the mob do goofy things, lowers attack and dex scores. May result in a
    migraine. Also, may randomly assault all in the room with breath of fire.
    +
    Ability    : Firebreather 
    Parameters :
    Example :
    Description:
    Makes the mob do goofy things, lowers attack and dex scores. May result in a
    migraine. Also, may randomly assault all in the room with breath of fire.

    Poison_Ghoultouch: Ghoultouch -

    Ability    : Ghoul Touch
    Parameters :
    Example :
    Description:
    Lowers constitution and paralyzes the victim.
    +
    Ability    : Ghoul Touch 
    Parameters :
    Example :
    Description:
    Lowers constitution and paralyzes the victim.

    Poison_Glowgell: Glowgell -

    Ability    : Glowgell
    Parameters :
    Example :
    Description:
    This benign substance makes the items it is applied to glow.
    +
    Ability    : Glowgell 
    Parameters :
    Example :
    Description:
    This benign substance makes the items it is applied to glow.

    Poison_GoblinDrip: Goblin Drip -

    Ability    : Goblin Drip
    Parameters :
    Example :
    Description:
    Lowers con a little, and strength by a LOT. Does minute damage.
    +
    Ability    : Goblin Drip 
    Parameters :
    Example :
    Description:
    Lowers con a little, and strength by a LOT. Does minute damage.

    Poison_Heartstopper: Heartstopper -

    Ability    : Heart Stopper
    Parameters :
    Example :
    Description:
    Lowers con and strength a little, and does heavy damage for a few rounds (100hp
    total).
    +
    Ability    : Heart Stopper 
    Parameters :
    Example :
    Description:
    Lowers con and strength a little, and does heavy damage for a few rounds (100hp
    total).

    Poison_Hives: Hives -

    Ability    : Hives
    Parameters :
    Example :
    Description:
    This is actually an allergic reaction to a foreign substance, which poisons the
    body and causes it to react with itching burning hives.
    +
    Ability    : Hives 
    Parameters :
    Example :
    Description:
    This is actually an allergic reaction to a foreign substance, which poisons the
    body and causes it to react with itching burning hives.

    Poison_Liquor: Liquor -

    Ability    : Liquor
    Parameters :
    Example :
    Description:
    Makes the mob do goofy things, lowers attack and dex scores. May result in a
    migraine.
    +
    Ability    : Liquor 
    Parameters :
    Example :
    Description:
    Makes the mob do goofy things, lowers attack and dex scores. May result in a
    migraine.

    Poison_Mindsap: Mindsap -

    Ability    : MindSap
    Parameters :
    Example :
    Description:
    Lowers con little, and intelligence a lot.
    +
    Ability    : MindSap 
    Parameters :
    Example :
    Description:
    Lowers con little, and intelligence a lot.

    Poison_Peppersauce: Peppersauce -

    Ability    : Peppersauce
    Parameters :
    Example :
    Description:
    Lowers constitution, and blinds.
    +
    Ability    : Peppersauce 
    Parameters :
    Example :
    Description:
    Lowers constitution, and blinds.

    Poison_Rotten: Rotten -

    Ability    : Rotten
    Parameters :
    Example :
    Description:
    Lowers constitution and strength, and creates damaging stomach aches.
    +
    Ability    : Rotten 
    Parameters :
    Example :
    Description:
    Lowers constitution and strength, and creates damaging stomach aches.

    Poison_Slumberall: Slumberall -

    Ability    : Slumberall
    Parameters :
    Example :
    Description:
    Causes sleep.
    +
    Ability    : Slumberall 
    Parameters :
    Example :
    Description:
    Causes sleep.

    Poison_Sting: Sting -

    Ability    : Sting
    Parameters :
    Example :
    Description:
    Lowers constitution by one point. Does minute damage.
    +
    Ability    : Sting 
    Parameters :
    Example :
    Description:
    Lowers constitution by one point. Does minute damage.

    Poison_Venom: Venom -

    Ability    : Venom
    Parameters :
    Example :
    Description:
    Does moderate strength, and heavy constitution damage. Does moderate damage
    every couple of rounds for 10 rounds or so.
    +
    Ability    : Venom 
    Parameters :
    Example :
    Description:
    Does moderate strength, and heavy constitution damage. Does moderate damage
    every couple of rounds for 10 rounds or so.

    Poison_XXX: XXX -

    Ability    : XXX
    Parameters :
    Example :
    Description:
    Does a little strength, and moderate constitution damage. Does very heavy
    damage every couple of rounds for 20 rounds or so.
    +
    Ability    : XXX 
    Parameters :
    Example :
    Description:
    Does a little strength, and moderate constitution damage. Does very heavy
    damage every couple of rounds for 20 rounds or so.
    +

    + +

    + PoisonousBite: Poisonous Bite +

     
    Skill : Poisonous Bite
    Domain : Racial ability
    Use Cost : Movement (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : BITE
    Usage : PBITE [TARGET NAME]
    Example : pbite orc
    This ability allows one to deliver a vicious mundane bite that does a bit of
    damage, but will also sometimes inflict a poison.

    @@ -2208,47 +2559,47 @@

    CoffeeMud 5.9

    Prayer: a Prayer -


    Prayer : Dream Feast
    Domain : Restoration
    Available: Cleric
    Allows : Restoring I
    Alignment: pure goodness, good
    Use Cost : Mana (68)
    Quality : Sometimes Beneficial
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : PRAY, PR
    Usage : PRAY "DREAM FEAST" [TARGET NAME]
    Example : pray "dream feast" bob
    This spell puts a blessing from the casters god upon the target. When the
    target next sleeps, and they sleep for a sufficient amount of time, they will
    have dreams of feasts. Upon having the dream and waking, they will find all
    hunger and thirst has been satisfied.
    +
     
    Prayer : Dream Feast
    Domain : Restoration
    Available: Cleric
    Allows : Restoring I
    Alignment: pure goodness, good
    Use Cost : Mana (68)
    Quality : Sometimes Beneficial
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : PRAY, PR
    Usage : PRAY "DREAM FEAST" [TARGET NAME]
    Example : pray "dream feast" bob
    This spell puts a blessing from the casters god upon the target. When the
    target next sleeps, and they sleep for a sufficient amount of time, they will
    have dreams of feasts. Upon having the dream and waking, they will find all
    hunger and thirst has been satisfied.

    Prayer_AnimalSpirit: Animal Spirit -


    Prayer : Animal Spirit
    Domain : Communing
    Allows : Communing I
    Invoked : Automatic
    Usage : PRAY "ANIMAL SPIRIT" [TARGET NAME]
    Example : pray "animal spirit" bob
    Causes the target to seek out their animal spirit and commune with it for a
    time. Who knows what happens next?
    +
     
    Prayer : Animal Spirit
    Domain : Communing
    Allows : Communing I
    Use Cost : Mana (50)
    Quality : Sometimes Beneficial
    Targets : Caster only
    Range : Touch, or not applicable
    Commands : ANIMALSPIRIT
    Usage : PRAY "ANIMAL SPIRIT" [TARGET NAME]
    Example : pray "animal spirit" bob
    Causes the target to seek out their animal spirit and commune with it for a
    time. Who knows what happens next?

    Prayer_AuraStrife: Aura of Strife -


    Prayer : Aura of Strife
    Domain : Communing
    Allows : Communing I
    Alignment: pure evil, evil
    Use Cost : Mana (50)
    Quality : Circumstantial
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : PRAY, PR
    Creates an aura of strife bound by the Cleric to the area. This causes those
    in the same room as the cleric to suffer a drop in charisma due to feelings of
    anger and hopelessness. Will also cause confusion in combat among those not in
    the clerics group. The cleric must remain in the casting room for the prayer to
    remain effective.
    +
     
    Prayer : Aura of Strife
    Domain : Communing
    Allows : Communing I
    Alignment: pure evil, evil
    Use Cost : Mana (50)
    Quality : Circumstantial
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : PRAY, PR
    Creates an aura of strife bound by the Cleric to the area. This causes those
    in the same room as the cleric to suffer a drop in charisma due to feelings of
    anger and hopelessness. Will also cause confusion in combat among those not in
    the clerics group. The cleric must remain in the casting room for the prayer to
    remain effective.

    Prayer_DivineFavor: Divine Favor -


    Prayer : Divine Favor
    Domain : Communing
    Allows : Communing I
    Alignment: somewhat good, somewhat evil, pure neutral
    Use Cost : Mana (50)
    Quality : Always Beneficial
    Targets : Caster only
    Range : Touch, or not applicable
    Commands : PRAY, PR
    Usage : PRAY "DIVINE FAVOR" [TARGET NAME]
    Example : pray "divine favor" bob
    The target gains the favor of his or her god, gaining 10% bonus to experience
    gain, 10% decrease in experience loss, and possibly getting his or her enemies
    struck down!
    +
     
    Prayer : Divine Favor
    Domain : Communing
    Allows : Communing I
    Alignment: somewhat good, somewhat evil, pure neutral
    Use Cost : Mana (50)
    Quality : Always Beneficial
    Targets : Caster only
    Range : Touch, or not applicable
    Commands : PRAY, PR
    Usage : PRAY "DIVINE FAVOR" [TARGET NAME]
    Example : pray "divine favor" bob
    The target gains the favor of his or her god, gaining 10% bonus to experience
    gain, 10% decrease in experience loss, and possibly getting his or her enemies
    struck down!

    Prayer_HealingAura: Healing Aura -


    Prayer : Healing Aura
    Domain : Healing
    Allows : Healing I
    Alignment: somewhat good, somewhat evil, pure neutral
    Invoked : Automatic
    Anyone not in combat with the possessor of this aura will benefit from a
    periodic casting of cure light wounds, remove poison, and cure disease.
    +
     
    Prayer : Healing Aura
    Domain : Healing
    Allows : Healing I
    Alignment: somewhat good, somewhat evil, pure neutral
    Use Cost : Mana (50)
    Quality : Sometimes Beneficial
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : PRAY, PR
    Anyone not in combat with the possessor of this aura will benefit from a
    periodic casting of cure light wounds, remove poison, and cure disease.

    Prayer_Refresh: Refresh -


    Prayer : Refresh
    Domain : Restoration
    Allows : Restoring I
    Alignment: somewhat good, somewhat evil, pure neutral
    Use Cost : Mana (50)
    Quality : Always Beneficial
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : PRAY, PR
    Usage : PRAY "REFRESH" [TARGET NAME]
    Example : pray "refresh" bob
    Restores the all mana, hit points, and movement. Cures all hunger, thirst, and
    fatigue.
    +
     
    Prayer : Refresh
    Domain : Restoration
    Allows : Restoring I
    Alignment: somewhat good, somewhat evil, pure neutral
    Use Cost : Mana (50)
    Quality : Always Beneficial
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : PRAY, PR
    Usage : PRAY "REFRESH" [TARGET NAME]
    Example : pray "refresh" bob
    Restores the all mana, hit points, and movement. Cures all hunger, thirst, and
    fatigue.

    Prayer_Regrowth: Regrowth -


    Prayer : Regrowth
    Domain : Healing
    Allows : Healing I
    Alignment: pure goodness, good
    Use Cost : Mana (all)
    Quality : Always Beneficial
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : PRAY, PR
    Usage : PRAY "REGROWTH" [TARGET NAME]
    Example : pray "regrowth" bob
    This prayers regrows any amputated limbs on the target.
    +
     
    Prayer : Regrowth
    Domain : Healing
    Allows : Healing I
    Alignment: pure goodness, good
    Use Cost : Mana (all)
    Quality : Always Beneficial
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : PRAY, PR
    Usage : PRAY "REGROWTH" [TARGET NAME]
    Example : pray "regrowth" bob
    This prayers regrows any amputated limbs on the target.

    Prayer_ReligiousDoubt: Religious Doubt -


    Prayer : Religious Doubt
    Domain : Evangelism
    Allows : Evangelising I
    Use Cost : Mana (50)
    Quality : Circumstantial
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : PRAY, PR
    Usage : PRAY "RELIGIOUS DOUBT" [TARGET NAME]
    Example : pray "religious doubt" bob
    Causes the target to begin doubting their religious faith, which makes them
    immune to religious conversion for a time.
    +
     
    Prayer : Religious Doubt
    Domain : Evangelism
    Allows : Evangelising I
    Use Cost : Mana (50)
    Quality : Circumstantial
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : PRAY, PR
    Usage : PRAY "RELIGIOUS DOUBT" [TARGET NAME]
    Example : pray "religious doubt" bob
    Causes the target to begin doubting their religious faith, which makes them
    immune to religious conversion for a time.

    Prayer_TaintOfEvil: Taint of Evil -


    Prayer : Taint of Evil
    Domain : Cursing
    Allows : Cursing I
    Alignment: pure evil, evil
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : PRAY, PR
    Usage : PRAY "TAINT OF EVIL" [TARGET NAME]
    Example : pray "taint of evil" orc
    This prayer causes the target to have the taint of evil curse. This curse
    makes the target drawn towards malicious and evil actions. Others perceive all
    actions performed by the afflicted as less noble and good, resulting in less
    positive alignment gain from good actions.
    +
     
    Prayer : Taint of Evil
    Domain : Cursing
    Allows : Cursing I
    Alignment: pure evil, evil
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : PRAY, PR
    Usage : PRAY "TAINT OF EVIL" [TARGET NAME]
    Example : pray "taint of evil" orc
    This prayer causes the target to have the taint of evil curse. This curse
    makes the target drawn towards malicious and evil actions. Others perceive all
    actions performed by the afflicted as less noble and good, resulting in less
    positive alignment gain from good actions.

    @@ -2258,7 +2609,7 @@

    CoffeeMud 5.9

    PresenceReaction: an ability -

    Ability    : PresenceReaction
    Parameters : =[MOB/PLAYERNAME]
    Parameters : (=[MOB/PLAYERNAME]~~)([COMMAND]=[PARMS]~~)[...]
    Parameters : +[COMMAND]=[PARMS]
    Example : =warriorbob~~mood=happy~~aggressive=~~mudchat=elf~~
    Description:
    This temporary property governs temporary reactions in the form of behaviors,
    properties, standard commands, or other effects. These reactions persist only
    so long as the mob/player the property was invoked against remains in the same
    room as the invoker. Intended as an tool for the faction system, this property
    can be invoked as a skill against the target, or used in other ways. The
    parameters are a ~~ delimited list of ability, behavior, or command names
    followed by an = sign and any parameters. If the ability name is empty, then
    it is assumed you are designating the mob or player being reacted to. As it is
    required to designate a mob being reacted to, this must be eventually set
    either by parameters, or through invoking.

    This affect automatically removes itself and its subordinate effects whenever
    the reacted to player/mob is not in the same room as the invoking mob.
    +
    Ability    : PresenceReaction 
    Parameters : =[MOB/PLAYERNAME]
    Parameters : (=[MOB/PLAYERNAME]~~)([COMMAND]=[PARMS]~~)[...]
    Parameters : +[COMMAND]=[PARMS]
    Example : =warriorbob~~mood=happy~~aggressive=~~mudchat=elf~~
    Description:
    This temporary property governs temporary reactions in the form of behaviors,
    properties, standard commands, or other effects. These reactions persist only
    so long as the mob/player the property was invoked against remains in the same
    room as the invoker. Intended as an tool for the faction system, this property
    can be invoked as a skill against the target, or used in other ways. The
    parameters are a ~~ delimited list of ability, behavior, or command names
    followed by an = sign and any parameters. If the ability name is empty, then
    it is assumed you are designating the mob or player being reacted to. As it is
    required to designate a mob being reacted to, this must be eventually set
    either by parameters, or through invoking.

    This affect automatically removes itself and its subordinate effects whenever
    the reacted to player/mob is not in the same room as the invoking mob.

    @@ -2266,29 +2617,14 @@

    CoffeeMud 5.9

    One who is under the prisoner`s geas is unable to cast spells of recall or
    teleportation, and can not flee from combat.

    -

    - Proficiency_Axe: Axe Proficiency -


    Skill : Axe Proficiency
    Domain : Weapon use
    Invoked : Automatic
    The player is proficient with an axe, gaining the ability to use them even if
    their current class training would not make it feasible normally.
    -

    - -

    - Proficiency_BluntWeapon: Blunt Weapon Proficiency -


    Skill : Blunt Weapon Proficiency
    Domain : Weapon use
    Invoked : Automatic
    The player is proficient with blunt weapons, gaining the ability to use them
    even if their current class training would not make it feasible normally.
    -

    -

    Proficiency_Bow: Bow Proficiency -


    Skill : Bow Proficiency
    Domain : Weapon use
    Invoked : Automatic
    The player is proficient with bows, gaining the ability to use them even if
    their current class training would not make it feasible normally.
    +
     
    Skill : Bow Proficiency
    Domain : Weapon use
    Invoked : Automatic
    The player is proficient with bows, gaining the ability to use them even if
    their current class training would not make it feasible normally.

    Proficiency_Dagger: Dagger Proficiency -


    Skill : Dagger Proficiency
    Domain : Weapon use
    Invoked : Automatic
    The player is proficient with daggers, gaining the ability to use them even if
    their current class training would not make it feasible normally.
    -

    - -

    - Proficiency_EdgedWeapon: Edged Weapon Proficiency -


    Skill : Edged Weapon Proficiency
    Domain : Weapon use
    Invoked : Automatic
    The player is proficient with sharp edged weapons, gaining the ability to use
    them even if their current class training would not make it feasible normally.
    +
     
    Skill : Dagger Proficiency
    Domain : Weapon use
    Invoked : Automatic
    The player is proficient with daggers, gaining the ability to use them even if
    their current class training would not make it feasible normally.

    @@ -2298,682 +2634,687 @@

    CoffeeMud 5.9

    Proficiency_Hammer: Hammer Proficiency -


    Skill : Hammer Proficiency
    Domain : Weapon use
    Invoked : Automatic
    The player is proficient with hammers, gaining the ability to use them even if
    their current class training would not make it feasible normally.
    -

    - -

    - Proficiency_Natural: Natural Weapon Proficiency -


    Skill : Natural Weapon Proficiency
    Domain : Weapon use
    Invoked : Automatic
    The player is proficient with certain natural weapons, gaining the ability to
    use them even if their current class training would not make it feasible
    normally.
    +
     
    Skill : Hammer Proficiency
    Domain : Weapon use
    Allows : Hammer Familiarity
    Invoked : Automatic
    The player is proficient with hammers, gaining the ability to use them even if
    their current class training would not make it feasible normally.

    Proficiency_Polearm: Polearm Proficiency -


    Skill : Polearm Proficiency
    Domain : Weapon use
    Invoked : Automatic
    The player is proficient with polearms, gaining the ability to use them even if
    their current class training would not make it feasible normally.
    -

    - -

    - Proficiency_Ranged: Ranged Weapon Proficiency -

    The player is proficient with thrown and ranged weapons, gaining the ability to
    use them even if their current class training would not make it feasible
    normally.
    +
     
    Skill : Polearm Proficiency
    Domain : Weapon use
    Invoked : Automatic
    The player is proficient with polearms, gaining the ability to use them even if
    their current class training would not make it feasible normally.

    Proficiency_Sling: Sling Proficiency -


    Skill : Sling Proficiency
    Domain : Weapon use
    Invoked : Automatic
    The player is proficient with slings, gaining the ability to use them even if
    their current class training would not make it feasible normally.
    -

    - -

    - Proficiency_Staff: Staff Proficiency -


    Skill : Staff Proficiency
    Domain : Weapon use
    Invoked : Automatic
    The player is proficient with staffs, gaining the ability to use them even if
    their current class training would not make it feasible normally.
    -

    - -

    - Proficiency_Sword: Sword Proficiency -


    Skill : Sword Proficiency
    Domain : Weapon use
    Invoked : Automatic
    The player is proficient with sword, gaining the ability to use them even if
    their current class training would not make it feasible normally.
    +
     
    Skill : Sling Proficiency
    Domain : Weapon use
    Invoked : Automatic
    The player is proficient with slings, gaining the ability to use them even if
    their current class training would not make it feasible normally.

    Proficiency_Weapon: Weapon Proficiency -


    Skill : Weapon Proficiency
    Domain : Weapon use
    Invoked : Automatic
    The player is proficient with all weapons, which negates any diggiculties
    presented by class training that would normally not allow particular weapons to
    be used.
    +
     
    Skill : Weapon Proficiency
    Domain : Weapon use
    Invoked : Automatic
    The player is proficient with all weapons, which negates any diggiculties
    presented by class training that would normally not allow particular weapons to
    be used.

    Prop_AbilityImmunity: Ability Immunity -

    Property   : Prop_AbilityImmunity
    Targets : Anything
    Parameters : (OWNER;) (WEARER;)list of abilities with optional error string,
    ';' delimited
    Example : OWNER;Disease_Cold;Disease_Flu;Spell_Fireball
    Example : Disease_Cold=<T-NAME> is immune to
    <O-NAME>;Spell_Fireball=<T-NAME> can't be burnt!
    Description:
    Makes the mob, item, or whatever immune to the listed disease, spell or similar
    affects. Items will pass their immunity on to their owners if the OWNER flag
    is present, or the wielder if the WIELDER flag is present.
    +
    Property   : Prop_AbilityImmunity 
    Targets : Anything
    Parameters : (OWNER;) (WEARER;)list of abilities with optional error string,
    ';' delimited
    Example : OWNER;Disease_Cold;Disease_Flu;Spell_Fireball
    Example : Disease_Cold=<T-NAME> is immune to
    <O-NAME>;Spell_Fireball=<T-NAME> can't be burnt!
    Description:
    Makes the mob, item, or whatever immune to the listed disease, spell or similar
    affects. Items will pass their immunity on to their owners if the OWNER flag
    is present, or the wielder if the WIELDER flag is present.

    Prop_AbsorbDamage: Absorb Damage -

    Property   : Prop_AbsorbDamage
    Targets : Items, Mobs, Areas, Rooms
    Parameters : Damage Absorption percentages or amounts, the list of absorbed
    damage types
    Example : 50% +ALL -SILVER -CLOTH -LEATHER
    Example : 5 +ALL -MAGIC -SLASHING -FROSTING
    Example : 25% +ALL -LEVEL15
    Example : 15% +BASHING 1 +IRON 3 +STEEL 15% +MAGIC
    Description:
    Whenever the item with this property is worn, or for the mob with this
    property, or anyone in the area or room with this property, they will attain
    damage absorption from the types and/or materials of weapons specified. Damage
    absorption may be represented as a percentage or as a straight amount. Damage
    amounts must be before the type of damage absorbed in the parameters. Damage
    amounts/percentages in the negative will add to the damage. If the term
    "ENHANCED" is included in the parameters, and percentage absorption amounts are
    used, then this will also attempt to auto-save against skills according to the
    percentage change, or, if the percentage is negative, make the effect last
    longer. Here are the parameters:
    +ALL - Specifies that, by default, the mob has ALL damage absorbed.
    -[DAMAGETYPE]- Creates an exception to the +ALL rule by permitting normal
    damage of the given type. Examples for DAMAGETYPE would be -PIERCING,
    -GASSING, -SLASHING, -BURNING, -MELTING, -NATURAL, -BASHING, etc.
    +[DAMAGETYPE]- Can be used instead of +ALL to absorb damage from the given
    damage type. Examples for DAMAGETYPE would be +PIERCING, +GASSING, +SLASHING,
    +BURNING, +MELTING, +NATURAL, +BASHING, etc.
    -[WEAPONCLASS]- Creates an exception to the +ALL rule by permitting normal
    damage of the given class. Examples for WEAPONCLASS would be -AXE, -BLUNT,
    -EDGED, -FLAILED, -HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF,
    -THROWN, etc.
    -[WEAPONCLASS]- Can be used instead of +ALL to absorb damage from the given
    weapon class. Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED,
    +FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF,
    +THROWN, etc.
    -[ABILITYCODE]- Creates an exception to the +ALL rule by permitting normal
    damage of the given type of ability. Examples for ABILITYCODE would be
    -THIEF_SKILL, -PRAYER, etc. Do list abilitycodes.
    +[ABILITYCODE]- Can be used instead of +ALL to absorb damage from the given
    type of ability. Examples for ABILITYCODE be +SPELL, +SONG, etc.. Do list
    abilitycodes.
    -[ABILITYDOMAIN]- Creates an exception to the +ALL rule by permitting normal
    damage of the given domain of ability. Examples for ABILITYDOMAIN would be
    -ILLUSION, -DEATH_LORE, etc. Do list abilitydomains.
    +[ABILITYDOMAIN]- Can be used instead of +ALL to absorb damage from the given
    domain of ability. Examples for ABILITYDOMAIN be +SPELL, +SONG, etc.. Do list
    abilitydomains.
    -[ABILITYFLAG]- Creates an exception to the +ALL rule by permitting normal
    damage of the given flagged abilities. Examples for ABILITYFLAG would be
    -UNHOLY, -CHARMING, etc. Do list abilityflags.
    +[ABILITYFLAG]- Can be used instead of +ALL to absorb damage from the given
    flagged abilities. Examples for ABILITYDOMAIN be +HOLY, +CHARMING, etc.. Do
    list abilityflags.
    -[ABILITYID]- Creates an exception to the +ALL rule by permitting normal damage
    of the given specific ability. Examples for ABILITYID would be
    -SPELL_FIREBALL, etc.
    +[ABILITYID]- Can be used instead of +ALL to absorb damage from the given
    specific ability. Examples for ABILITYID be +SPELL_MAGICMISSILE, etc..
    -MAGIC - Creates an exception to the +ALL rule by permitting normal damage from
    magical spells and magical weapons.
    +MAGIC - If +ALL is not used, this will absorb damage from magical spells and
    weapons.
    -LEVELX - Creates an exception to the +ALL rule by permitting normal damage
    from weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10,
    etc.
    +LEVELX - Can be used instead of +ALL to absorb damage from weapons whose level
    is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.
    -MATERIALTYPE - Creates an exception to the +ALL rule above by permitting
    normal damage from a weapon made of the given MATERIALTYPE. Where MATERIALTYPE
    may be any valid material, such as SILVER, WOOD, COTTON, etc. As for the
    damage types above, +MATERIALTYPE may be used instead of +ALL to absorb damage
    from materials a given material.
    -PARALYSIS - Creates an exception to the +All rule by permitting normal damage
    from paralysis spells.
    +PARALYSIS - If +All is not used, this absorbs damage from damage from fire
    spells.
    -FIRE - Creates an exception to the +All rule by permitting normal damage from
    fire spells.
    +FIRE - If +All is not used, this absorbs damage from damage from fire spells.
    -COLD - Creates an exception to the +All rule by permitting normal damage from
    cold spells.
    +COLD - If +All is not used, this absorbs damage from damage from cold spells.
    -WATER - Creates an exception to the +All rule by permitting normal damage from
    water spells.
    +WATER - If +All is not used, this absorbs damage from damage from water
    spells.
    -GAS - Creates an exception to the +All rule by permitting normal damage from
    gas spells.
    +GAS - If +All is not used, this absorbs damage from damage from gas spells.
    -MIND - Creates an exception to the +All rule by permitting normal damage from
    mind spells.
    +MIND - If +All is not used, this absorbs damage from damage from mind spells.
    -JUSTICE - Creates an exception to the +All rule by permitting normal damage
    from justice spells.
    +JUSTICE - If +All is not used, this absorbs damage from damage from justice
    spells.
    -ACID - Creates an exception to the +All rule by permitting normal damage from
    acid spells.
    +ACID - If +All is not used, this absorbs damage from damage from acid spells.
    -ELECTRICITY - Creates an exception to the +All rule by permitting normal
    damage from electric spells.
    +ELECTRICITY - If +All is not used, this absorbs damage from damage from
    electric spells.
    -POISON - Creates an exception to the +All rule by permitting normal damage
    from poison spells.
    +POISON - If +All is not used, this absorbs damage from damage from poison
    spells.
    -UNDEAD - Creates an exception to the +All rule by permitting normal damage
    from undead spells.
    +UNDEAD - If +All is not used, this absorbs damage from damage from undead/evil
    spells.
    -DISEASE - Creates an exception to the +All rule by permitting normal damage
    from disease spells.
    +DISEASE - If +All is not used, this absorbs damage from damage from disease
    spells.
    -TRAPS - Creates an exception to the +All rule by permitting normal damage from
    traps spells.
    +TRAPS - If +All is not used, this absorbs damage from damage from traps
    spells.
    +
    Property   : Prop_AbsorbDamage 
    Targets : Items, Mobs, Areas, Rooms
    Parameters : Damage Absorption percentages or amounts, the list of absorbed
    damage types
    Example : 50% +ALL -SILVER -CLOTH -LEATHER
    Example : 5 +ALL -MAGIC -SLASHING -FROSTING
    Example : 25% +ALL -LEVEL15
    Example : 15% +BASHING 1 +IRON 3 +STEEL 15% +MAGIC
    Description:
    Whenever the item with this property is worn, or for the mob with this
    property, or anyone in the area or room with this property, they will attain
    damage absorption from the types and/or materials of weapons specified. Damage
    absorption may be represented as a percentage or as a straight amount. Damage
    amounts must be before the type of damage absorbed in the parameters. Damage
    amounts/percentages in the negative will add to the damage. If the term
    "ENHANCED" is included in the parameters, and percentage absorption amounts are
    used, then this will also attempt to auto-save against skills according to the
    percentage change, or, if the percentage is negative, make the effect last
    longer. Here are the parameters:
    +ALL - Specifies that, by default, the mob has ALL damage absorbed.
    -[DAMAGETYPE]- Creates an exception to the +ALL rule by permitting normal
    damage of the given type. Examples for DAMAGETYPE would be -PIERCING,
    -GASSING, -SLASHING, -BURNING, -MELTING, -NATURAL, -BASHING, etc.
    +[DAMAGETYPE]- Can be used instead of +ALL to absorb damage from the given
    damage type. Examples for DAMAGETYPE would be +PIERCING, +GASSING, +SLASHING,
    +BURNING, +MELTING, +NATURAL, +BASHING, etc.
    -[WEAPONCLASS]- Creates an exception to the +ALL rule by permitting normal
    damage of the given class. Examples for WEAPONCLASS would be -AXE, -BLUNT,
    -EDGED, -FLAILED, -HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF,
    -THROWN, etc.
    -[WEAPONCLASS]- Can be used instead of +ALL to absorb damage from the given
    weapon class. Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED,
    +FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF,
    +THROWN, etc.
    -[ABILITYCODE]- Creates an exception to the +ALL rule by permitting normal
    damage of the given type of ability. Examples for ABILITYCODE would be
    -THIEF_SKILL, -PRAYER, etc. Do list abilitycodes.
    +[ABILITYCODE]- Can be used instead of +ALL to absorb damage from the given
    type of ability. Examples for ABILITYCODE be +SPELL, +SONG, etc.. Do list
    abilitycodes.
    -[ABILITYDOMAIN]- Creates an exception to the +ALL rule by permitting normal
    damage of the given domain of ability. Examples for ABILITYDOMAIN would be
    -ILLUSION, -DEATH_LORE, etc. Do list abilitydomains.
    +[ABILITYDOMAIN]- Can be used instead of +ALL to absorb damage from the given
    domain of ability. Examples for ABILITYDOMAIN be +SPELL, +SONG, etc.. Do list
    abilitydomains.
    -[ABILITYFLAG]- Creates an exception to the +ALL rule by permitting normal
    damage of the given flagged abilities. Examples for ABILITYFLAG would be
    -UNHOLY, -CHARMING, etc. Do list abilityflags.
    +[ABILITYFLAG]- Can be used instead of +ALL to absorb damage from the given
    flagged abilities. Examples for ABILITYDOMAIN be +HOLY, +CHARMING, etc.. Do
    list abilityflags.
    -[ABILITYID]- Creates an exception to the +ALL rule by permitting normal damage
    of the given specific ability. Examples for ABILITYID would be
    -SPELL_FIREBALL, etc.
    +[ABILITYID]- Can be used instead of +ALL to absorb damage from the given
    specific ability. Examples for ABILITYID be +SPELL_MAGICMISSILE, etc..
    -MAGIC - Creates an exception to the +ALL rule by permitting normal damage from
    magical spells and magical weapons.
    +MAGIC - If +ALL is not used, this will absorb damage from magical spells and
    weapons.
    -LEVELX - Creates an exception to the +ALL rule by permitting normal damage
    from weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10,
    etc.
    +LEVELX - Can be used instead of +ALL to absorb damage from weapons whose level
    is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.
    -MATERIALTYPE - Creates an exception to the +ALL rule above by permitting
    normal damage from a weapon made of the given MATERIALTYPE. Where MATERIALTYPE
    may be any valid material, such as SILVER, WOOD, COTTON, etc. As for the
    damage types above, +MATERIALTYPE may be used instead of +ALL to absorb damage
    from materials a given material.
    -PARALYSIS - Creates an exception to the +All rule by permitting normal damage
    from paralysis spells.
    +PARALYSIS - If +All is not used, this absorbs damage from damage from fire
    spells.
    -FIRE - Creates an exception to the +All rule by permitting normal damage from
    fire spells.
    +FIRE - If +All is not used, this absorbs damage from damage from fire spells.
    -COLD - Creates an exception to the +All rule by permitting normal damage from
    cold spells.
    +COLD - If +All is not used, this absorbs damage from damage from cold spells.
    -WATER - Creates an exception to the +All rule by permitting normal damage from
    water spells.
    +WATER - If +All is not used, this absorbs damage from damage from water
    spells.
    -GAS - Creates an exception to the +All rule by permitting normal damage from
    gas spells.
    +GAS - If +All is not used, this absorbs damage from damage from gas spells.
    -MIND - Creates an exception to the +All rule by permitting normal damage from
    mind spells.
    +MIND - If +All is not used, this absorbs damage from damage from mind spells.
    -JUSTICE - Creates an exception to the +All rule by permitting normal damage
    from justice spells.
    +JUSTICE - If +All is not used, this absorbs damage from damage from justice
    spells.
    -ACID - Creates an exception to the +All rule by permitting normal damage from
    acid spells.
    +ACID - If +All is not used, this absorbs damage from damage from acid spells.
    -ELECTRICITY - Creates an exception to the +All rule by permitting normal
    damage from electric spells.
    +ELECTRICITY - If +All is not used, this absorbs damage from damage from
    electric spells.
    -POISON - Creates an exception to the +All rule by permitting normal damage
    from poison spells.
    +POISON - If +All is not used, this absorbs damage from damage from poison
    spells.
    -UNDEAD - Creates an exception to the +All rule by permitting normal damage
    from undead spells.
    +UNDEAD - If +All is not used, this absorbs damage from damage from undead/evil
    spells.
    -DISEASE - Creates an exception to the +All rule by permitting normal damage
    from disease spells.
    +DISEASE - If +All is not used, this absorbs damage from damage from disease
    spells.
    -TRAPS - Creates an exception to the +All rule by permitting normal damage from
    traps spells.
    +TRAPS - If +All is not used, this absorbs damage from damage from traps
    spells.

    Prop_AddDamage: Additional Damage -

    Property   : Prop_AddDamage
    Targets : Items, Mobs
    Parameters : Extra Damage percentages or amounts, the list of extra damage
    types
    Example : 50% PIERCING
    Example : 5 SLASHING FROST
    Description:
    Whenever the item with this property is worn, or for the mob with this
    property, they will do extra damage of the types specified. Extra Damage may
    be represented as a percentage or as a straight amount. Damage amounts must be
    before the type of extra damage in the parameters. * Here are the classes of
    damage:
    PIERCING, GASSING, SLASHING, BURNING, MELTING, NATURAL, BASHING, etc.
    * Here are the types of damage attacks:
    PARALYSIS, FIRE, COLD, WATER, GAS, MIND, JUSTICE, ACID, ELECTRICITY, POISON,
    UNDEAD, DISEASE, TRAPS, WEAPONATTACK.
    +
    Property   : Prop_AddDamage 
    Targets : Items, Mobs
    Parameters : Extra Damage percentages or amounts, the list of extra damage
    types
    Example : 50% PIERCING
    Example : 5 SLASHING FROST
    Description:
    Whenever the item with this property is worn, or for the mob with this
    property, they will do extra damage of the types specified. Extra Damage may
    be represented as a percentage or as a straight amount. Damage amounts must be
    before the type of extra damage in the parameters. * Here are the classes of
    damage:
    PIERCING, GASSING, SLASHING, BURNING, MELTING, NATURAL, BASHING, etc.
    * Here are the types of damage attacks:
    PARALYSIS, FIRE, COLD, WATER, GAS, MIND, JUSTICE, ACID, ELECTRICITY, POISON,
    UNDEAD, DISEASE, TRAPS, WEAPONATTACK.

    Prop_Adjuster: Adjustments to stats -

    Property   : Prop_Adjuster
    Targets : Mobs
    Parameters : statistic names followed by a +, -, or = and a value
    Parameters : The above parameters may be followed by an optional mask
    Example : str+2 dex-2 move+100 class=thief race=elf gender=F
    Example : str+2 dex-2 move+100 MASK=-Race +Dwarf
    Description:
    The listed effects will be given to the mob. All parameters use the + or -
    adjuster, except the class, race, and gender parameters noted above. Valid
    parameters are as follows:
    strength dexterity constitution charisma wisdom intelligence
    maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
    savepar savefir savecol savewat savegas savemin savegen savejus
    saveaci saveele savepoi saveund savemag savedis savetra
    ability (magical level), armor, attacks (prowess), damage (max), disposition
    (sitting/standing/flying/etc), level, rejuv(!NO!), senses
    (blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
    class, clstart, race, hitpoints, hunger (stomach size), mana, movement, thirst
    (stomach size) conversion weightadj saveblunt savepierce saveslash savespells
    saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
    critdmgmagic.

    By default, the values + or - are added to the existing values. However, if
    MULTIPLYPH=true is included in the parameters, then attack, armor, and damage
    will instead have their values multiplied by the given value / 100. Likewise,
    if MULTIPLYCH=true is included, then hitpoints, mana, and movement are
    similarly multiplied instead of added. All other values act the same.
    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. This may seem a strange parameter for a mobs-only property, but
    perhaps you can find a use for it. :) See ZAPPERMASKS for more information on
    zapper mask syntax.
    +
    Property   : Prop_Adjuster 
    Targets : Mobs
    Parameters : statistic names followed by a +, -, or = and a value
    Parameters : The above parameters may be followed by an optional mask
    Example : str+2 dex-2 move+100 class=thief race=elf gender=F
    Example : str+2 dex-2 move+100 MASK=-Race +Dwarf
    Description:
    The listed effects will be given to the mob. All parameters use the + or -
    adjuster, except the class, race, and gender parameters noted above. Valid
    parameters are as follows:
    strength dexterity constitution charisma wisdom intelligence
    maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
    savepar savefir savecol savewat savegas savemin savegen savejus
    saveaci saveele savepoi saveund savemag savedis savetra
    ability (magical level), armor, attacks (prowess), damage (max), disposition
    (sitting/standing/flying/etc), level, rejuv(!NO!), senses
    (blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
    class, clstart, race, hitpoints, hunger (stomach size), mana, movement, thirst
    (stomach size) conversion weightadj saveblunt savepierce saveslash savespells
    saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
    critdmgmagic.

    By default, the values + or - are added to the existing values. However, if
    MULTIPLYPH=true is included in the parameters, then attack, armor, and damage
    will instead have their values multiplied by the given value / 100. Likewise,
    if MULTIPLYCH=true is included, then hitpoints, mana, and movement are
    similarly multiplied instead of added. All other values act the same.
    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. This may seem a strange parameter for a mobs-only property, but
    perhaps you can find a use for it. :) See ZAPPERMASKS for more information on
    zapper mask syntax.

    Prop_AreaForSale: Putting an area up for sale -

    Property   : Prop_AreaForSale
    Targets : Areas
    Parameters : (RENTAL )Price of the area
    Example : 1000000
    Example : Bob/100000
    Description:
    Makes this area available for purchase by a player. To have a shopkeeper sell
    the area, you must create a GenTitle or StdTitle item with the area name as the
    property id and give it to the shopkeeper to sell. The system will
    automatically maintain the integrity of any items left in the rooms, including
    restoring them on reboot. The title received for purchasing a room may be GIVEn
    or SELLed to change possession of the property. The word rental followed by a
    space may preceed the price to make the price of the property be charged every
    month automatically out of a Bankers account. Failure to make rent returns the
    property to sellable status.

    When property is sold, it will be listed as the owner with a slash and the
    price. Entering this sort of parameter directly is the quick way to give
    players or clans property.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.
    +
    Property   : Prop_AreaForSale 
    Targets : Areas
    Parameters : (RENTAL )Price of the area
    Example : 1000000
    Example : Bob/100000
    Description:
    Makes this area available for purchase by a player. To have a shopkeeper sell
    the area, you must create a GenTitle or StdTitle item with the area name as the
    property id and give it to the shopkeeper to sell. The system will
    automatically maintain the integrity of any items left in the rooms, including
    restoring them on reboot. The title received for purchasing a room may be GIVEn
    or SELLed to change possession of the property. The word rental followed by a
    space may preceed the price to make the price of the property be charged every
    month automatically out of a Bankers account. Failure to make rent returns the
    property to sellable status.

    When property is sold, it will be listed as the owner with a slash and the
    price. Entering this sort of parameter directly is the quick way to give
    players or clans property.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.

    Prop_Artifact: Artifact -

    Property   : Prop_Artifact
    Targets : Items
    Parameters : autodrop=[T/F] nomobs=[T/F] nolocate=[T/F] nocast=[T/F]
    Example : nomobs=false
    Description:
    The items with this property will persist in their last known location past
    reboots, and optionally always drop from players inventories when they quit, be
    invulnerable to damage, not be possessable by mobs, and not capable of being
    acted upon with skills or spells. By default, all of the above is true, though
    that can change by setting one of the following parameters to false:
    autodrop - the item drops from player inventories when they quit or shutdown
    nomobs - the item may not be picked up by a non-player
    nolocate - the item may not be located via Locate Object spell
    nocast - the item may not have ANY spells cast upon it
    +
    Property   : Prop_Artifact 
    Targets : Items
    Parameters : autodrop=[T/F] nomobs=[T/F] nolocate=[T/F] nocast=[T/F]
    Example : nomobs=false
    Description:
    The items with this property will persist in their last known location past
    reboots, and optionally always drop from players inventories when they quit, be
    invulnerable to damage, not be possessable by mobs, and not capable of being
    acted upon with skills or spells. By default, all of the above is true, though
    that can change by setting one of the following parameters to false:
    autodrop - the item drops from player inventories when they quit or shutdown
    nomobs - the item may not be picked up by a non-player
    nolocate - the item may not be located via Locate Object spell
    nocast - the item may not have ANY spells cast upon it

    Prop_AstralSpirit: Astral Spirit -

    Property   : Prop_AstralSpirit
    Targets : MOBs
    Parameters :
    Example :
    Description:
    This property makes the mob into an incorporeal spirit. It is used to support
    the "Astral Projection" chant.
    +
    Property   : Prop_AstralSpirit 
    Targets : MOBs
    Parameters :
    Example :
    Description:
    This property makes the mob into an incorporeal spirit. It is used to support
    the "Astral Projection" chant.

    Prop_ClanEquipment: Clan Equipment -

    Property   : Prop_ClanEquipment
    Targets : Items
    Parameters : [TYPE] [POWER#] [CLAN NAME] [CLAN TYPE]
    Example : Acid 5 "The Skooters" "Guild"
    Description:
    Base property for clan equipment. Do not use independent of the clan spells.
    +
    Property   : Prop_ClanEquipment 
    Targets : Items
    Parameters : [TYPE] [POWER#] [CLAN NAME] [CLAN TYPE]
    Example : Acid 5 "The Skooters" "Guild"
    Description:
    Base property for clan equipment. Do not use independent of the clan spells.

    Prop_Climbable: Room/Exit navigation limitation -

    Property   : Prop_Climbable
    Targets : Exits, Rooms, Portals
    Parameters :
    Example :
    Description:
    Forces players to climb, fly, or use a ladder through the exit or room with
    this property.
    +
    Property   : Prop_Climbable 
    Targets : Exits, Rooms, Portals
    Parameters :
    Example :
    Description:
    Forces players to climb, fly, or use a ladder through the exit or room with
    this property.

    Prop_CloseCommand: Closing Command -

    Property   : Prop_CloseCommand
    Targets : Containers, Exits
    Parameters : [COMMAND WORD] ([PARMS...];...
    Example : twist knob;tw knob;twi knob
    Example : smack botto*
    Description:
    When applied to an open container or exit, this property will force the
    affected openable to close and maybe lock when the command phrase is entered by
    the user in its presence. The command word must match exactly, and the command
    entered must otherwise be completely invalid. PARMS arguments must also match
    exactly, although any PARM arg may end with * to use a starting string
    wildcard. A PARM argument may also end with ** to match the rest of the users
    entered command string.
    +
    Property   : Prop_CloseCommand 
    Targets : Containers, Exits
    Parameters : [COMMAND WORD] ([PARMS...];...
    Example : twist knob;tw knob;twi knob
    Example : smack botto*
    Description:
    When applied to an open container or exit, this property will force the
    affected openable to close and maybe lock when the command phrase is entered by
    the user in its presence. The command word must match exactly, and the command
    entered must otherwise be completely invalid. PARMS arguments must also match
    exactly, although any PARM arg may end with * to use a starting string
    wildcard. A PARM argument may also end with ** to match the rest of the users
    entered command string.

    Prop_ClosedDayNight: Day/Night Visibility -

    Property   : Prop_ClosedDayNight
    Targets : Items, Mobs, Rooms, Exits
    Parameters : (DAY/NIGHT)(SLEEP)(SIT)(LOCKUP)(HOURS=0-13)(HOME=Room#)
    Example : DAY
    Example : SLEEP HOURS=5-10
    Example : "Home=My Area#123" SLEEP LOCKUP
    Example : "Home=Bob`s House" SLEEP LOCKUP "SHOPMSG=Go Away! I'm Closed!"
    Description:
    Affects the thing with this property depending on the time of day. By default,
    this property activates at night. If the DAY paramater is included, it will
    activate by day instead. The effect of the property is that rooms will go dark,
    exits will close, and items will become unseeable. Mobs will become unseeable
    by default, though if the sit or sleep flags are set, they will do that
    instead. LOCKUP will cause the mob to lock up his starting room, if any doors
    with locks are found. If a Home Room is specified with the HOME= parameter,
    the mob will track to that room at closing time, then back to their start room
    the next day. For shopkeepers, you can specify a string for them to say
    whenever someone tries to interact with them as a shopkeeper during closed
    hours.
    +
    Property   : Prop_ClosedDayNight 
    Targets : Items, Mobs, Rooms, Exits
    Parameters : (DAY/NIGHT)(SLEEP)(SIT)(LOCKUP)(HOURS=0-13)(HOME=Room#)
    Example : DAY
    Example : SLEEP HOURS=5-10
    Example : "Home=My Area#123" SLEEP LOCKUP
    Example : "Home=Bob`s House" SLEEP LOCKUP "SHOPMSG=Go Away! I'm Closed!"
    Description:
    Affects the thing with this property depending on the time of day. By default,
    this property activates at night. If the DAY paramater is included, it will
    activate by day instead. The effect of the property is that rooms will go dark,
    exits will close, and items will become unseeable. Mobs will become unseeable
    by default, though if the sit or sleep flags are set, they will do that
    instead. LOCKUP will cause the mob to lock up his starting room, if any doors
    with locks are found. If a Home Room is specified with the HOME= parameter,
    the mob will track to that room at closing time, then back to their start room
    the next day. For shopkeepers, you can specify a string for them to say
    whenever someone tries to interact with them as a shopkeeper during closed
    hours.

    Prop_ClosedSeason: Contingent Visibility -

    Property   : Prop_Closedseason
    Targets : Items, Mobs, Rooms, Exits
    Parameters : (SUMMER/SPRING/WINTER/FALL/DAY/NIGHT
    Parameters : DUSK/DAWN/RAIN/SLEET/SNOW/CLEAR/HEATWAVE
    Parameters : THUNDERSTORM/BLIZZARD/WINDY
    Parameters : DROUGHT/DUSTSTORM/COLD/HAIL/CLOUDY)
    Example : DAY
    Example : WINTER BLIZZARD
    Description:
    Affects the thing with this property depending on the weather, or time of the
    year. By default, this property does not activate. You must specify one or
    more times, seasons, or conditions under which the object will no longer be
    visible.
    +
    Property   : Prop_Closedseason 
    Targets : Items, Mobs, Rooms, Exits
    Parameters : (SUMMER/SPRING/WINTER/FALL/DAY/NIGHT
    Parameters : DUSK/DAWN/RAIN/SLEET/SNOW/CLEAR/HEATWAVE
    Parameters : THUNDERSTORM/BLIZZARD/WINDY
    Parameters : DROUGHT/DUSTSTORM/COLD/HAIL/CLOUDY)
    Example : DAY
    Example : WINTER BLIZZARD
    Description:
    Affects the thing with this property depending on the weather, or time of the
    year. By default, this property does not activate. You must specify one or
    more times, seasons, or conditions under which the object will no longer be
    visible.

    Prop_CombatAdjuster: Adjust combat stats -

    Property   : Prop_CombatAdjuster
    Targets : MOB
    Parameters : (ATTACK+/-[PCT NUMER]) (ARMOR+/-[PCT NUMER]) (DAMAGE+/-[PCT
    NUMER])
    Parameters : (HP+/-[PCT NUMER]) (MANA+/-[PCT NUMER]) (MOVE+/-[PCT NUMER])
    Parameters : (ATTACK=[PCT NUMER]) (ARMOR=[PCT NUMER]) (DAMAGE=[PCT NUMER])
    Parameters : (HP=[PCT NUMER]) (MANA=[PCT NUMER]) (MOVE=[PCT NUMER])
    Example :
    Example : ATTACK+25 DAMAGE-20 MANA=1000
    Description:
    This property either adjusts a mobs current stats by a percentage value as
    specified, or sets the value to a specific number. This property is mostly
    useless for builders, but has internal uses.
    +
    Property   : Prop_CombatAdjuster 
    Targets : MOB
    Parameters : (ATTACK+/-[PCT NUMER]) (ARMOR+/-[PCT NUMER]) (DAMAGE+/-[PCT
    NUMER])
    Parameters : (HP+/-[PCT NUMER]) (MANA+/-[PCT NUMER]) (MOVE+/-[PCT NUMER])
    Parameters : (ATTACK=[PCT NUMER]) (ARMOR=[PCT NUMER]) (DAMAGE=[PCT NUMER])
    Parameters : (HP=[PCT NUMER]) (MANA=[PCT NUMER]) (MOVE=[PCT NUMER])
    Example :
    Example : ATTACK+25 DAMAGE-20 MANA=1000
    Description:
    This property either adjusts a mobs current stats by a percentage value as
    specified, or sets the value to a specific number. This property is mostly
    useless for builders, but has internal uses.

    Prop_CommonTwister: Common Twister -

    Property   : Prop_CommonTwister
    Targets : Anything
    Parameters : SKILL=[*/SKILL] MASK=[*/NAME] (NAME=[*/NEW]) (DISPLAY=[*/NEW])
    (MATERIAL=[*/NEW]);([REPEAT])
    Example : skill=Foraging mask=berries name="some corn" display="some corn is
    here" material=corn
    Example : skill=* mask=* name="some stuff" display="some stuff";skill=*
    mask=* name="some other" display="some other"
    Example :
    Description:
    This property changes the results from the use of common skills. This property
    requires the SKILL and MASK parameters, and at least one of the other
    parameters (NAME, DISPLAY, or MATERIAL). For each parameter, * may be used to
    match anything or a random thing.
    +
    Property   : Prop_CommonTwister 
    Targets : Anything
    Parameters : SKILL=[*/SKILL] MASK=[*/NAME] (NAME=[*/NEW]) (DISPLAY=[*/NEW])
    (MATERIAL=[*/NEW]);([REPEAT])
    Example : skill=Foraging mask=berries name="some corn" display="some corn is
    here" material=corn
    Example : skill=* mask=* name="some stuff" display="some stuff";skill=*
    mask=* name="some other" display="some other"
    Example :
    Description:
    This property changes the results from the use of common skills. This property
    requires the SKILL and MASK parameters, and at least one of the other
    parameters (NAME, DISPLAY, or MATERIAL). For each parameter, * may be used to
    match anything or a random thing.

    Prop_Crawlspace: Room navigation limitation -

    Property   : Prop_Crawlspace
    Targets : Exits, Rooms, Areas
    Parameters :
    Example :
    Description:
    Forces players to crawl through the exit or room with this property.
    +
    Property   : Prop_Crawlspace 
    Targets : Exits, Rooms, Areas
    Parameters :
    Example :
    Description:
    Forces players to crawl through the exit or room with this property.

    Prop_Doppleganger: Doppleganger -

    Property   : Prop_Doppleganger
    Targets : Mobs, Items
    Parameters : nothing, a level change + or -, a level %, or
    : : MIN=[NUM], MAX=[NUM], LEVELADD=[NUM], LEVELPCT=[PCT%],
    : : PLAYERSONLY=[true/false], PLAYERSNFOLS=[true/false]
    : : ASMATERIAL=[RESOURCE]
    Example :
    Example : 10
    Example : 150%
    Example : MAX=20 MIN=5 LEVELADD=0 LEVELPCT=100% PLAYERSONLY=false
    Example : MAX=20 MIN=5 ASMATERIAL=IRON
    Description:
    When this property is on a mob, it makes the mob the same level as those in the
    room with it, or as those who are fighting it. The mob will only change,
    however, if the mob is at full hit points, to prevent mobs from being "softened
    up". When the property is on armor or a weapon, it will adjust the strength and
    level of the item appropriate to its owner.

    A parameter may be given to always adjust the level of the item up or down from
    normal, be multiplied by the level as a percentage, or a number of parameter
    variables like: MIN to set a minimum level, MAX to set a maximum level,
    LEVELADD to add a fixed number to the level, LEVELPCT to multiply a percentage
    by the level, PLAYERSONLY to limit the level calculating mobs to players only,
    PLAYERSNFOLS to limit the level calculating mob to players or their followers
    only, and ASMATERIAL to change the material of the item only for stat
    calculation purposes.
    +
    Property   : Prop_Doppleganger 
    Targets : Mobs, Items
    Parameters : nothing, a level change + or -, a level %, or
    : : MIN=[NUM], MAX=[NUM], LEVELADD=[NUM], LEVELPCT=[PCT%],
    : : PLAYERSONLY=[true/false], PLAYERSNFOLS=[true/false]
    : : ASMATERIAL=[RESOURCE]
    Example :
    Example : 10
    Example : 150%
    Example : MAX=20 MIN=5 LEVELADD=0 LEVELPCT=100% PLAYERSONLY=false
    Example : MAX=20 MIN=5 ASMATERIAL=IRON
    Description:
    When this property is on a mob, it makes the mob the same level as those in the
    room with it, or as those who are fighting it. The mob will only change,
    however, if the mob is at full hit points, to prevent mobs from being "softened
    up". When the property is on armor or a weapon, it will adjust the strength and
    level of the item appropriate to its owner.

    A parameter may be given to always adjust the level of the item up or down from
    normal, be multiplied by the level as a percentage, or a number of parameter
    variables like: MIN to set a minimum level, MAX to set a maximum level,
    LEVELADD to add a fixed number to the level, LEVELPCT to multiply a percentage
    by the level, PLAYERSONLY to limit the level calculating mobs to players only,
    PLAYERSNFOLS to limit the level calculating mob to players or their followers
    only, and ASMATERIAL to change the material of the item only for stat
    calculation purposes.

    Prop_EnlargeRoom: Change a rooms movement requirements -

    Property   : Prop_EnlargeRoom
    Targets : Rooms, Areas
    Parameters : number or adjustment of movement points
    Example : 2
    Example : +2
    Example : -2
    Example : /2
    Example : *2
    Example : /2.5
    Example : *1.5
    Description:
    Change the number of movement points required to cross the room, the +-/* signs
    may be used to adjust the amount for a given room, or an absolute value may be
    given.
    +
    Property   : Prop_EnlargeRoom 
    Targets : Rooms, Areas
    Parameters : number or adjustment of movement points
    Example : 2
    Example : +2
    Example : -2
    Example : /2
    Example : *2
    Example : /2.5
    Example : *1.5
    Description:
    Change the number of movement points required to cross the room, the +-/* signs
    may be used to adjust the amount for a given room, or an absolute value may be
    given.

    Prop_EnterAdjuster: Room entering adjuster -

    Property   : Prop_EnterAdjuster
    Targets : Rooms, Exits
    Parameters : statistic names followed by a +, -, or = and a value
    Example : and/or spells separated by semicolons, and an optional mask
    Example : str+2 dex-2 move+100 class=thief race=elf gender=F;Prayer_Bless;
    Example : str+2 dex-2 move+100 MASK=-Race +Dwarf
    Example : str+2 gender=F;Prayer_Bless;MASK=-Race +Dwarf
    Description:
    Upon entering this room or exit, the listed effects or spells will be
    PERMANENTLY ADDED to the mob. All parameters use the + or - adjuster, except
    the class, race, and gender parameters noted above. Valid parameters are as
    follows:
    strength dexterity constitution charisma wisdom intelligence
    maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
    savepar savefir savecol savewat savegas savemin savegen savejus
    saveaci saveele savepoi saveund savemag savedis savetra
    ability (magical level), armor, attacks (prowess), damage (max), disposition
    (sitting/standing/flying/etc), level, rejuv(!NO!), senses
    (blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
    class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
    size) conversion weightadj saveblunt savepierce saveslash savespells
    saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
    critdmgmagic, experience, practices trains, questpoints, coins.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
    +
    Property   : Prop_EnterAdjuster 
    Targets : Rooms, Exits
    Parameters : statistic names followed by a +, -, or = and a value
    Example : and/or spells separated by semicolons, and an optional mask
    Example : str+2 dex-2 move+100 class=thief race=elf gender=F;Prayer_Bless;
    Example : str+2 dex-2 move+100 MASK=-Race +Dwarf
    Example : str+2 gender=F;Prayer_Bless;MASK=-Race +Dwarf
    Description:
    Upon entering this room or exit, the listed effects or spells will be
    PERMANENTLY ADDED to the mob. All parameters use the + or - adjuster, except
    the class, race, and gender parameters noted above. Valid parameters are as
    follows:
    strength dexterity constitution charisma wisdom intelligence
    maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
    savepar savefir savecol savewat savegas savemin savegen savejus
    saveaci saveele savepoi saveund savemag savedis savetra
    ability (magical level), armor, attacks (prowess), damage (max), disposition
    (sitting/standing/flying/etc), level, rejuv(!NO!), senses
    (blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
    class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
    size) conversion weightadj saveblunt savepierce saveslash savespells
    saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
    critdmgmagic, experience, practices trains, questpoints, coins.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_Familiar: Find Familiar Property -

    Property   : Prop_Familiar
    Targets : MOB
    Parameters : The familiar code number or name
    Example : rat
    Description:
    This property is a special MOB property created for the find familiar spell. It
    handles all the special benefits of the familiar type, along with the benefits
    to the owner. It will also destroy the familiar when no longer following the
    owner.
    +
    Property   : Prop_Familiar 
    Targets : MOB
    Parameters : The familiar code number or name
    Example : rat
    Description:
    This property is a special MOB property created for the find familiar spell. It
    handles all the special benefits of the familiar type, along with the benefits
    to the owner. It will also destroy the familiar when no longer following the
    owner.

    Prop_FightSpellCast: Casting spells when properly used during combat -

    Property   : Prop_FightSpellCast
    Targets : Weapon (Item)
    Parameters : A percentage, and proper spell names separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example : 50%;Spell_Invisible;Prayer_Sanctuary
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_Portal(Somewhere else);MASK=-RACE +Dwarf
    Description:
    Causes a spell to be cast upon the target being struck during melee combat.
    This property also supports a % chance of triggering.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
    +
    Property   : Prop_FightSpellCast 
    Targets : Weapon (Item)
    Parameters : A percentage, and proper spell names separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example : 50%;Spell_Invisible;Prayer_Sanctuary
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_Portal(Somewhere else);MASK=-RACE +Dwarf
    Description:
    Causes a spell to be cast upon the target being struck during melee combat.
    This property also supports a % chance of triggering.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_HaveAdjuster: Adjustments to stats when owned -

    Property   : Prop_HaveAdjuster
    Targets : Items
    Parameters : statistic names followed by a +, -, or = and a value
    Parameters : The above parameters may be followed by an optional mask
    Example : str+2 dex-2 move+100 class=thief race=elf gender=F
    Example : str+2 dex-2 move+100 MASK=-Race +Dwarf
    Description:
    So long as the item with this property is owned, the listed effects will be
    given to the owner. All parameters use the + or - adjuster, except the class,
    race, and gender parameters noted above. Valid parameters are as follows:
    strength dexterity constitution charisma wisdom intelligence
    maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
    savepar savefir savecol savewat savegas savemin savegen savejus
    saveaci saveele savepoi saveund savemag savedis savetra
    ability (magical level), armor, attacks (prowess), damage (max), disposition
    (sitting/standing/flying/etc), level, rejuv(!NO!), senses
    (blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
    class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
    size) conversion weightadj saveblunt savepierce saveslash savespells
    saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
    critdmgmagic.

    By default, the values + or - are added to the existing values. However, if
    MULTIPLYPH=true is included in the parameters, then attack, armor, and damage
    will instead have their values multiplied by the given value / 100. Likewise,
    if MULTIPLYCH=true is included, then hitpoints, mana, and movement are
    similarly multiplied instead of added. All other values act the same.
    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
    +
    Property   : Prop_HaveAdjuster 
    Targets : Items
    Parameters : statistic names followed by a +, -, or = and a value
    Parameters : The above parameters may be followed by an optional mask
    Example : str+2 dex-2 move+100 class=thief race=elf gender=F
    Example : str+2 dex-2 move+100 MASK=-Race +Dwarf
    Description:
    So long as the item with this property is owned, the listed effects will be
    given to the owner. All parameters use the + or - adjuster, except the class,
    race, and gender parameters noted above. Valid parameters are as follows:
    strength dexterity constitution charisma wisdom intelligence
    maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
    savepar savefir savecol savewat savegas savemin savegen savejus
    saveaci saveele savepoi saveund savemag savedis savetra
    ability (magical level), armor, attacks (prowess), damage (max), disposition
    (sitting/standing/flying/etc), level, rejuv(!NO!), senses
    (blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
    class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
    size) conversion weightadj saveblunt savepierce saveslash savespells
    saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
    critdmgmagic.

    By default, the values + or - are added to the existing values. However, if
    MULTIPLYPH=true is included in the parameters, then attack, armor, and damage
    will instead have their values multiplied by the given value / 100. Likewise,
    if MULTIPLYCH=true is included, then hitpoints, mana, and movement are
    similarly multiplied instead of added. All other values act the same.
    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_HaveEnabler: Granting skills when owned -

    Property   : Prop_HaveEnabler
    Targets : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example : Spell_MageArmor;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is owned, the owner will be granted the
    spells, skills listed. The percentage given is optional, and will be the
    proficiency of the skill. If a percentage is not given, the default is 100%.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
    +
    Property   : Prop_HaveEnabler 
    Targets : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example : Spell_MageArmor;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is owned, the owner will be granted the
    spells, skills listed. The percentage given is optional, and will be the
    proficiency of the skill. If a percentage is not given, the default is 100%.


    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_HaveResister: Resistance due to ownership -

    Property   : Prop_HaveResister
    Targets : Items
    Parameters : resistance names followed by percentages
    Parameters : Parameters may be followed by an optional mask
    Example : magic 50% poison -10%
    Example : magic poison 50% pierce -10% MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is owned, the owner will gain certain
    resistances and immunities in the parameters. The effects which may be included
    are:
    Resistances: gas fire electricity mind magic cold acid water evil (undead)
    Resistances: justice (as per many thief abilities)
    Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons
    Resistances: -- weapons get reduced % damage per round, lvl based, with
    limits.
    : : -- always modifier makes weapon resists always work, no limits.
    Resistances: spell chant song prayer thief_skill (ability types)
    Resistances: enchantment/charm kicking vexing conjuration (ability domains)
    Immunities : teleport (includes gate, summon) holy disease poison

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
    +
    Property   : Prop_HaveResister 
    Targets : Items
    Parameters : resistance names followed by percentages
    Parameters : Parameters may be followed by an optional mask
    Example : magic 50% poison -10%
    Example : magic poison 50% pierce -10% MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is owned, the owner will gain certain
    resistances and immunities in the parameters. The effects which may be included
    are:
    Resistances: gas fire electricity mind magic cold acid water evil (undead)
    Resistances: justice (as per many thief abilities)
    Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons
    Resistances: -- weapons get reduced % damage per round, lvl based, with
    limits.
    : : -- always modifier makes weapon resists always work, no limits.
    Resistances: spell chant song prayer thief_skill (ability types)
    Resistances: enchantment/charm kicking vexing conjuration (ability domains)
    Immunities : teleport (includes gate, summon) holy disease poison
    Misc : debuf-duration (pct is the maximum debuf ticks remain)

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_HaveSpellCast: Casting spells when owned -

    Property   : Prop_HaveSpellCast
    Targets : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example : Spell_MageArmor;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is owned, the owner will be under the
    effect of the listed spells. The flag NOUNINVOKE can be substituted for a spell
    to make all the effects non-dispellable until the property no longer applies;
    use this flag with care! The flag LEVEL=[NUMBER] can also be substituted for a
    spell name to force all the listed effects be cast at a different level than
    default.The flag MAXTICKS=[NUMBER] can be used to shorted the length of spell
    casts.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
    +
    Property   : Prop_HaveSpellCast 
    Targets : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example : Spell_MageArmor;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is owned, the owner will be under the
    effect of the listed spells. The flag NOUNINVOKE can be substituted for a spell
    to make all the effects non-dispellable until the property no longer applies;
    use this flag with care! The flag LEVEL=[NUMBER] can also be substituted for a
    spell name to force all the listed effects be cast at a different level than
    default.The flag MAXTICKS=[NUMBER] can be used to shorted the length of spell
    casts.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_HaveZapper: Restrictions to ownership -

    Property   : Prop_HaveZapper
    Targets : Items
    Parameters : masking parameters described below, optional zap message
    Example : -class +mage -race +elf -evil
    Example : MESSAGE="<O-NAME> flies out of <S-NAME>'s hands!" -class +mage
    Description:
    Whenever this item is picked up by a mob, the item will be zapped out of the
    mobs hands if they meet the parameters. An optional MESSAGE parameter can
    define what is seen when the zap occurs. Also optionally, the parameters can
    start with the word ACTUAL to change zapping behavior to look at actual values
    instead of perceived values (this about a class check applied to a Charlatan.)
    Valid masking parameters include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
    +
    Property   : Prop_HaveZapper 
    Targets : Items
    Parameters : masking parameters described below, optional zap message
    Example : -class +mage -race +elf -evil
    Example : MESSAGE="<O-NAME> flies out of <S-NAME>'s hands!" -class +mage
    Description:
    Whenever this item is picked up by a mob, the item will be zapped out of the
    mobs hands if they meet the parameters. An optional MESSAGE parameter can
    define what is seen when the zap occurs. Also optionally, the parameters can
    start with the word ACTUAL to change zapping behavior to look at actual values
    instead of perceived values (this about a class check applied to a Charlatan.).
    The parameters can also start with the word CONTENT to have the zapper apply
    equally to a container and its contents (at least until the thing with the
    zapper is separated from the container). Valid masking parameters include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

    Prop_HereAdjuster: Adjustments to stats when here -

    Property   : Prop_HereAdjuster
    Targets : Rooms
    Parameters : statistic names followed by a +, -, or = and a value
    Parameters : The above parameters may be followed by an optional mask
    Example : str+2 dex-2 move+100 class=thief race=elf gender=F
    Example : str+2 dex-2 move+100 MASK=-RACE +Dwarf
    Description:
    So long as the room with this property is occupied, the listed effects will be
    given to the occupants. All parameters use the + or - adjuster, except the
    class, race, and gender parameters noted above. Valid parameters are as
    follows:
    strength dexterity constitution charisma wisdom intelligence
    maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
    savepar savefir savecol savewat savegas savemin savegen savejus
    saveaci saveele savepoi saveund savemag savedis savetra
    ability (magical level), armor, attacks (prowess), damage (max), disposition
    (sitting/standing/flying/etc), level, rejuv(!NO!), senses
    (blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
    class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
    size) conversion weightadj saveblunt savepierce saveslash savespells
    saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
    critdmgmagic.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
    +
    Property   : Prop_HereAdjuster 
    Targets : Rooms
    Parameters : statistic names followed by a +, -, or = and a value
    Parameters : The above parameters may be followed by an optional mask
    Example : str+2 dex-2 move+100 class=thief race=elf gender=F
    Example : str+2 dex-2 move+100 MASK=-RACE +Dwarf
    Description:
    So long as the room with this property is occupied, the listed effects will be
    given to the occupants. All parameters use the + or - adjuster, except the
    class, race, and gender parameters noted above. Valid parameters are as
    follows:
    strength dexterity constitution charisma wisdom intelligence
    maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
    savepar savefir savecol savewat savegas savemin savegen savejus
    saveaci saveele savepoi saveund savemag savedis savetra
    ability (magical level), armor, attacks (prowess), damage (max), disposition
    (sitting/standing/flying/etc), level, rejuv(!NO!), senses
    (blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
    class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
    size) conversion weightadj saveblunt savepierce saveslash savespells
    saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
    critdmgmagic.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_HereEnabler: Granting skills on arrival -

    Property   : Prop_HereEnabler
    Targets : Rooms, Areas
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example : Spell_MageArmor;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    Whenever someone enters the room or area, they will be granted the spells,
    skills listed. The percentage given is optional, and will be the proficiency
    of the skill. If a percentage is not given, the default is 100%. When they
    leave, they lose the spells/skills.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
    +
    Property   : Prop_HereEnabler 
    Targets : Rooms, Areas
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example : Spell_MageArmor;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    Whenever someone enters the room or area, they will be granted the spells,
    skills listed. The percentage given is optional, and will be the proficiency
    of the skill. If a percentage is not given, the default is 100%. When they
    leave, they lose the spells/skills.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_HereSpellCast: Casting spells when here -

    Property   : Prop_HereSpellCast
    Targets : Rooms
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example : Spell_MageArmor;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the room with this property is occupied, the occupants will be under
    the effect of the listed spells. The flag NOUNINVOKE can be substituted for a
    spell to make all the effects non-dispellable until the property no longer
    applies; use this flag with care! The flag LEVEL=[NUMBER] can also be
    substituted for a spell name to force all the listed effects be cast at a
    different level than default.The flag MAXTICKS=[NUMBER] can be used to shorted
    the length of spell casts.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
    +
    Property   : Prop_HereSpellCast 
    Targets : Rooms
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example : Spell_MageArmor;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the room with this property is occupied, the occupants will be under
    the effect of the listed spells. The flag NOUNINVOKE can be substituted for a
    spell to make all the effects non-dispellable until the property no longer
    applies; use this flag with care! The flag LEVEL=[NUMBER] can also be
    substituted for a spell name to force all the listed effects be cast at a
    different level than default.The flag MAXTICKS=[NUMBER] can be used to shorted
    the length of spell casts.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_Hidden: Persistent Hiddenness -

    Property   : Prop_Hidden
    Targets : MOB
    Parameters : (UNLOCATABLE)
    Example :
    Example : unlocatable
    Description:
    An alternative to setting a mob permanently hidden, this will keep the MOB
    hidden until the mob performs some act which would normally un-hide the mob.
    After that, a period of time must elapse before the property reengages and
    makes the mob hidden again.

    Optional flags include:
    Unlocatable - makes the item unlocatable by spells, or an area unrecommended by
    the WHERE command.
    +
    Property   : Prop_Hidden 
    Targets : MOB
    Parameters : (UNLOCATABLE)
    Example :
    Example : unlocatable
    Description:
    An alternative to setting a mob permanently hidden, this will keep the MOB
    hidden until the mob performs some act which would normally un-hide the mob.
    After that, a period of time must elapse before the property reengages and
    makes the mob hidden again.

    Optional flags include:
    Unlocatable - makes the item unlocatable by spells, or an area unrecommended by
    the WHERE command.

    Prop_IceBox: Works like an ice box -

    Property   : Prop_IceBox
    Targets : Items,Rooms
    Parameters :
    Example :
    Description:
    Any items placed in the room or container with this property will not spoil.
    When removed, however,spoilage will resume.
    +
    Property   : Prop_IceBox 
    Targets : Items,Rooms
    Parameters :
    Example :
    Description:
    Any items placed in the room or container with this property will not spoil.
    When removed, however,spoilage will resume.

    Prop_ImproveGather: Improve Gathering Skills -

    Property   : Prop_ImproveGather
    Targets : Items,Rooms,Mobs,Areas
    Parameters : AMT=[MULTIPLIER] MASK=[ZAPPERMASK] SKILLS=ALL/[SKILLID LIST]
    Example : amt=3 mask="-SEASON +SPRING" skills=Farming,Foraging
    Description:
    Alls the mob, item, or location to bestow the ability to multiply the yield
    from certain gathering skills. SKILLS can be either a list of Ability IDs, or
    the word "ALL" to apply to all gathering skills. A MASK would always apply to
    the person doing the skill, and the AMT is the integer number to multiply the
    yield by (or 0 to make it go away altogether!).

    +SYSOP (allow archons to bypass the rules), -SYSOP (improve archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (improve)
    -PLAYER (improve all players), -MOB (improve all mobs/npcs)
    -CHANCE 50 (improve the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (improve only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not improve objs of -classes)
    -CLASS +thief +mage +ranger (improve all but excepted char classes)
    +CLASS -thief -mage -ranger (improve only listed classes)
    -BASECLASS +thief +mage (improve all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (improve only listed base char classes)
    -RACE +elf +dwarf (improve all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (improve only listed races)
    -RACECAT +elf +insect +humanoid (improve all but listed racial categories)
    +RACECAT -elf -humanoid (improve only listed racial categories)
    -ALIGNMENT +evil +neutral +good (improve all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (improve only listed alignments)
    -GENDER (improve genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (improve only listed genders)
    -FACTION (improve all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (improve only faction range code)
    -NAMES +bob "+my name" (improve all except those with given names)
    +NAMES -bob "-my name" (improve only those with one of the given names)
    -SUBNAMES +*ending +*inside* (improve all except those with partial name)
    +SUBNAMES -*ending -*insid* (improve only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (improve all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (improve only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (improve all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (improve those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (improve all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (improve only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (improve all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (improve only those with current class level range)
    +ANYCLASS -thief -mage (improve only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (improve all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (improve only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (improve all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(improve only those with listed flags)
    -MOOD +grumpy +normal (improve all except those with given moods)
    +MOOD -grumpy -normal (improve only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (improve all except those in listed clan)
    +CLAN -Killers "-Avengers" (improve only those in a listed clan)
    -DEITY +Apollo "+Grothon" (improve all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (improve only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (improve all except those with a multi-class)
    -STR X (improve those with strength greater than X)
    +STR X (improve those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (improve those in groups larger than X)
    +GROUPSIZE X (improve those in groups smaller than X)
    -AREA +thatarea "+my areaname" (improve all except those in listed area)
    +AREA -thatarea "-my areaname" (improve only those in listed area)
    -HOME "+area name" (improve all except those from listed home/beacon area)
    +HOME "-my areaname" (improve only those from listed home/beacon area)
    -ISHOME (improve all npcs not currently in their home/beacon areas)
    +ISHOME (improve all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (improve only those with an item name)
    -WORN "+item name" etc... (improve only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (improve only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not improve items of -materials)
    -RESOURCES "+OAK" etc.. (improve only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not improve items of -resources)
    -IF <CONDITION> (improve, unless they meet Scriptable conditions)
    +IF <CONDITION> (never improve anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (improve, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (improve those with a stat value)
    -VALUE X (improve those with value or money less than X)
    +VALUE X (improve those with value or money greater than X)
    -WEIGHT X (improve those weighing less than X)
    +WEIGHT X (improve those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (improve armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (improve armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (improve only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not improve items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (improve only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not improve only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (improve only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not improve those with -senses)
    -ABILITY X (improve those with magical ability less than X)
    +ABILITY X (improve those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (improve always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (improve those only when the hour/month/day is X)
    -SEASON +FALL (improve those only when season is FALL)
    +SEASON -SPRING (improve those whenever the season is SPRING)
    -WEATHER +DROUGHT (improve those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (improve those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (improve those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (improve those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (improve all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (improve only those with listed effect)
    -SKILLS +Spell_Sleep(75) (improve all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (improve only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (improve all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (improve only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (improve all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (improve only those with listed achievements)
    +
    Property   : Prop_ImproveGather 
    Targets : Items,Rooms,Mobs,Areas
    Parameters : AMT=[MULTIPLIER] MASK=[ZAPPERMASK] SKILLS=ALL/[SKILLID LIST]
    Example : amt=3 mask="-SEASON +SPRING" skills=Farming,Foraging
    Description:
    Alls the mob, item, or location to bestow the ability to multiply the yield
    from certain gathering skills. SKILLS can be either a list of Ability IDs, or
    the word "ALL" to apply to all gathering skills. A MASK would always apply to
    the person doing the skill, and the AMT is the integer number to multiply the
    yield by (or 0 to make it go away altogether!).

    +SYSOP (allow archons to bypass the rules), -SYSOP (improve archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (improve)
    -PLAYER (improve all players), -MOB (improve all mobs/npcs)
    -CHANCE 50 (improve the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (improve only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not improve objs of -classes)
    -CLASS +thief +mage +ranger (improve all but excepted char classes)
    +CLASS -thief -mage -ranger (improve only listed classes)
    -BASECLASS +thief +mage (improve all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (improve only listed base char classes)
    -RACE +elf +dwarf (improve all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (improve only listed races)
    -RACECAT +elf +insect +humanoid (improve all but listed racial categories)
    +RACECAT -elf -humanoid (improve only listed racial categories)
    -ALIGNMENT +evil +neutral +good (improve all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (improve only listed alignments)
    -GENDER (improve genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (improve only listed genders)
    -FACTION (improve all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (improve only faction range code)
    -NAMES +bob "+my name" (improve all except those with given names)
    +NAMES -bob "-my name" (improve only those with one of the given names)
    -SUBNAMES +*ending +*inside* (improve all except those with partial name)
    +SUBNAMES -*ending -*insid* (improve only those with partial name mask)
    -ACCOUNTS +bob "+my name" (improve all except those in the given accts)
    +ACCOUNTS -bob "-my name" (improve only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (improve all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (improve only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (improve all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (improve those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (improve all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (improve only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (improve all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (improve only those with current class level range)
    +ANYCLASS -thief -mage (improve only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (improve all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (improve only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (improve all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(improve only those with listed flags)
    -MOOD +grumpy +normal (improve all except those with given moods)
    +MOOD -grumpy -normal (improve only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (improve all except those in listed clan)
    +CLAN -Killers "-Avengers" (improve only those in a listed clan)
    -DEITY +Apollo "+Grothon" (improve all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (improve only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (improve all except those with a multi-class)
    -STR X (improve those with strength greater than X)
    +STR X (improve those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (improve those in groups larger than X)
    +GROUPSIZE X (improve those in groups smaller than X)
    -AREA +thatarea "+my areaname" (improve all except those in listed area)
    +AREA -thatarea "-my areaname" (improve only those in listed area)
    -HOME "+area name" (improve all except those from listed home/beacon area)
    +HOME "-my areaname" (improve only those from listed home/beacon area)
    -ISHOME (improve all npcs not currently in their home/beacon areas)
    +ISHOME (improve all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (improve all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (improve listed)
    -ITEM "+item name" etc... (improve only those with an item name)
    -WORN "+item name" etc... (improve only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (improve only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not improve items of -materials)
    -RESOURCES "+OAK" etc.. (improve only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not improve items of -resources)
    -IF <CONDITION> (improve, unless they meet Scriptable conditions)
    +IF <CONDITION> (never improve anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (improve, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (improve those with a stat value)
    -VALUE X (improve those with value or money less than X)
    +VALUE X (improve those with value or money greater than X)
    -WEIGHT X (improve those weighing less than X)
    +WEIGHT X (improve those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (improve armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (improve armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (improve only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not improve items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (improve only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not improve only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (improve only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not improve those with -senses)
    -ABILITY X (improve those with magical ability less than X)
    +ABILITY X (improve those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (improve always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (improve those only when the hour/month/day is X)
    -SEASON +FALL (improve those only when season is FALL)
    +SEASON -SPRING (improve those whenever the season is SPRING)
    -WEATHER +DROUGHT (improve those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (improve those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (improve those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (improve those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (improve all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (improve only those with listed effect)
    -SKILLS +Spell_Sleep(75) (improve all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (improve only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (improve all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (improve only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (improve all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (improve only those with listed achievements)

    Prop_InstantDeath: a Property -

    Property   : Prop_InstantDeath
    Targets : MOB, Item, Room, Area
    Parameters : zapper mask
    Example : mask="-race +dwarf"
    Description:
    Will cause the death of anyone using the item, attacking the mob, or entering
    the room or area. If a mask if given, only those matching the mask are killed.

    +SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
    -PLAYER (spare all players), -MOB (spare all mobs/npcs)
    -CHANCE 50 (spare the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
    -CLASS +thief +mage +ranger (spare all but excepted char classes)
    +CLASS -thief -mage -ranger (spare only listed classes)
    -BASECLASS +thief +mage (spare all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (spare only listed base char classes)
    -RACE +elf +dwarf (spare all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (spare only listed races)
    -RACECAT +elf +insect +humanoid (spare all but listed racial categories)
    +RACECAT -elf -humanoid (spare only listed racial categories)
    -ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (spare only listed alignments)
    -GENDER (spare genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (spare only listed genders)
    -FACTION (spare all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (spare only faction range code)
    -NAMES +bob "+my name" (spare all except those with given names)
    +NAMES -bob "-my name" (spare only those with one of the given names)
    -SUBNAMES +*ending +*inside* (spare all except those with partial name)
    +SUBNAMES -*ending -*insid* (spare only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (spare those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
    +ANYCLASS -thief -mage (spare only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
    -MOOD +grumpy +normal (spare all except those with given moods)
    +MOOD -grumpy -normal (spare only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (spare all except those in listed clan)
    +CLAN -Killers "-Avengers" (spare only those in a listed clan)
    -DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (spare all except those with a multi-class)
    -STR X (spare those with strength greater than X)
    +STR X (spare those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (spare those in groups larger than X)
    +GROUPSIZE X (spare those in groups smaller than X)
    -AREA +thatarea "+my areaname" (spare all except those in listed area)
    +AREA -thatarea "-my areaname" (spare only those in listed area)
    -HOME "+area name" (spare all except those from listed home/beacon area)
    +HOME "-my areaname" (spare only those from listed home/beacon area)
    -ISHOME (spare all npcs not currently in their home/beacon areas)
    +ISHOME (spare all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (spare only those with an item name)
    -WORN "+item name" etc... (spare only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (spare only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
    -RESOURCES "+OAK" etc.. (spare only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not spare items of -resources)
    -IF <CONDITION> (spare, unless they meet Scriptable conditions)
    +IF <CONDITION> (never spare anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
    -VALUE X (spare those with value or money less than X)
    +VALUE X (spare those with value or money greater than X)
    -WEIGHT X (spare those weighing less than X)
    +WEIGHT X (spare those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (spare only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
    -ABILITY X (spare those with magical ability less than X)
    +ABILITY X (spare those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
    -SEASON +FALL (spare those only when season is FALL)
    +SEASON -SPRING (spare those whenever the season is SPRING)
    -WEATHER +DROUGHT (spare those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
    -SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
    +
    Property   : Prop_InstantDeath 
    Targets : MOB, Item, Room, Area
    Parameters : zapper mask
    Example : mask="-race +dwarf"
    Description:
    Will cause the death of anyone using the item, attacking the mob, or entering
    the room or area. If a mask if given, only those matching the mask are killed.


    +SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
    -PLAYER (spare all players), -MOB (spare all mobs/npcs)
    -CHANCE 50 (spare the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
    -CLASS +thief +mage +ranger (spare all but excepted char classes)
    +CLASS -thief -mage -ranger (spare only listed classes)
    -BASECLASS +thief +mage (spare all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (spare only listed base char classes)
    -RACE +elf +dwarf (spare all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (spare only listed races)
    -RACECAT +elf +insect +humanoid (spare all but listed racial categories)
    +RACECAT -elf -humanoid (spare only listed racial categories)
    -ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (spare only listed alignments)
    -GENDER (spare genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (spare only listed genders)
    -FACTION (spare all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (spare only faction range code)
    -NAMES +bob "+my name" (spare all except those with given names)
    +NAMES -bob "-my name" (spare only those with one of the given names)
    -SUBNAMES +*ending +*inside* (spare all except those with partial name)
    +SUBNAMES -*ending -*insid* (spare only those with partial name mask)
    -ACCOUNTS +bob "+my name" (spare all except those in the given accts)
    +ACCOUNTS -bob "-my name" (spare only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (spare those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
    +ANYCLASS -thief -mage (spare only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
    -MOOD +grumpy +normal (spare all except those with given moods)
    +MOOD -grumpy -normal (spare only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (spare all except those in listed clan)
    +CLAN -Killers "-Avengers" (spare only those in a listed clan)
    -DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (spare all except those with a multi-class)
    -STR X (spare those with strength greater than X)
    +STR X (spare those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (spare those in groups larger than X)
    +GROUPSIZE X (spare those in groups smaller than X)
    -AREA +thatarea "+my areaname" (spare all except those in listed area)
    +AREA -thatarea "-my areaname" (spare only those in listed area)
    -HOME "+area name" (spare all except those from listed home/beacon area)
    +HOME "-my areaname" (spare only those from listed home/beacon area)
    -ISHOME (spare all npcs not currently in their home/beacon areas)
    +ISHOME (spare all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (spare all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (spare listed)
    -ITEM "+item name" etc... (spare only those with an item name)
    -WORN "+item name" etc... (spare only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (spare only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
    -RESOURCES "+OAK" etc.. (spare only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not spare items of -resources)
    -IF <CONDITION> (spare, unless they meet Scriptable conditions)
    +IF <CONDITION> (never spare anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
    -VALUE X (spare those with value or money less than X)
    +VALUE X (spare those with value or money greater than X)
    -WEIGHT X (spare those weighing less than X)
    +WEIGHT X (spare those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (spare only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
    -ABILITY X (spare those with magical ability less than X)
    +ABILITY X (spare those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
    -SEASON +FALL (spare those only when season is FALL)
    +SEASON -SPRING (spare those whenever the season is SPRING)
    -WEATHER +DROUGHT (spare those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
    -SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)

    Prop_Invisibility: Persistent Invisibility -

    Property   : Prop_Invisibility
    Targets : MOB
    Parameters :
    Example :
    Description:
    An alternative to setting a mob permanently invisible, this will keep the MOB
    invisible until the mob performs some act which would normally dispel the
    invisibility. After that, a period of time must elapse before the property
    reengages and makes the mob invisible again.
    +
    Property   : Prop_Invisibility 
    Targets : MOB
    Parameters :
    Example :
    Description:
    An alternative to setting a mob permanently invisible, this will keep the MOB
    invisible until the mob performs some act which would normally dispel the
    invisibility. After that, a period of time must elapse before the property
    reengages and makes the mob invisible again.

    Prop_ItemBinder: Allows an item to be bound to player, account, or clan. -

    Property   : Prop_ItemBinder
    Targets : Items
    Parameters : TO=CHARACTER/ACCOUNT/CLAN ON=PICKUP/EQUIP MESSAGE=[ZAPMSG]
    Example : TO=CHARACTER ON=PICKUP MESSAGE="Bound -- you can't do that."
    Description:
    Allows an item to be bound when an event occurs to the person, account, or clan
    that either picks it up or first equips it. Once bound, an item can only be
    picked up by that same player, account, or clan. The zap message is also
    configureable.
    +
    Property   : Prop_ItemBinder 
    Targets : Items
    Parameters : TO=CHARACTER/ACCOUNT/CLAN ON=PICKUP/EQUIP MESSAGE=[ZAPMSG]
    Example : TO=CHARACTER ON=PICKUP MESSAGE="Bound -- you can't do that."
    Description:
    Allows an item to be bound when an event occurs to the person, account, or clan
    that either picks it up or first equips it. Once bound, an item can only be
    picked up by that same player, account, or clan. The zap message is also
    configureable.

    Prop_ItemNoRuin: Prevents deletion/corruption from corpses -

    Property   : Prop_ItemNoRuin
    Targets : ITEM
    Parameters :
    Example :
    Description:
    When placed on an item, that item will be exempt from your systems loot policy.
    The item will not be deleted, corrupted, ruined, or otherwise affected by the
    policy, regardless of your ini file settings.
    +
    Property   : Prop_ItemNoRuin 
    Targets : ITEM
    Parameters :
    Example :
    Description:
    When placed on an item, that item will be exempt from your systems loot policy.
    The item will not be deleted, corrupted, ruined, or otherwise affected by the
    policy, regardless of your ini file settings.

    Prop_ItemSlot: Has slots for enhancement items -

    Property   : Prop_ItemSlot
    Targets : ITEM
    Parameters : (NUM=[SLOTS COUNT]) (TYPE=[STRING]) (REMOVEABLE=[TRUE/FALSE]) ;
    [XML]
    Example : NUM=4 TYPE=Gems REMOVEABLE=TRUE
    Description:
    When placed on an item, that item will have available slots into which other
    items, those with the Prop_ItemSlotFiller property, can be PUT using the PUT
    command. When this is done, the item with this property will gain the effect
    benefits of the other item in addition to its own.

    The NUM parameter determines how many slots are available. The TYPE parameter
    must match the TYPE parameter from the Prop_ItemSlotFiller of the item being
    PUT. The REMOVEABLE property sets whether the items in the slots may be
    removed. See also Prop_ItemSlotFiller.
    +
    Property   : Prop_ItemSlot 
    Targets : ITEM
    Parameters : (NUM=[SLOTS COUNT]) (TYPE=[STRING]) (LEVEL=NONE/HIGH/ADD)
    Parameters : (REMOVABLE=[TRUE/FALSE]) ; [XML]
    Example : NUM=4 TYPE=Gems REMOVABLE=TRUE
    Description:
    When placed on an item, that item will have available slots into which other
    items, those with the Prop_ItemSlotFiller property, can be PUT using the PUT
    command. When this is done, the item with this property will gain the effect
    benefits of the other item in addition to its own.

    The NUM parameter determines how many slots are available. The TYPE parameter
    must match the TYPE parameter from the Prop_ItemSlotFiller of the item being
    PUT. The REMOVABLE property sets whether the items in the slots may be
    removed. The LEVEL argument affects how slot fillers affect the item level:
    none, equal to the highest, or added together. See also Prop_ItemSlotFiller.

    Prop_ItemSlotFiller: Provides for enhanced item slots. -

    Property   : Prop_ItemSlotFiller
    Targets : ITEM
    Parameters : (NUM=[SLOTS COUNT]) (TYPE=[STRING]) (SKIPS=[ID,...])
    Example : NUM=4 TYPE=Gems REMOVEABLE=TRUE
    Description:
    When placed on an item, that item will put able to be PUT, using the PUT
    command, into the slots provided on an item with the Prop_ItemSlot property.
    When this is done, the item into which this item is PUT will gain all the
    effect benefits of this item.

    The NUM parameter determines how many slots this item takes up. The TYPE
    parameter must match the TYPE parameter from the Prop_ItemSlot of the item
    being PUT into. The SKIPS property is a comma delimited list of Ability IDs
    which should be ignored when determining which effects on this item should be
    applied to the slotted item.
    +
    Property   : Prop_ItemSlotFiller 
    Targets : ITEM
    Parameters : (NUM=[SLOTS COUNT]) (TYPE=[STRING]) (SKIPS=[ID,...])
    Parameters : (ADDS=[ID(args),...])
    Example : NUM=4 TYPE=Gems REMOVABLE=TRUE
    Description:
    When placed on an item, that item will put able to be PUT, using the PUT
    command, into the slots provided on an item with the Prop_ItemSlot property.
    When this is done, the item into which this item is PUT will gain all the
    effect benefits of this item.

    The NUM parameter determines how many slots this item takes up. The TYPE
    parameter must match the TYPE parameter from the Prop_ItemSlot of the item
    being PUT into.

    The SKIPS property is a comma delimited list of Ability IDs which should be
    ignored when determining which effects on this item should be applied to the
    slotted item.

    The ADDS property is a comma delimited list of Ability IDS should should be
    added to an item whose slot is filled by this one. Arguments to the ablilities
    can be given in parenthesis().

    Prop_ItemTransporter: Item Transporter -

    Property   : Prop_ItemTransporter
    Targets : Rooms, MOBs, Items (Containers)
    Parameters : The transporter KEY
    Example : KEYX123
    Description:
    Any room, items, or mob with this property becomes a medium for transportation
    to another mob, room, or item with the Prop_ItemTransReceiver property with the
    same key. Any items dropped in the room, picked up or give to the mob, or
    placed inside the containers with this property will be instantly transported
    to another room/item/mob with the Prop_ItemTransReceiver property which has the
    exact same KEY parameter. If there is more than one Prop_ItemTransReceiver
    found with the proper key, the destination will go randomly to one of the
    choices.
    +
    Property   : Prop_ItemTransporter 
    Targets : Rooms, MOBs, Items (Containers)
    Parameters : The transporter KEY
    Example : KEYX123
    Description:
    Any room, items, or mob with this property becomes a medium for transportation
    to another mob, room, or item with the Prop_ItemTransReceiver property with the
    same key. Any items dropped in the room, picked up or give to the mob, or
    placed inside the containers with this property will be instantly transported
    to another room/item/mob with the Prop_ItemTransReceiver property which has the
    exact same KEY parameter. If there is more than one Prop_ItemTransReceiver
    found with the proper key, the destination will go randomly to one of the
    choices.

    Prop_ItemTransReceiver: Item Transporter Receiver -

    Property   : Prop_ItemTransReceiver
    Targets : Rooms, MOBs, Items (Containers)
    Parameters : The transporter KEY
    Example : KEYX123
    Description:
    See Prop_ItemTransporter above.
    +
    Property   : Prop_ItemTransReceiver 
    Targets : Rooms, MOBs, Items (Containers)
    Parameters : The transporter KEY
    Example : KEYX123
    Description:
    See Prop_ItemTransporter above.

    Prop_LangTranslator: Language Translator -

    Property   : Prop_LangTranslator
    Targets : Mobs, Items, Rooms
    Parameters : nothing, a list of languages optionally preceded by a % chance
    Example :
    Example : 100% Dwarven 50% Elvish
    Example : Dwarven Elvish
    Example : 75% Dwarven Elvish
    Description:
    This is property allows the mob or item to translate any words spoken in the
    room in a language other than Common, into Common. The mob or item will SAY
    the translation out loud. The percentage chance given, which defaults to 100%,
    will be the chance that the mob or item will translate any given sentence.
    +
    Property   : Prop_LangTranslator 
    Targets : Mobs, Items, Rooms
    Parameters : nothing, a list of languages optionally preceded by a % chance
    Example :
    Example : 100% Dwarven 50% Elvish
    Example : Dwarven Elvish
    Example : 75% Dwarven Elvish
    Description:
    This is property allows the mob or item to translate any words spoken in the
    room in a language other than Common, into Common. The mob or item will SAY
    the translation out loud. The percentage chance given, which defaults to 100%,
    will be the chance that the mob or item will translate any given sentence.

    Prop_LanguageSpeaker: Forces language speaking -

    Property   : Prop_LanguageSpeaker
    Targets : Mobs, Items, Rooms, Exits, Areas
    Parameters : LANGUAGE=[LANGUAGE] (HOMEONLY=TRUE/FALSE) (NOMOBS=TRUE/FALSE)
    Parms(Cont): (PLAYERS=TRUE/FALSE) (; [ZAPPER MASK])
    Example : LANGUAGE=Dwarven
    Example : LANGUAGE=Dwarven players=true ; -NAMES +BOB
    Example : LANGUAGE=SignLanguage homeonly=true ; -NAMES +BOB
    Description:
    This is property forces the mobs who become affected by this property to speak
    the designated language until something else stops them. On a mob, the
    affected mob will speak the language. On a room, those who enter or are born
    in a room may be speak the language. On an area, those who enter or are born
    in a room may speak the language. On an exits, those who enter the exit may
    speak the language. On an item, those who pick up the item may start speaking
    the language, while putting it down will stop them.

    The parameters affect who will start speaking the language. By default, any
    non-player mob will become affected. HOMEONLY will force only those whose
    starting room is in the area to speak. NOMOBS will eliminate all non-players
    from consideration. PLAYERS will allow players to be affected. An optional
    zapper mask may follow a semicolon to add additional masks. +SYSOP (allow
    archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
    +
    Property   : Prop_LanguageSpeaker 
    Targets : Mobs, Items, Rooms, Exits, Areas
    Parameters : LANGUAGE=[LANGUAGE] (HOMEONLY=TRUE/FALSE) (NOMOBS=TRUE/FALSE)
    Parms(Cont): (PLAYERS=TRUE/FALSE) (; [ZAPPER MASK])
    Example : LANGUAGE=Dwarven
    Example : LANGUAGE=Dwarven players=true ; -NAMES +BOB
    Example : LANGUAGE=SignLanguage homeonly=true ; -NAMES +BOB
    Description:
    This is property forces the mobs who become affected by this property to speak
    the designated language until something else stops them. On a mob, the
    affected mob will speak the language. On a room, those who enter or are born
    in a room may be speak the language. On an area, those who enter or are born
    in a room may speak the language. On an exits, those who enter the exit may
    speak the language. On an item, those who pick up the item may start speaking
    the language, while putting it down will stop them.

    The parameters affect who will start speaking the language. By default, any
    non-player mob will become affected. HOMEONLY will force only those whose
    starting room is in the area to speak. NOMOBS will eliminate all non-players
    from consideration. PLAYERS will allow players to be affected. An optional
    zapper mask may follow a semicolon to add additional masks. +SYSOP (allow
    archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

    Prop_LimitedItems: Limited Item -

    Property   : Prop_LimitedItems
    Targets : Items
    Parameters : The number of items with this name to maintain
    Example : 3
    Description:
    This property will ensure that no more than the given number of items with the
    same name as the ones with this property will exist, either in the inventory of
    players, or in rooms. It works by removing the excess items from the map when
    someone first enters a room with one of the excess items. For this reason,
    limited items are automatically marked as non-locatable to block them from
    spells like Locate Object.

    This property will cause all player records to be loaded into memory at the end
    of the normal boot cycle, which will increase boot time and may cause a delay
    for the first person logging in.
    +
    Property   : Prop_LimitedItems 
    Targets : Items
    Parameters : The number of items with this name to maintain
    Example : 3
    Description:
    This property will ensure that no more than the given number of items with the
    same name as the ones with this property will exist, either in the inventory of
    players, or in rooms. It works by removing the excess items from the map when
    someone first enters a room with one of the excess items. For this reason,
    limited items are automatically marked as non-locatable to block them from
    spells like Locate Object.

    This property will cause all player records to be loaded into memory at the end
    of the normal boot cycle, which will increase boot time and may cause a delay
    for the first person logging in.

    Prop_LocationBound: Leave the specified area, or room -

    Property   : Prop_LocationBound
    Targets : Items, Mobs
    Parameters : AREA/ROOM/[AREA NAME]/[ROOM ID]
    Example : AREA
    Example : ROOM
    Example : My Happy Area
    Example : My Area#12321
    Description:
    This property will ensure that the affected mob or item is unable to leave or
    be taken away from its home location, which is determined by the parameters.
    Use ROOM or AREA to prevent it from leaving whatever its current room or area
    is. Using a specific area name or room id is more helpful, however, as it will
    not only prevent movement away from the given area or room, but will whisk the
    mob or item BACK to its home if it is ever able to be removed for some reason
    ANYWAY.
    +
    Property   : Prop_LocationBound 
    Targets : Items, Mobs
    Parameters : AREA/ROOM/[AREA NAME]/[ROOM ID]
    Parameters : (;ABSOLUTE) (;PLAYEROK) (;TIMEOUT=[SEC])
    Example : AREA
    Example : ROOM PLAYEROK TIMEOUT=44
    Example : My Happy Area
    Example : My Area#12321
    Description:
    This property will ensure that the affected mob or item is unable to leave or
    be taken away from its home location, which is determined by the parameters.
    Use ROOM or AREA to prevent it from leaving whatever its current room or area
    is. Using a specific area name or room id is more helpful, however, as it will
    not only prevent movement away from the given area or room, but will whisk the
    mob or item BACK to its home if it is ever able to be removed for some reason
    ANYWAY. If the PLAYEROK argument is given, then the item can be moved anywhere
    so long as a player is holding, riding, or being followed by the bound thing.
    If the TIMEOUT argument is given, then the item can be moved outside its bound
    only until the timer expires. If the ABSOLUTE argument is given, then the AREA
    and ROOM argument are no longer relative, but absolute to the starting room of
    the bound item, as if the room number or area name had been specified.

    Prop_LotForSale: Buy a room once, get all adjacent rooms free -

    Property   : Prop_LotForSale
    Targets : Room
    Parameters : (RENTAL) Price of the first room on the lot
    Example : 1000000
    Example : Bob/100000
    Description:
    Makes this room and future adjacent rooms available for purchase as a single
    lot. This property is an extension of the Prop_RoomForSale property, and
    includes all of its capabilities, PLUS, when this room is sold, adjacent lots
    will automatically be created, allowing the player to expand his or her
    property. When the property is sold, or falls out of a players possession, the
    system will automatically retract the created rooms. The word rental followed
    by a space may preceed the price to make the price of the property be charged
    every month automatically out of a Bankers account. Failure to make rent
    returns the property to sellable status.

    When property is sold, it will be listed as the owner with a slash and the
    price. Entering this sort of parameter directly is the quick way to give
    players or clans property.

    This property is similar to prop_lotsforsale, except that the players don't
    have to purchase each room.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.
    +
    Property   : Prop_LotForSale 
    Targets : Room
    Parameters : (RENTAL) Price of the first room on the lot
    Example : 1000000
    Example : Bob/100000
    Example : GRID 1000000
    Description:
    Makes this room and future adjacent rooms available for purchase as a single
    lot. This property is an extension of the Prop_RoomForSale property, and
    includes all of its capabilities, PLUS, when this room is sold, adjacent lots
    will automatically be created, allowing the player to expand his or her
    property. When the property is sold, or falls out of a players possession, the
    system will automatically retract the created rooms. The word rental followed
    by a space may preceed the price to make the price of the property be charged
    every month automatically out of a Bankers account. Failure to make rent
    returns the property to sellable status. The word GRID followed by a space may
    preceed the price to make new rooms automatically link to other rooms via
    demolishable walls.

    When property is sold, it will be listed as the owner with a slash and the
    price. Entering this sort of parameter directly is the quick way to give
    players or clans property.

    This property is similar to prop_lotsforsale, except that the players don't
    have to purchase each room.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.

    Prop_LotsForSale: Putting many rooms up for sale -

    Property   : Prop_LotsForSale
    Targets : Room
    Parameters : ([OWNER NAME]/)(RENTAL) (GRID) Price of each room on the lot
    Example : 1000000
    Example : GRID 1000000
    Example : Bob/100000
    Example : Bob/ RENTAL 100000
    Description:
    Makes this room and future adjacent rooms available for purchase. This
    property is an extension of the Prop_RoomForSale property, and includes all of
    its capabilities, PLUS, when this room is sold, adjacent lots will
    automatically be created and put up for sale, allowing the player to expand his
    or her property. When the properties are sold, or fall back out of any players
    possession, the system will automatically retract the created rooms. The word
    RENTAL followed by a space may preceed the price to make the price of the
    property be charged every month automatically out of a Bankers account.
    Failure to make rent returns the property to sellable status. The word GRID
    followed by a space may preceed the price to make new rooms automatically link
    to other rooms via demolishable walls.

    When property is sold, it will be listed as the owner with a slash and the
    price. Entering this sort of parameter directly is the quick way to give
    players or clans property.

    This property is similar to prop_lotforsale, except that the players must buy
    each room.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.
    +
    Property   : Prop_LotsForSale 
    Targets : Room
    Parameters : ([OWNER NAME]/)(RENTAL) (GRID) Price of each room on the lot
    Example : 1000000
    Example : GRID 1000000
    Example : Bob/100000
    Example : Bob/ RENTAL 100000
    Description:
    Makes this room and future adjacent rooms available for purchase. This
    property is an extension of the Prop_RoomForSale property, and includes all of
    its capabilities, PLUS, when this room is sold, adjacent lots will
    automatically be created and put up for sale, allowing the player to expand his
    or her property. When the properties are sold, or fall back out of any players
    possession, the system will automatically retract the created rooms. The word
    RENTAL followed by a space may preceed the price to make the price of the
    property be charged every month automatically out of a Bankers account.
    Failure to make rent returns the property to sellable status. The word GRID
    followed by a space may preceed the price to make new rooms automatically link
    to other rooms via demolishable walls.

    When property is sold, it will be listed as the owner with a slash and the
    price. Entering this sort of parameter directly is the quick way to give
    players or clans property.

    This property is similar to prop_lotforsale, except that the players must buy
    each room.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.

    Prop_MagicFreedom: Magic Neutralizing -

    Property   : Prop_MagicFreedom
    Targets : Room
    Parameters :
    Example :
    Description:
    Cancels all magical effects in the room. If placed on a mob, will cancel
    magical effects in the same room as the mob.
    +
    Property   : Prop_MagicFreedom 
    Targets : Room
    Parameters :
    Example :
    Description:
    Cancels all magical effects in the room. If placed on a mob, will cancel
    magical effects in the same room as the mob.

    Prop_MOBEmoter: a Property -

    Property   : Prop_MOBEmoter
    Targets : Room, Area, Item, Mob, Exit
    Parameters : Same as Emoter Behavior
    Parameters : Same as Emoter Behavior
    Description:
    This property is simply an ability/effect encapsulation of the Emoter behavior.
    Please do AHELP Emoter for information on the proper use and parameters of
    this property.
    +
    Property   : Prop_MOBEmoter 
    Targets : Room, Area, Item, Mob, Exit
    Parameters : Same as Emoter Behavior
    Parameters : ([BEHAVIOR ID] [BEHAVIOR ARGUMENTS])
    Description:
    This property, by default, is simply an ability/effect encapsulation of the
    Emoter behavior. Please do AHELP Emoter for information on the proper use and
    parameters of this property. However, if the first word of the arguments is a
    valid Behavior ID, then this property can encapsulate ANY behavior with all
    arguments after the first being the arguments of that behavior.

    Prop_ModExperience: Modifying Experience Gained -

    Property   : Prop_ModExperience
    Targets : MOBs, Items, Rooms, Areas
    Parameters : (=,+,-,*,/)[NUMBER](%)(;[MASK])
    Example : 500
    Example : 500;-race +orc
    Example : =10%
    Example : +20% SELF
    Example : +20%;-class +Fighter +Mage -Race +Elf
    Example : *2
    Description:
    Allows the archon to modify the amount of experience gained by each player for
    slaying the mob. If placed on a mob, the experience will be granted according
    to the parm, so long as the player meets the mask parameters (optional). The
    property will apply to the mob with this property him or herself only if the
    word SELF is included in the first parameters. If placed on an item, the
    experience will be granted to the wearer (or wielder or holder), so long as the
    mob killed meets the mask (optional). If placed on a Room or Area, the
    experience will be greated to another who meets the (optional) mask
    requirements.If no mask is given, the experience is always granted. Valid masks
    are:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
    +
    Property   : Prop_ModExperience 
    Targets : MOBs, Items, Rooms, Areas
    Parameters : (=,+,-,*,/)[NUMBER](%)(;[MASK])
    Example : 500
    Example : 500;-race +orc
    Example : =10%
    Example : +20% SELF
    Example : +20%;-class +Fighter +Mage -Race +Elf
    Example : *2
    Description:
    Allows the archon to modify the amount of experience gained by each player for
    slaying the mob. If placed on a mob, the experience will be granted according
    to the parm, so long as the player meets the mask parameters (optional). The
    property will apply to the mob with this property him or herself only if the
    word SELF is included in the first parameters. If placed on an item, the
    experience will be granted to the wearer (or wielder or holder), so long as the
    mob killed meets the mask (optional). If placed on a Room or Area, the
    experience will be greated to another who meets the (optional) mask
    requirements.If no mask is given, the experience is always granted. Valid masks
    are:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

    Prop_ModFaction: Modifying Faction Gained -

    Property   : Prop_ModFaction
    Targets : MOBs, Items, Rooms, Areas
    Parameters : (+/-[FACTION ID]:)(=,+,-,*,/)[NUMBER](%)(;[MASK])
    Example : alignment.ini: 500
    Example : alignment.ini: 500;-race +orc
    Example : =10%
    Example : examples/reputation.ini: +20%
    Example : +20%;-class +Fighter +Mage -Race +Elf
    Example : +alignment.ini:*2
    Description:
    Allows the archon to modify the amount of faction gained or lost by each player
    for slaying the mob. If placed on a mob, the faction will be granted according
    to the parm, so long as the player meets the mask parameters (optional) and so
    long as the faction being changed is the one specified in the parameters (also
    optional). The faction id is left empty to specify affecting all factions. The
    faction id can be preceeded by a + to only affect faction gains, - to only
    affect faction losses, or neither to affect both. You can also use REACTION as
    a faction ID to only apply to factions that have reactions defined. If this
    property placed on an item, the faction will be altered for the wearer (or
    wielder or holder), so long as the mob killed meets the mask (optional). If
    placed on a Room or Area, the faction will be changed for one who meets the
    (optional) mask requirements. If no faction id is given, all factions are
    changed. If no mask is given, the faction is always granted. Valid masks are:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
    +
    Property   : Prop_ModFaction 
    Targets : MOBs, Items, Rooms, Areas
    Parameters : (+/-[FACTION ID]:)(=,+,-,*,/)[NUMBER](%)(;[MASK])
    Example : alignment.ini: 500
    Example : alignment.ini: 500;-race +orc
    Example : =10%
    Example : examples/reputation.ini: +20%
    Example : +20%;-class +Fighter +Mage -Race +Elf
    Example : +alignment.ini:*2
    Description:
    Allows the archon to modify the amount of faction gained or lost by each player
    for slaying the mob. If placed on a mob, the faction will be granted according
    to the parm, so long as the player meets the mask parameters (optional) and so
    long as the faction being changed is the one specified in the parameters (also
    optional). The faction id is left empty to specify affecting all factions. The
    faction id can be preceeded by a + to only affect faction gains, - to only
    affect faction losses, or neither to affect both. You can also use REACTION as
    a faction ID to only apply to factions that have reactions defined. If this
    property placed on an item, the faction will be altered for the wearer (or
    wielder or holder), so long as the mob killed meets the mask (optional). If
    placed on a Room or Area, the faction will be changed for one who meets the
    (optional) mask requirements. If no faction id is given, all factions are
    changed. If no mask is given, the faction is always granted. Valid masks are:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
    +

    + +

    + Prop_MoveRestrictor: Moving restrictor +

    Property   : Prop_MoveRestrictor 
    Targets : MOBs, Rideables
    Parameters : (CHANCE=[NUMBER 0-100])
    Parameters : (NOLOCALES="[LOCALE],...") (ONLYLOCALES="[LOCALE],...")
    Parameters : (NODOMAINS="[DOMAIN],...") (ONLYDOMAINS="[DOMAIN],...")
    Parameters : (SEARCH="[STR]") (ISEARCH="[STR]") (MSEARCH="[STR]")
    Parameters : (MESSAGE="<S-NAME> [PREDICATE]") (PUBLIC=TRUE/FALSE)
    Parameters : (DISMOUNT=[TRUE/FALSE]) (CAST="[ABILITY ID];...")
    Example : nolocales="WOODS,SWAMP" message="<S-NAME> will not enter!"
    public=true
    Description:
    According to the given percentage CHANCE (default 100%), this property
    restricts the ability of a mob or rideable to enter rooms of a particular spec.
    NODOMAINS can list the types of rooms that cannot be entered, whereas
    ONLYDOMAINS lists the types of rooms that can be entered, restricting all
    others. Both are comma-delmited lists. Indoor DOMAINS include: STONE, WOODEN,
    CAVE, MAGIC, and METAL. Outdoor DOMAINS include: CITY, WOODS, ROCKY, PLAINS,
    UNDERWATER, AIR, WATERSURFACE, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS,
    SPACEPORT, SEAPORT.

    NOLOCALES can list the types of rooms that cannot be entered, whereas
    ONLYLOCALES lists the types of rooms that can be entered, restricting all
    others. Both are comma-delmited lists. See LIST LOCALES for a list of valid
    room locale ids.

    The SEARCH string allows room restricting based on a key phrase in the
    potential room title or description. MSEARCH restricts based on mobs in the
    potential room, and ISEARCH based on items in the potential room.

    The MESSAGE parameter allows you to set the string that the person trying to
    move into the room sees when it is restricted. Use <S-NAME> as a substitute
    for the persons name. The PUBLIC parameter decides whether everyone sees the
    message (true), or only the person trying to move (false).

    The DISMOUNT will automatically dismount any riders on the affected.

    The CAST parameter allows you to cause a spell to be cast upon all the
    properties mover, or upon all the riders, when they try to enter a room that is
    restricted.

    Prop_NarrowLedge: The Narrow Ledge -

    Property   : Prop_NarrowLedge
    Targets : Rooms, Exits
    Parameters : check=[%] name=[NAME OF THE LEDGE]
    Example : check=16 name="the narrow ledge"
    Example : check=25 name="a tightrope"
    Description:
    Whenever a player enters or exits the room or exit with this property, that
    player is in great danger. If the player fails to roll beneath their Dexterity
    on a roll from 1-the "check" parameter, the player will fall to their death.
    The check parameter can be made smaller to give those with less dexterity a
    better survival chance, or made higher to make it more difficult to survive.
    +
    Property   : Prop_NarrowLedge 
    Targets : Rooms, Exits
    Parameters : check=[%] name=[NAME OF THE LEDGE]
    Example : check=16 name="the narrow ledge"
    Example : check=25 name="a tightrope"
    Description:
    Whenever a player enters or exits the room or exit with this property, that
    player is in great danger. If the player fails to roll beneath their Dexterity
    on a roll from 1-the "check" parameter, the player will fall to their death.
    The check parameter can be made smaller to give those with less dexterity a
    better survival chance, or made higher to make it more difficult to survive.

    Prop_NewDeathMsg: NewDeathMsg -

    Property   : Prop_NewDeathMsg
    Targets : MOB
    Parameters : the new death string
    Example :
    Description:
    Makes the mob with this property emote a different death string than the normal
    one.
    +
    Property   : Prop_NewDeathMsg 
    Targets : MOB
    Parameters : the new death string
    Example :
    Description:
    Makes the mob with this property emote a different death string than the normal
    one.

    Prop_NoChannel: Channel Neutralizing -

    Property   : Prop_NoChannel
    Targets : Room, Area, MOB
    Parameters : Semicolon delimited list of channel names and or flags QUIET;
    SENDOK
    Example : SENDOK;GOSSIP;CHAT
    Example : GOSSIP;QUIET
    Description:
    Without any parameters, this property will cancel all channel message sending
    from the room, or by the mob/player with the property. You can limit the
    channels that are blocked by naming them in the parameters, separating them
    with semicolons. You can also have the property block reception of channel
    messages using the QUIET flag. Lastly, you can override the no-channel-sending
    using the SENDOK flag, thereby allowing channel messages to be sent.
    +
    Property   : Prop_NoChannel 
    Targets : Room, Area, MOB
    Parameters : Semicolon delimited list of channel names and or flags QUIET;
    SENDOK
    Example : SENDOK;GOSSIP;CHAT
    Example : GOSSIP;QUIET
    Description:
    Without any parameters, this property will cancel all channel message sending
    from the room, or by the mob/player with the property. You can limit the
    channels that are blocked by naming them in the parameters, separating them
    with semicolons. You can also have the property block reception of channel
    messages using the QUIET flag. Lastly, you can override the no-channel-sending
    using the SENDOK flag, thereby allowing channel messages to be sent.

    Prop_NoCharm: Charm Spell Neutralizing -

    Property   : Prop_NoCharm
    Targets : MOBS, Room, Area
    Parameters :
    Example :
    Description:
    Disallows the casting of charm like affects in the area, or against the target
    mob.
    +
    Property   : Prop_NoCharm 
    Targets : MOBS, Room, Area
    Parameters :
    Example :
    Description:
    Disallows the casting of charm like affects in the area, or against the target
    mob.

    Prop_NoCraftability: Not Learnable for Crafting -

    Property   : Prop_NoCraftability
    Targets : ITEMS
    Parameters :
    Example :
    Description:
    Disallows the item with this property from being learned as a recipe for
    crafting, even if otherwise qualified.
    +
    Property   : Prop_NoCraftability 
    Targets : ITEMS
    Parameters :
    Example :
    Description:
    Disallows the item with this property from being learned as a recipe for
    crafting, even if otherwise qualified.

    Prop_NoDamage: No Damage -

    Property   : Prop_NoDamage
    Targets : Mobs, Weapons
    Parameters :
    Example :
    Description:
    Makes a weapon or mob incapable of doing any real damage.
    +
    Property   : Prop_NoDamage 
    Targets : Mobs, Weapons
    Parameters :
    Example :
    Description:
    Makes a weapon or mob incapable of doing any real damage.

    Prop_NoOrdering: Group/Ordering Neutralizing -

    Property   : Prop_NoOrdering
    Targets : MOBs, Room, Area
    Parameters :
    Example :
    Description:
    Disallows ordering by non-admins in the area, or against the target mob.
    +
    Property   : Prop_NoOrdering 
    Targets : MOBs, Room, Area
    Parameters :
    Example :
    Description:
    Disallows ordering by non-admins in the area, or against the target mob.

    Prop_NoPKill: No Player Killing -

    Property   : Prop_NoPKill
    Targets : Room, Area
    Parameters :
    Example :
    Description:
    Cancels all player killing in the room or area.
    +
    Property   : Prop_NoPKill 
    Targets : Room, Area
    Parameters :
    Example :
    Description:
    Cancels all player killing in the room or area.

    Prop_NoPurge: Prevents automatic purging -

    Property   : Prop_NoPurge
    Targets : Rooms, Containers, Items
    Parameters :
    Example :
    Description:
    Prevents items in the room from being destroyed as refuse over time. When
    placed on an item, this property makes the item immune to "garbage collection"
    regardless of where in the world it is.
    +
    Property   : Prop_NoPurge 
    Targets : Rooms, Containers, Items
    Parameters :
    Example :
    Description:
    Prevents items in the room from being destroyed as refuse over time. When
    placed on an item, this property makes the item immune to "garbage collection"
    regardless of where in the world it is.

    Prop_NoRecall: Recall Neuralizing -

    Property   : Prop_NoRecall
    Targets : Room, Area, Items
    Parameters :
    Example :
    Description:
    Disallows recalling in the room. If placed on items, the item must be
    possessed by the mob or player trying to recall for prevention to work.
    +
    Property   : Prop_NoRecall 
    Targets : Room, Area, Items
    Parameters :
    Example :
    Description:
    Disallows recalling in the room. If placed on items, the item must be
    possessed by the mob or player trying to recall for prevention to work.

    Prop_NoSummon: Summon Spell Neutralizing -

    Property   : Prop_NoSummon
    Targets : Room, Area
    Parameters : (ALLOWNONAGGR)
    Example :
    Description:
    Disallows summoning of creatures or people INTO the affected place. The
    optional ALLOWNONAGGR parm may be added to disallow summoning only of
    aggressive mobs.
    +
    Property   : Prop_NoSummon 
    Targets : Room, Area
    Parameters : (ALLOWNONAGGR)
    Example :
    Description:
    Disallows summoning of creatures or people INTO the affected place. The
    optional ALLOWNONAGGR parm may be added to disallow summoning only of
    aggressive mobs.

    Prop_NoTeleport: Teleport-INTO Spell Neutralizing -

    Property   : Prop_NoTeleport
    Targets : Room, Area
    Parameters : (EXCEPTIONS=[ROOMID/AREANAME,etc..]
    Example :
    Example : exceptions="area name#12,other area name"
    Description:
    Disallows the casting of gate, teleport, portal, plantpass, and other spells
    INTO this area. If this is placed on an area, specific room or area exceptions
    may be given.
    +
    Property   : Prop_NoTeleport 
    Targets : Room, Area
    Parameters : (EXCEPTIONS=[ROOMID/AREANAME,etc..]
    Example :
    Example : exceptions="area name#12,other area name"
    Description:
    Disallows the casting of gate, teleport, portal, plantpass, and other spells
    INTO this area. If this is placed on an area, specific room or area exceptions
    may be given.

    Prop_NoTeleportOut: Teleport OUT OF Spell Neutralizing -

    Property   : Prop_NoTeleportOut
    Targets : Room, Area
    Parameters :
    Example :
    Description:
    Disallows the casting of gate, teleport, portal, plantpass, and other spells
    OUT OF this area.
    +
    Property   : Prop_NoTeleportOut 
    Targets : Room, Area
    Parameters :
    Example :
    Description:
    Disallows the casting of gate, teleport, portal, plantpass, and other spells
    OUT OF this area.

    Prop_NoTelling: Tel Neutralizing -

    Property   : Prop_NoTelling
    Targets : Room, Area, Mobs
    Parameters :
    Example :
    Description:
    Cancels all tell message sending in or to the room, area, or mob. You can also
    add this to player mobs as punishment or to shut them up. Admins are exempt
    from the restrictions imposed.
    +
    Property   : Prop_NoTelling 
    Targets : Room, Area, Mobs
    Parameters :
    Example :
    Description:
    Cancels all tell message sending in or to the room, area, or mob. You can also
    add this to player mobs as punishment or to shut them up. Admins are exempt
    from the restrictions imposed.

    Prop_OpenCommand: Opening Command -

    Property   : Prop_OpenCommand
    Targets : Containers, Exits
    Parameters : [COMMAND WORD] ([PARMS...];...
    Example : twist knob;tw knob;twi knob
    Example : smack botto*
    Description:
    When applied to a locked container or exit, this property will force the
    affected openable to unlock and open when the command phrase is entered by the
    user in its presence. The command word must match exactly, and the command
    entered must otherwise be completely invalid. PARMS arguments must also match
    exactly, although any PARM arg may end with * to use a starting string
    wildcard. A PARM argument may also end with ** to match the rest of the users
    entered command string.
    +
    Property   : Prop_OpenCommand 
    Targets : Containers, Exits
    Parameters : [COMMAND WORD] ([PARMS...];...
    Example : twist knob;tw knob;twi knob
    Example : smack botto*
    Description:
    When applied to a locked container or exit, this property will force the
    affected openable to unlock and open when the command phrase is entered by the
    user in its presence. The command word must match exactly, and the command
    entered must otherwise be completely invalid. PARMS arguments must also match
    exactly, although any PARM arg may end with * to use a starting string
    wildcard. A PARM argument may also end with ** to match the rest of the users
    entered command string.

    Prop_OpenPassword: Opening Password -

    Property   : Prop_OpenPassword
    Targets : Containers, Exits
    Parameters : ([LANGUAGEID];)[PASSWORD/PASSPHRASE]
    Example : open sesame
    Example : Orcish;open sesame
    Description:
    When applied to a locked container or exit, this property will force the
    affected openable to unlock and open when the magic word specified in the
    parameter is spoken in its presence. A language and a semicolon may be
    optionally given to require that a particular language is being spoken.
    +
    Property   : Prop_OpenPassword 
    Targets : Containers, Exits
    Parameters : ([LANGUAGEID];)[PASSWORD/PASSPHRASE]
    Example : open sesame
    Example : Orcish;open sesame
    Description:
    When applied to a locked container or exit, this property will force the
    affected openable to unlock and open when the magic word specified in the
    parameter is spoken in its presence. A language and a semicolon may be
    optionally given to require that a particular language is being spoken.

    Prop_OutfitContainer: Remembers whats put in, and wear the contents when worn -

    Property   : Prop_OutfitContainer
    Targets : Containers
    Parameters : ;[XML TAGS...]
    Description:
    When applied to a container, this property will allow the container to remember
    which things were put into it by a player. Then, whenever the player attempts
    to wear/hold/wield the container, has the container has items/armor/weapons
    inside, the player will actually wear the containing items instead. The
    automatic wearing of the contained items will automatically remove conflicting
    items as normal. Later, when the remembered items are removed, they will
    automatically be put back into the container that remembers them.
    +
    Property   : Prop_OutfitContainer 
    Targets : Containers
    Parameters : ;[XML TAGS...]
    Description:
    When applied to a container, this property will allow the container to remember
    which things were put into it by a player. Then, whenever the player attempts
    to wear/hold/wield the container, if the container has items/armor/weapons
    inside, the player will actually wear the containing items instead. The
    automatic wearing of the contained items will automatically remove conflicting
    items as normal. Later, when the remembered items are removed, they will
    automatically be put back into the container that remembers them.

    Prop_PeaceMaker: Strike Neuralizing -

    Property   : Prop_PeaceMaker
    Targets : Rooms, Areas, MOBs
    Parameters : optional list of mob statements, room emotes, semicolon delimited
    Example :
    Example : No Fighting Here!;Make Love, not War!;You should not do that.
    Description:
    Cancels any fighting in the room.
    +
    Property   : Prop_PeaceMaker 
    Targets : Rooms, Areas, MOBs
    Parameters : optional list of mob statements, room emotes, semicolon delimited
    Example :
    Example : No Fighting Here!;Make Love, not War!;You should not do that.
    Description:
    Cancels any fighting in the room.

    Prop_PracticeDummy: Practice Dummy -

    Property   : Prop_PracticeDummy
    Targets : Mobs
    Parameters : (KILLABLE)
    Example :
    Example : KILLABLE
    Description:
    Prevents a mob from fighting back. If the KILLABLE parameter is NOT included,
    the mob will also never run out of hit points or be missed in combat.
    +
    Property   : Prop_PracticeDummy 
    Targets : Mobs
    Parameters : (KILLABLE)
    Example :
    Example : KILLABLE
    Description:
    Prevents a mob from fighting back. If the KILLABLE parameter is NOT included,
    the mob will also never run out of hit points or be missed in combat.

    Prop_PrivateProperty: Physical Property -

    Property   : Prop_PrivateProperty
    Targets : Items
    Parameters : OWNER="[NAME]" (PRICE=[price]) (EXPIRESEC=[SECONDS])
    Example : owner="bob" expiresec=60
    Description:
    Marks the item as belonging to a particular person or clan. Items so marked can
    only be sold by that person, an associate, or clan member. PRICE does nothing.
    EXPIRESEC can be set to make this property temporary, so that an item dropped
    becomes "unowned" once the owner is gone for the number of seconds given.
    +
    Property   : Prop_PrivateProperty 
    Targets : Items
    Parameters : OWNER="[NAME]" (PRICE=[price]) (EXPIRESEC=[SECONDS])
    Example : owner="bob" expiresec=60
    Description:
    Marks the item as belonging to a particular person or clan. Items so marked can
    only be sold by that person, an associate, or clan member. PRICE does nothing.
    EXPIRESEC can be set to make this property temporary, so that an item dropped
    becomes "unowned" once the owner is gone for the number of seconds given.

    Prop_ReqAlignments: Alignment Limitations -

    Property   : Prop_ReqAlignments
    Targets : Rooms, Areas, Exits
    Parameters : alignment masks listed below
    Example : -all +good
    Description: (DEPRECATED -- See PropReqEntry)
    Creates alignment restrictions for entering a room. Followers will be allowed
    unless explicitly disallowed. Valid parameters include:
    nosneak (disallow sneaking past the requirement)
    -all (disallow all alignments)
    nofol (disallow followers of appropriate alignment)
    +evil +good +neutral (create exceptions to -all)
    -evil -good -neutral (disallow only listed alignments)
    +
    Property   : Prop_ReqAlignments 
    Targets : Rooms, Areas, Exits
    Parameters : alignment masks listed below
    Example : -all +good
    Description: (DEPRECATED -- See PropReqEntry)
    Creates alignment restrictions for entering a room. Followers will be allowed
    unless explicitly disallowed. Valid parameters include:
    nosneak (disallow sneaking past the requirement)
    -all (disallow all alignments)
    nofol (disallow followers of appropriate alignment)
    +evil +good +neutral (create exceptions to -all)
    -evil -good -neutral (disallow only listed alignments)

    Prop_ReqCapacity: Capacity Limitations -

    Property   : Prop_ReqCapacity
    Targets : Areas, Room
    Parameters : PEOPLE=[MAX] PLAYERS=[MAX] MOBS=[MAX] ITEMS=[MAX] WEIGHT=[MAX]
    INDOOR=[T/F]
    Parameters : CONTAINERSOK=[T/F] ROOMS=[MAX]
    Example : people=2
    Example : players=3 mobs=2 indoor=true
    Example : weight=2000 items=10
    Description:
    Creates a capacity limit of one or more types for the room or area with this
    affect. The ITEMS, or WEIGHT parameters may be used to limit the number of
    items, or maximum weight respectively. The CONTAINERSOK parameter will create
    an exception for putting items in containers (but not for dropping the
    containers themselves). The PEOPLE parameter lets you limit the total number of
    players and/or mobs. Otherwise, the PLAYERS or MOBS can be used to limit the
    number of players or non-player mobs respectively. The optional INDOOR flag
    only matters if this property is added to an area; it makes the property only
    enforce itself on indoor rooms types.

    If no parameters at all are given, a PEOPLE capacity of 2 is assumed.

    When this property is on an entry room with Prop_LotsForSale or
    Prop_LotForSale, then this property will be automatically propogated to each
    new room created. Also, in this case, and the optional parameter ROOMS can be
    specified to limit the maximum number of contiguous new rooms that can be
    generated.
    +
    Property   : Prop_ReqCapacity 
    Targets : Areas, Room
    Parameters : PEOPLE=[MAX] PLAYERS=[MAX] MOBS=[MAX] ITEMS=[MAX] WEIGHT=[MAX]
    INDOOR=[T/F]
    Parameters : CONTAINERSOK=[T/F] ROOMS=[MAX]
    Example : people=2
    Example : players=3 mobs=2 indoor=true
    Example : weight=2000 items=10
    Description:
    Creates a capacity limit of one or more types for the room or area with this
    affect. The ITEMS, or WEIGHT parameters may be used to limit the number of
    items, or maximum weight respectively. The CONTAINERSOK parameter will create
    an exception for putting items in containers (but not for dropping the
    containers themselves). The PEOPLE parameter lets you limit the total number of
    players and/or mobs. Otherwise, the PLAYERS or MOBS can be used to limit the
    number of players or non-player mobs respectively. The optional INDOOR flag
    only matters if this property is added to an area; it makes the property only
    enforce itself on indoor rooms types.

    If no parameters at all are given, a PEOPLE capacity of 2 is assumed.

    When this property is on an entry room with Prop_LotsForSale or
    Prop_LotForSale, then this property will be automatically propogated to each
    new room created. Also, in this case, and the optional parameter ROOMS can be
    specified to limit the maximum number of contiguous new rooms that can be
    generated.

    Prop_ReqClasses: Class Limitations -

    Property   : Prop_ReqClasses
    Targets : Rooms, Areas, Exits
    Parameters : class masks listed below
    Example : -all +thief
    Description: (DEPRECATED -- See PropReqEntry)
    Creates class restrictions for entering a room. Followers will be allowed
    unless explicitly disallowed. Valid parameters include:
    nosneak (disallow sneaking past the requirement)
    -all (disallow all classes)
    nofol (disallow followers of appropriate class)
    +thief +mage +bard (create exceptions to -all)
    -thief -mage -bard (disallow only listed classes)
    +
    Property   : Prop_ReqClasses 
    Targets : Rooms, Areas, Exits
    Parameters : class masks listed below
    Example : -all +thief
    Description: (DEPRECATED -- See PropReqEntry)
    Creates class restrictions for entering a room. Followers will be allowed
    unless explicitly disallowed. Valid parameters include:
    nosneak (disallow sneaking past the requirement)
    -all (disallow all classes)
    nofol (disallow followers of appropriate class)
    +thief +mage +bard (create exceptions to -all)
    -thief -mage -bard (disallow only listed classes)

    Prop_ReqEntry: All Room/Exit Limitations -

    Property   : Prop_ReqEntry
    Targets : Rooms, Areas, Exits, Portals
    Parameters : (nosneak) (nofollow) ("message=my message") mask
    Example : -race +elf
    Example : nosneak -race +elf
    Example : "message=Elves Only in there!" nofollow -race +elf
    Description:
    Creates restrictions for entering a room. Followers will be allowed unless
    explicitly disallowed. Valid parameters include:
    nosneak (disallow sneaking past the requirement)
    nofol (disallow followers)
    "message= ... " (override the default no-entry message.
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
    +
    Property   : Prop_ReqEntry 
    Targets : Rooms, Areas, Exits, Portals
    Parameters : (nosneak) (nofollow) ("message=my message") mask
    Example : -race +elf
    Example : nosneak -race +elf
    Example : "message=Elves Only in there!" nofollow -race +elf
    Description:
    Creates restrictions for entering a room. Followers will be allowed unless
    explicitly disallowed. Valid parameters include:
    nosneak (disallow sneaking past the requirement)
    nofol (disallow followers)
    "message= ... " (override the default no-entry message.
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

    Prop_ReqHeight: Height Restrictions -

    Property   : Prop_ReqHeight
    Targets : Areas, Room, Exit
    Parameters : a maximum height to enter
    Example : 12
    Description:
    Creates a maximum height in order to enter a room. Similar to Prop_Crawlspace.
    +
    Property   : Prop_ReqHeight 
    Targets : Areas, Room, Exit
    Parameters : a maximum height to enter
    Example : 12
    Description:
    Creates a maximum height in order to enter a room. Similar to Prop_Crawlspace.

    Prop_ReqLevels: Level Limitations -

    Property   : Prop_ReqLevels
    Targets : Room, Areas, Exits
    Parameters : ==, <=, >=, >, or < followed by a level number
    Example : <=10 >=5
    Description:
    Creates level restrictions for entering a room. Followers will be allowed
    unless the NOFOL parameter appears. The parameter should describe only the
    allowed levels. Multiple criteria are allowed. The term "NOSNEAK" may be added
    to the parameter to disallow sneaking past your criteria.
    +
    Property   : Prop_ReqLevels 
    Targets : Room, Areas, Exits
    Parameters : ==, <=, >=, >, or < followed by a level number ([PARMS])
    Example : <=10 >=5
    Description:
    Creates level restrictions for entering a room. Followers will be allowed
    unless the NOFOL parameter appears. The parameter should describe only the
    allowed levels. Multiple criteria are allowed. The term "NOSNEAK" may be added
    to the parameter to disallow sneaking past your criteria. The parm
    MESSAGE="message" may be added to change the error message seen.

    Prop_ReqNoMOB: Monster Limitations -

    Property   : Prop_ReqNoMOB
    Targets : Room, Areas, Exit
    Parameters : optional nosneak parameter
    Example :
    Example : nosneak
    Description:
    Prevents non-player mobs without followers from entering the room. The term
    "NOSNEAK" may be added to the parameters to disallow sneaking past your
    criteria.
    +
    Property   : Prop_ReqNoMOB 
    Targets : Room, Areas, Exit
    Parameters : optional nosneak parameter
    Example :
    Example : nosneak
    Description:
    Prevents non-player mobs without followers from entering the room. The term
    "NOSNEAK" may be added to the parameters to disallow sneaking past your
    criteria.

    Prop_ReqPKill: Playerkill ONLY Zone -

    Property   : Prop_ReqPKill
    Targets : Room, Exit, Area
    Parameters :
    Example :
    Description:
    Allows access only to those players who have their playerkill flag set.
    +
    Property   : Prop_ReqPKill 
    Targets : Room, Exit, Area
    Parameters :
    Example :
    Description:
    Allows access only to those players who have their playerkill flag set.

    Prop_ReqRaces: Room/Exit Race Limitations -

    Property   : Prop_ReqRaces
    Targets : Rooms, Areas, Exits
    Parameters : room masks listed below
    Example : -all +elf
    Description: (DEPRECATED -- See PropReqEntry)
    Creates race restrictions for entering a room. Followers will be allowed
    unless explicitly disallowed. Valid parameters include:
    nosneak (disallow sneaking past the requirement)
    -all (disallow all races)
    nofol (disallow followers of appropriate alignment)
    +elf +half +human (create exceptions to -all)
    -elf -half -human (disallow only listed races)
    +
    Property   : Prop_ReqRaces 
    Targets : Rooms, Areas, Exits
    Parameters : room masks listed below
    Example : -all +elf
    Description: (DEPRECATED -- See PropReqEntry)
    Creates race restrictions for entering a room. Followers will be allowed
    unless explicitly disallowed. Valid parameters include:
    nosneak (disallow sneaking past the requirement)
    -all (disallow all races)
    nofol (disallow followers of appropriate alignment)
    +elf +half +human (create exceptions to -all)
    -elf -half -human (disallow only listed races)

    Prop_ReqStat: Require stat values -

    Property   : Prop_ReqStat
    Targets : Rooms, Areas, Exits, Portals
    Parameters : mob character stat expressions as shown in example
    Example : strength<10 intelligence==5 wisdom>=3
    Description:
    Creates restrictions for entering a room. Players must pass every expression
    test in order to enter. Valid parameters include:
    nosneak (disallow sneaking past the requirement)
    nofol (disallow followers)
    STRENGTH, INTELLIGENCE, WISDOM, CONSTITUTION, CHARISMA, DEXTERITY, etc..
    +
    Property   : Prop_ReqStat 
    Targets : Rooms, Areas, Exits, Portals
    Parameters : mob character stat expressions as shown in example
    Example : strength<10 intelligence==5 wisdom>=3
    Description:
    Creates restrictions for entering a room. Players must pass every expression
    test in order to enter. Valid parameters include:
    nosneak (disallow sneaking past the requirement)
    nofol (disallow followers)
    STRENGTH, INTELLIGENCE, WISDOM, CONSTITUTION, CHARISMA, DEXTERITY, etc..

    Prop_ReqTattoo: Tattoo Limitations -

    Property   : Prop_ReqTattoo
    Targets : Rooms, Areas, Exits, Items
    Parameters : optional msg; tattoo masks listed below
    Example : -all +manlymen
    Example : You can't go here!;-all +manlymen
    Description:
    Creates tattoo restrictions for entering a roomor possessing an item.
    Followers will be allowed unless explicitly disallowed. See the help on
    Tattoos. Understood masks include:
    nosneak (disallow sneaking past the requirement)
    nofol (disallow followers of appropriate alignment)
    -all (disallow unless has one of the following +tattoos)
    +all (allow unless has any of the followng -tattoos)
    +none (must have all +tatoos, and lack all -tattoos)
    +TATTOONAME (must have tattoo)
    -TATTOONAME (must not have tattoo)
    Prefix TATOONAME name with ACCOUNT(space) to use account-based tattoos.
    +
    Property   : Prop_ReqTattoo 
    Targets : Rooms, Areas, Exits, Items
    Parameters : optional msg; tattoo masks listed below
    Example : -all +manlymen
    Example : You can't go here!;-all +manlymen
    Description:
    Creates tattoo restrictions for entering a roomor possessing an item.
    Followers will be allowed unless explicitly disallowed. See the help on
    Tattoos. Understood masks include:
    nosneak (disallow sneaking past the requirement)
    nofol (disallow followers of appropriate alignment)
    -all (disallow unless has one of the following +tattoos)
    +all (allow unless has any of the followng -tattoos)
    +none (must have all +tatoos, and lack all -tattoos)
    +TATTOONAME (must have tattoo)
    -TATTOONAME (must not have tattoo)
    Prefix TATOONAME name with ACCOUNT(space) to use account-based tattoos.

    Prop_ReRollStats: Re Roll Stats -

    Property   : Prop_ReRollStats
    Targets : MOB
    Parameters : (BONUSPOINTS=[NUM]) (PICKCLASS=TRUE/FALSE)
    Example :
    Example : BONUSPOINTS=5 PICKCLASS=TRUE
    Description:
    Allows a player a one-time opportunity to redesignate their stats, completely
    from scratch, and potentially re-pick their class.
    +
    Property   : Prop_ReRollStats 
    Targets : MOB
    Parameters : (BONUSPOINTS=[NUM]) (PICKCLASS=TRUE/FALSE)
    Example :
    Example : BONUSPOINTS=5 PICKCLASS=TRUE
    Description:
    Allows a player a one-time opportunity to redesignate their stats, completely
    from scratch, and potentially re-pick their class.

    Prop_Resistance: Resistance to Stuff -

    Property   : Prop_Resistance
    Targets : MOB
    Parameters : see Prop_HaveResister
    Example : see Prop_HaveResister
    Description:
    Gives a mob natural resistances and immunities. See Prop_HaveResister for more
    information.
    +
    Property   : Prop_Resistance 
    Targets : MOB
    Parameters : resistance names followed by percentages
    Parameters : Parameters may be followed by an optional mask
    Example : magic 50% poison -10%
    Example : magic poison 50% pierce -10% MASK=-RACE +Dwarf
    Description:
    Gives a mob natural resistances and immunities. The effects which may be
    included are:
    Resistances: gas fire electricity mind magic cold acid water evil (undead)
    Resistances: justice (as per many thief abilities)
    Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons
    Resistances: -- weapons get reduced % damage per round, lvl based, with
    limits.
    : : -- always modifier makes weapon resists always work, no limits.
    Resistances: spell chant song prayer thief_skill (ability types)
    Resistances: enchantment/charm kicking vexing conjuration (ability domains)
    Immunities : teleport (includes gate, summon) holy disease poison
    Misc : debuf-duration (pct is the maximum debuf ticks remain)

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_RestrictSkills: Specific Skill Neutralizing -

    Property   : Prop_RestrictSkills
    Targets : Room, Area, MOB, Item
    Parameters : SKILLS="[ABILITYID,...]" MESSAGE="[STRING]"
    Parameters : ONLYROOMS="[DOMAIN,...]" NEVERROOMS="[DOMAIN,...]"
    Example : SKILLS="Spell_Sleep,Skill_Recall" MESSAGE="No!"
    ONLYROOMS="UNDERWATER,AIR"
    Description:
    Cancels the effects of the listed spells/skills, and can be restricted by
    location. The only required parameter is SKILLS, which is a comma-delimited
    list of Ability IDs. Optional parameters includes MESSAGE, to change the skill
    users error message, ONLYROOMS to restrict the skill everywhere except the
    comma delimited list of DOMAIN strings, and NEVERROOMS to restrict the skill
    only in the comma delimited list of DOMAIN strings. DOMAINS include: CITY,
    WOODS, ROCKY, PLAINS, UNDERWATER, AIR, WATERSURFACE, JUNGLE, SWAMP, DESERT,
    HILLS, MOUNTAINS, SPACEPORT, SEAPORT, STONE, WOODEN, CAVE, MAGIC, UNDERWATER,
    AIR, WATERSURFACE, METAL. When this property is on a mob, it only affects the
    mob. When on an item, it only affects the owner of the item. If you want to
    limit spells/skills used AGAINST a mob, look at immunities.
    +
    Property   : Prop_RestrictSkills 
    Targets : Room, Area, MOB, Item
    Parameters : SKILLS="[ABILITYID,...]" MESSAGE="[STRING]"
    Parameters : ONLYROOMS="[DOMAIN,...]" NEVERROOMS="[DOMAIN,...]"
    Example : SKILLS="Spell_Sleep,Skill_Recall" MESSAGE="No!"
    ONLYROOMS="UNDERWATER,AIR"
    Description:
    Cancels the effects of the listed spells/skills, and can be restricted by
    location. The only required parameter is SKILLS, which is a comma-delimited
    list of Ability IDs. Optional parameters includes MESSAGE, to change the skill
    users error message, ONLYROOMS to restrict the skill everywhere except the
    comma delimited list of DOMAIN strings, and NEVERROOMS to restrict the skill
    only in the comma delimited list of DOMAIN strings. DOMAINS include: CITY,
    WOODS, ROCKY, PLAINS, UNDERWATER, AIR, WATERSURFACE, JUNGLE, SWAMP, DESERT,
    HILLS, MOUNTAINS, SPACEPORT, SEAPORT, STONE, WOODEN, CAVE, MAGIC, UNDERWATER,
    AIR, WATERSURFACE, METAL. When this property is on a mob, it only affects the
    mob. When on an item, it only affects the owner of the item. If you want to
    limit spells/skills used AGAINST a mob, look at immunities.

    Prop_RestrictSpells: Specific Spell Neutralizing -

    Property   : Prop_RestrictSpells
    Targets : Room, Area
    Parameters : proper spell names separated by semicolons
    Example : Spell_Sleep;Skill_Recall;
    Description:
    Cancels the effects of the listed spells when cast on or in the room.
    +
    Property   : Prop_RestrictSpells 
    Targets : Room, Area
    Parameters : proper spell names separated by semicolons
    Example : Spell_Sleep;Skill_Recall;
    Description:
    Cancels the effects of the listed spells when cast on or in the room.

    Prop_Retainable: Ability to set Price/Retainability of a pet. -

    Property   : Prop_Retainable
    Targets : Mobs
    Parameters : The value of the mob to shopkeepers
    Parameters : Price of the mob per period;number of days per period
    Example : 100000
    Example : 100;10
    Description:
    This property serves many a purpose: to allow you to set a value to mobs when
    being sold as pets by shopkeepers. It also allows you to create mobs which
    will be saved in the database when the system is shut down, so long as the mob
    has this property, and the mob is presently on someone's personal home, such as
    a Prop_RoomForSale room. The second parameter following the semicolon, if
    present, will also make the mob automatically draw money from the property
    owners bank account periodically. The second parameter refers to the number of
    mud-days between each pay period. If a pay period passes and the mob can not
    find a bank account of the owners from which to get paid, or has not been
    placed on someone's personal property as described above, the mob will quit and
    disappear.
    +
    Property   : Prop_Retainable 
    Targets : Mobs
    Parameters : The value of the mob to shopkeepers
    Parameters : Price of the mob per period;number of days per period
    Example : 100000
    Example : 100;10
    Description:
    This property serves many a purpose: to allow you to set a value to mobs when
    being sold as pets by shopkeepers. It also allows you to create mobs which
    will be saved in the database when the system is shut down, so long as the mob
    has this property, and the mob is presently on someone's personal home, such as
    a Prop_RoomForSale room. The second parameter following the semicolon, if
    present, will also make the mob automatically draw money from the property
    owners bank account periodically. The second parameter refers to the number of
    mud-days between each pay period. If a pay period passes and the mob can not
    find a bank account of the owners from which to get paid, or has not been
    placed on someone's personal property as described above, the mob will quit and
    disappear.

    Prop_RideAdjuster: Adjustments to stats when ridden -

    Property   : Prop_RideAdjuster
    Targets : Items and Mobs
    Parameters : see Prop_HaveAdjuster
    Example : see Prop_HaveAdjuster
    Description:
    Whenever the item or mob having this property is mounted or ridden, the
    statistics of the rider will be adjusted as described in the parameters.
    Dismounting will remove the effects. See Prop_HaveAdjuster for more information
    on the valid parameters for this property.
    +
    Property   : Prop_RideAdjuster 
    Targets : Items and Mobs
    Parameters : see Prop_HaveAdjuster
    Example : see Prop_HaveAdjuster
    Description:
    Whenever the item or mob having this property is mounted or ridden, the
    statistics of the rider will be adjusted as described in the parameters.
    Dismounting will remove the effects. See Prop_HaveAdjuster for more information
    on the valid parameters for this property.

    Prop_RideEnabler: Granting skills when ridden -

    Property   : Prop_RideEnabler
    Targets : Items and MOBS
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example : Spell_MageArmor;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is being mounted or ridden, the owner
    will be granted the spells, skills listed. The percentage given is optional,
    and will be the proficiency of the skill. If a percentage is not given, the
    default is 100%.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
    +
    Property   : Prop_RideEnabler 
    Targets : Items and MOBS
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example : Spell_MageArmor;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is being mounted or ridden, the owner
    will be granted the spells, skills listed. The percentage given is optional,
    and will be the proficiency of the skill. If a percentage is not given, the
    default is 100%.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_RideResister: Resistance due to riding -

    Property   : Prop_RideResister
    Targets : Items and Mobs
    Parameters : see Prop_HaveResister
    Example : see Prop_HaveResister
    Description:
    Whenever the item having this property is mounted or ridden, the rider gains
    certain resistances and immunities described in the parameters. When exited,
    the resistances and immunities are also cancelled. See Prop_HaveResister for
    more information on valid parameters for this property.
    +
    Property   : Prop_RideResister 
    Targets : Items and Mobs
    Parameters : resistance names followed by percentages
    Parameters : Parameters may be followed by an optional mask
    Example : magic 50% poison -10%
    Example : magic poison 50% pierce -10% MASK=-RACE +Dwarf
    Description:
    Whenever the item having this property is mounted or ridden, the rider gains
    certain resistances and immunities described in the parameters. When exited,
    the resistances and immunities are also cancelled. The effects which may be
    included are:
    Resistances: gas fire electricity mind magic cold acid water evil (undead)
    Resistances: justice (as per many thief abilities)
    Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons
    Resistances: -- weapons get reduced % damage per round, lvl based, with
    limits.
    : : -- always modifier makes weapon resists always work, no limits.
    Resistances: spell chant song prayer thief_skill (ability types)
    Resistances: enchantment/charm kicking vexing conjuration (ability domains)
    Immunities : teleport (includes gate, summon) holy disease poison
    Misc : debuf-duration (pct is the maximum debuf ticks remain)

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_RideSpellCast: Casting spells when ridden -

    Property   : Prop_RideSpellCast
    Targets : Items and MOBS
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example : Spell_MageArmor;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is being mounted or ridden, the owner
    will be under the effect of the listed spells. The flag NOUNINVOKE can be
    substituted for a spell to make all the effects non-dispellable until the
    property no longer applies; use this flag with care! The flag LEVEL=[NUMBER]
    can also be substituted for a spell name to force all the listed effects be
    cast at a different level than default.The flag MAXTICKS=[NUMBER] can be used
    to shorted the length of spell casts.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
    +
    Property   : Prop_RideSpellCast 
    Targets : Items and MOBS
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis
    Parameters : The above parameters may be followed by an optional mask
    Example : Spell_MageArmor;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is being mounted or ridden, the owner
    will be under the effect of the listed spells. The flag NOUNINVOKE can be
    substituted for a spell to make all the effects non-dispellable until the
    property no longer applies; use this flag with care! The flag LEVEL=[NUMBER]
    can also be substituted for a spell name to force all the listed effects be
    cast at a different level than default.The flag MAXTICKS=[NUMBER] can be used
    to shorted the length of spell casts.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_RideZapper: Restrictions to riding -

    Property   : Prop_RideZapper
    Targets : Items and Mobs
    Parameters : masking parameters described below, optional zap message
    Example : -class +mage -race +elf -evil
    Example : MESSAGE="<S-NAME> jump(s) off of <O-NAME>!" -class +mage
    Description:
    Whenever the rider of the item or mob with this property mounts the item, they
    will be zapped unless it is allowed by the listed parameters.
    An optional MESSAGE parameter can define what is seen when the zap occurs. Also
    optionally, the parameters can start with the word ACTUAL to change zapping
    behavior to look at actual values instead of perceived values (this about a
    class check applied to a Charlatan.) Valid masking parameters include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
    +
    Property   : Prop_RideZapper 
    Targets : Items and Mobs
    Parameters : masking parameters described below, optional zap message
    Example : -class +mage -race +elf -evil
    Example : MESSAGE="<S-NAME> jump(s) off of <O-NAME>!" -class +mage
    Description:
    Whenever the rider of the item or mob with this property mounts the item, they
    will be zapped unless it is allowed by the listed parameters.
    An optional MESSAGE parameter can define what is seen when the zap occurs. Also
    optionally, the parameters can start with the word ACTUAL to change zapping
    behavior to look at actual values instead of perceived values (this about a
    class check applied to a Charlatan.) Valid masking parameters include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

    Prop_RoomDark: Darkening Property -

    Property   : Prop_RoomDark
    Targets : Areas, Room
    Parameters :
    Example :
    Description:
    Makes a room dark, so that you need a light to see it.
    +
    Property   : Prop_RoomDark 
    Targets : Areas, Room
    Parameters :
    Example :
    Description:
    Makes a room dark, so that you need a light to see it.

    Prop_RoomForSale: Putting a room up for sale -

    Property   : Prop_RoomForSale
    Targets : Room
    Parameters : (RENTAL) Price of the room
    Example : 1000000
    Example : Bob/1000000
    Description:
    Makes this room available for purchase by a player. The room will be
    automatically listed in the stock of any ShopKeeper in the SAME AREA who is
    designated a LandSeller, or any shopkeeper who has the proper StdTitle item in
    its selling inventory. The system will automatically maintain the integrity of
    any items left in the room, including restoring them on reboot. After a room
    is sold, the player need only enter "LOOK ID" to see the rooms ID for the
    purposes of identifying his or her lot in the future. The title received for
    purchasing a room may be GIVEn or SELLed to change possession of the property.
    The word rental followed by a space may preceed the price to make the price of
    the property be charged every month automatically out of a Bankers account.
    Failure to make rent returns the property to sellable status.

    When property is sold, it will be listed as the owner with a slash and the
    price. Entering this sort of parameter directly is the quick way to give
    players or clans property.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.
    +
    Property   : Prop_RoomForSale 
    Targets : Room
    Parameters : (RENTAL) Price of the room
    Example : 1000000
    Example : Bob/1000000
    Description:
    Makes this room available for purchase by a player. The room will be
    automatically listed in the stock of any ShopKeeper in the SAME AREA who is
    designated a LandSeller, or any shopkeeper who has the proper StdTitle item in
    its selling inventory. The system will automatically maintain the integrity of
    any items left in the room, including restoring them on reboot. After a room
    is sold, the player need only enter "LOOK ID" to see the rooms ID for the
    purposes of identifying his or her lot in the future. The title received for
    purchasing a room may be GIVEn or SELLed to change possession of the property.
    The word rental followed by a space may preceed the price to make the price of
    the property be charged every month automatically out of a Bankers account.
    Failure to make rent returns the property to sellable status.

    When property is sold, it will be listed as the owner with a slash and the
    price. Entering this sort of parameter directly is the quick way to give
    players or clans property.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.

    Prop_RoomLit: Lighting Property -

    Property   : Prop_RoomLit
    Targets : Areas, Room
    Parameters :
    Example :
    Description:
    Makes a room lit, even at night.
    +
    Property   : Prop_RoomLit 
    Targets : Areas, Room
    Parameters :
    Example :
    Description:
    Makes a room lit, even at night.

    Prop_RoomPlusForSale: Putting an expandable room up for sale -

    Property   : Prop_RoomsPlusForSale
    Targets : Room
    Parameters : ([OWNER NAME]/)(RENTAL) (GRID) Price of the first room
    Example : 1000000
    Example : GRID 1000000
    Example : The Bob Clan/1000000
    Example : The Bob Clan/RENTAL 1000000
    Description:
    Makes this room available for purchase by a player. If you have more than one
    room for sale, they MUST be separated by at least one room which is not for
    sale, otherwise both groups will be considered one. This property is identicla
    to Prop_RoomForSale or Prop_RoomsForSale, except that the building skills are
    permitted to add new rooms to it. See Prop_RoomForSale for more information on
    sold rooms and the rental flag.

    When property is sold, it will be listed as the owner with a slash and the
    price. Entering this sort of parameter directly is the quick way to give
    players or clans property.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.
    +
    Property   : Prop_RoomsPlusForSale 
    Targets : Room
    Parameters : ([OWNER NAME]/)(RENTAL) (GRID) Price of the first room
    Example : 1000000
    Example : GRID 1000000
    Example : The Bob Clan/1000000
    Example : The Bob Clan/RENTAL 1000000
    Description:
    Makes this room available for purchase by a player. If you have more than one
    room for sale, they MUST be separated by at least one room which is not for
    sale, otherwise both groups will be considered one. This property is identicla
    to Prop_RoomForSale or Prop_RoomsForSale, except that the building skills are
    permitted to add new rooms to it. See Prop_RoomForSale for more information on
    sold rooms and the rental flag.

    When property is sold, it will be listed as the owner with a slash and the
    price. Entering this sort of parameter directly is the quick way to give
    players or clans property.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.

    Prop_RoomsForSale: Putting a cluster of rooms up for sale -

    Property   : Prop_RoomsForSale
    Targets : Room
    Parameters : (RENTAL) Price of the group of rooms
    Example : 1000000
    Example : The Bob Clan/1000000
    Description:
    Makes this room part of a group of rooms available for purchase by a player.
    The rooms will be sold as a group by the shopkeeper. If you have more than one
    group of rooms for sale, they MUST be separated by at least one room which is
    not for sale, otherwise both groups will be considered one. See
    Prop_RoomForSale for more information on sold rooms and the rental flag.

    When property is sold, it will be listed as the owner with a slash and the
    price. Entering this sort of parameter directly is the quick way to give
    players or clans property.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.
    +
    Property   : Prop_RoomsForSale 
    Targets : Room
    Parameters : (RENTAL) Price of the group of rooms
    Example : 1000000
    Example : The Bob Clan/1000000
    Description:
    Makes this room part of a group of rooms available for purchase by a player.
    The rooms will be sold as a group by the shopkeeper. If you have more than one
    group of rooms for sale, they MUST be separated by at least one room which is
    not for sale, otherwise both groups will be considered one. See
    Prop_RoomForSale for more information on sold rooms and the rental flag.

    When property is sold, it will be listed as the owner with a slash and the
    price. Entering this sort of parameter directly is the quick way to give
    players or clans property.

    See also Prop_ReqCapacity for the means to set limits on players building
    abilities on their property.

    Prop_RoomUnmappable: Unmappable Room/Area -

    Property   : Prop_RoomUnmappable
    Targets : Areas, Room
    Parameters : (MAPOK) (NOEXPLORE)
    Example :
    Example : NOEXPLORE
    Description:
    Makes a room unable to be mapped, explored, or seen with regional awareness.
    Turning off exploration requires the NOEXPLORE parameter. MAPOK parameter
    disables the unmappable aspect.
    +
    Property   : Prop_RoomUnmappable 
    Targets : Areas, Room
    Parameters : (MAPOK) (NOEXPLORE)
    Example :
    Example : NOEXPLORE
    Description:
    Makes a room unable to be mapped, explored, or seen with regional awareness.
    Turning off exploration requires the NOEXPLORE parameter. MAPOK parameter
    disables the unmappable aspect.

    Prop_RoomView: Different Room View -

    Property   : Prop_RoomView
    Targets : Exits, Rooms, Items
    Parameters : Room ID of the room to show
    Example : Midgaard#3001
    Description:
    Allows players looking at the room or exit to actually SEE the room description
    specified in the parameter. Useful for high-up views of the countryside.
    +
    Property   : Prop_RoomView 
    Targets : Exits, Rooms, Items
    Parameters : Room ID of the room to show
    Example : Midgaard#3001
    Description:
    Allows players looking at the room or exit to actually SEE the room description
    specified in the parameter. Useful for high-up views of the countryside.

    Prop_RoomWatch: Different Room Can Watch -

    Property   : Prop_RoomWatch
    Targets : Rooms
    Parameters : Room IDs of the rooms that may watch here or var defs ; delimited
    Example : Midgaard#3001;Midgaard#3002;Midgaard#3012
    Example : Midgaard#3001;prefix=Throw the window you see ;Midgaard#3012
    Description:
    Allows players in one of the listed rooms to see everything going on in the
    host room as if they were there. They will be unable to interact with the
    things they see (LOOKing at, or similar), but can at least witness them. The
    parameters are the list of rooms, though you can also use prefix=message to
    define a string to show before the remote messages.
    +
    Property   : Prop_RoomWatch 
    Targets : Rooms
    Parameters : Room IDs of the rooms that may watch here or var defs ; delimited
    Example : Midgaard#3001;Midgaard#3002;Midgaard#3012
    Example : Midgaard#3001;prefix=Throw the window you see ;Midgaard#3012
    Description:
    Allows players in one of the listed rooms to see everything going on in the
    host room as if they were there. They will be unable to interact with the
    things they see (LOOKing at, or similar), but can at least witness them. The
    parameters are the list of rooms, though you can also use prefix=message to
    define a string to show before the remote messages.

    Prop_SafePet: Unattackable Pets -

    Property   : Prop_SafePet
    Targets : MOB
    Parameters : MSG=[NEW DISPLAY MESSAGE]
    Example : MSG="<S-NAME> is forbidden to harm <T-NAMESELF>."
    Description:
    Makes the mob with this property completely unattackable. The default message
    can be changed with parameters.
    +
    Property   : Prop_SafePet 
    Targets : MOB
    Parameters : MSG=[NEW DISPLAY MESSAGE]
    Example : MSG="<S-NAME> is forbidden to harm <T-NAMESELF>."
    Description:
    Makes the mob with this property completely unattackable. The default message
    can be changed with parameters.

    Prop_ScrapExplode: Scrap Explode -

    Property   : PROP_SCRAPEXPLODE
    Targets : Items
    Parameters :
    Description:
    Makes an item explode when scrapped.
    +
    Property   : PROP_SCRAPEXPLODE 
    Targets : Items
    Parameters :
    Description:
    Makes an item explode when scrapped.

    Prop_Smell: A Smell -

    Property   : Prop_Smell
    Targets : MOBS, Items, Rooms
    Parameters : (TICKS=[NUM]) (CHANCE=[NUM]) (EMOTE) (BROADCAST) text(;...)
    Example : <T-NAME> smells flowery!
    Example : <T-NAME> smells awful!;<T-NAME> smells BAD!
    Example : CHANCE=50 <T-NAME> smells awful!;CHANCE=10 <T-NAME> smells BAD!
    Example : EMOTE BROADCAST <T-NAME> smells awful!
    Description:
    Makes the object with this property respond to a SNIFF command. More than one
    smell may be given, separated by semicolons. Each smell may have a chance of
    being selected during a sniff using the CHANCE parameter. ONLY MOBS with this
    property have other options, including an absolute duration before going away
    using the TICKS parameter, the opportunity to emote periodically using the
    EMOTE flag, and the opportunity to emote to adjacent rooms using the BROADCAST
    flag.
    +
    Property   : Prop_Smell 
    Targets : MOBS, Items, Rooms
    Parameters : (TICKS=[NUM]) (CHANCE=[NUM]) (EMOTE) (BROADCAST) text(;...)
    Example : <T-NAME> smells flowery!
    Example : <T-NAME> smells awful!;<T-NAME> smells BAD!
    Example : CHANCE=50 <T-NAME> smells awful!;CHANCE=10 <T-NAME> smells BAD!
    Example : EMOTE BROADCAST <T-NAME> smells awful!
    Description:
    Makes the object with this property respond to a SNIFF command. More than one
    smell may be given, separated by semicolons. Each smell may have a chance of
    being selected during a sniff using the CHANCE parameter. ONLY MOBS with this
    property have other options, including an absolute duration before going away
    using the TICKS parameter, the opportunity to emote periodically using the
    EMOTE flag, and the opportunity to emote to adjacent rooms using the BROADCAST
    flag.

    Prop_Socials: Local Social creating property -

    Property   : Prop_Socials
    Targets : Areas, Room, Item, Mobs, Exits
    Parameters : NAME=[SOCIAL NAME] SRCCODE=[CODE] TGTCODE=[CODE] YOUSEE="[MSG]"
    : : (TARGET="[TARGET CODE]") (OTHSEE="[MSG]") (TGTSEE="[MSG]")
    : : (NOTARGSEE="[MSG]") (MSPFILE=[FILENAME]) (;[MORE SOCIALS]...)
    Parameters : MASK="[ZAPPER MASK]" ; ...
    Parameters : WORNONLY=TRUE/FALSE ; ...
    Parameters : LOAD="[SOCIALS INI FILE PATH]" ; ...
    Example : name=USE srccode=V yousee="You use it." ; name=ROP srccode=H ...
    Example : load="specialSocials.txt"
    Description:
    Creates and defines socials that apply to players in the affected area, room,
    or near the affected exit, or possessing the affected item.

    The parameters may be a LOAD command for a resource file containing a standard
    socials definition list (see your resources/socials.txt file). These files
    have a single social definition per line, where each part is separated by a tab
    character.

    The parameters may also contain a MASK= definition for a zapper mask that will
    determine whether the given invoker player or mob can use the social. See help
    on ZAPPERMASK for more information on how to use masks. A WORNONLY variable
    can be set to TRUE or FALSE to determine whether an item with this property
    must be worn in order for the social to be usable.

    The parameters may also be a semicolon (;) separated list of social definitions
    using the VARIABLE=VALUE format. The required variables are NAME, SRCCODE,
    TGTCODE, and YOUSEE. Each variable definition set is separated by semicolons
    to define as many socials as are needed.

    The allowed variables and valid values are as follows:
    NAME = the keyword/name of the social -- the command
    SRCCODE = source letter: W)ords, M) hands, V)isual, S)ound, O) movement
    TGTCODE = target letter: T)hands, S)ounds, W)ords, V)noisy moves, O) visual
    TARGET = target: <T-NAME> SELF ALL <I-NAME> <V-NAME> <E-NAME> [ITEM]
    YOUSEE = What the command invoker sees (<S-NAME>) sees.
    OTHSEE = What others see the invoker do
    TGTSEE = What the target (if any) sees
    NOTARGSEE = What the invoker sees when the target is not present
    MSPFILE = name of msp sound file in your sounds directory
    +
    Property   : Prop_Socials 
    Targets : Areas, Room, Item, Mobs, Exits
    Parameters : NAME=[SOCIAL NAME] SRCCODE=[CODE] TGTCODE=[CODE] YOUSEE="[MSG]"
    : : (TARGET="[TARGET CODE]") (OTHSEE="[MSG]") (TGTSEE="[MSG]")
    : : (NOTARGSEE="[MSG]") (MSPFILE=[FILENAME]) (;[MORE SOCIALS]...)
    Parameters : MASK="[ZAPPER MASK]" ; ...
    Parameters : WORNONLY=TRUE/FALSE ; ...
    Parameters : LOAD="[SOCIALS INI FILE PATH]" ; ...
    Example : name=USE srccode=V yousee="You use it." ; name=ROP srccode=H ...
    Example : load="specialSocials.txt"
    Description:
    Creates and defines socials that apply to players in the affected area, room,
    or near the affected exit, or possessing the affected item.

    The parameters may be a LOAD command for a resource file containing a standard
    socials definition list (see your resources/socials.txt file). These files
    have a single social definition per line, where each part is separated by a tab
    character.

    The parameters may also contain a MASK= definition for a zapper mask that will
    determine whether the given invoker player or mob can use the social. See help
    on ZAPPERMASK for more information on how to use masks. A WORNONLY variable
    can be set to TRUE or FALSE to determine whether an item with this property
    must be worn in order for the social to be usable.

    The parameters may also be a semicolon (;) separated list of social definitions
    using the VARIABLE=VALUE format. The required variables are NAME, SRCCODE,
    TGTCODE, and YOUSEE. Each variable definition set is separated by semicolons
    to define as many socials as are needed.

    The allowed variables and valid values are as follows:
    NAME = the keyword/name of the social -- the command
    SRCCODE = source letter: W)ords, M) hands, V)isual, S)ound, O) movement
    TGTCODE = target letter: T)hands, S)ounds, W)ords, V)noisy moves, O) visual
    TARGET = target: <T-NAME> SELF ALL <I-NAME> <V-NAME> <E-NAME> [ITEM]
    YOUSEE = What the command invoker sees (<S-NAME>) sees.
    OTHSEE = What others see the invoker do
    TGTSEE = What the target (if any) sees
    NOTARGSEE = What the invoker sees when the target is not present
    MSPFILE = name of msp sound file in your sounds directory
    +

    + +

    + Prop_Sounder: Reactive Noise +

    Property   : Prop_Sounder 
    Targets : Areas, Room, Item, Mobs, Exits
    Targets : Room, MOBs, Items, Areas
    Parameters :([EMOTE TRIGGER] [EMOTE STRING];)
    Example : enter wiggles his bottom.;sleep smiles evilly.;mount burps!
    Example : wear $p looks good on you.;remove Now you don't look so
    good.;remove_room $n doesn't look so good.

    A lightweight alternative to the Emoter and Sounder behaviors, this allows you
    to create very simple emoting triggers based on event triggers instead of
    pro-active tick triggers, such as getting an item, or leaving a room. Each
    emote trigger is semicolon (;) separated. Valid emote triggers include the
    following:
    GET - if an item is gotten (or THE item), this will emote to the getter.
    GET_ROOM - if an item is gotten (or THE item), this will emote to the room (not
    the getter).
    DROP - if an item is dropped (or THE item), this will emote to the getter.
    DROP_ROOM - if an item is dropped (or THE item), this will emote to the room
    (not the getter).
    PUSH - if an item is pushed (or THE item), this will emote to the pusher.
    PUSH_ROOM - if an item is pushed (or THE item), this will emote to the room
    (not the pusher).
    PULL - if an item is pulled (or THE item), this will emote to the pulled.
    PULL_ROOM - if an item is pulled (or THE item), this will emote to the room
    (not the puller).
    EAT - if an item is eaten (or THE item), this will emote to the eater.
    EAT_ROOM - if an item is eaten (or THE item), this will emote to the room (not
    the getter).
    MOUNT - if an item is mounted (or THE item), this will emote to the mounter.
    MOUNT_ROOM - if an item is mounted (or THE item), this will emote to the room
    (not the getter).
    DRINK - if an item is drunk (or THE item), this will emote to the drinker.
    DRINK_ROOM - if an item is drunk (or THE item), this will emote to the room
    (not the getter).
    SIT - if an item is sat on (or THE item), this will emote to the sitter.
    SIT_ROOM - if an item is sat on (or THE item), this will emote to the room (not
    the getter).
    SLEEP - if an item is slept on (or THE item), this will emote to the sleeper.
    SLEEP_ROOM - if an item is slept on (or THE item), this will emote to the room
    (not the getter).
    WEAR - if an item is worn (or THE item), this will emote to the wearer.
    WEAR_ROOM - if an item is worn (or THE item), this will emote to the room (not
    the getter).
    OPEN - if an item is opened (or THE item), this will emote to the wearer.
    OPEN_ROOM - if an item is opened (or THE item), this will emote to the room
    (not the getter).
    CLOSE - if an item is closed (or THE item), this will emote to the wearer.
    CLOSE_ROOM - if an item is closed (or THE item), this will emote to the room
    (not the getter).
    HOLD - if an item is held (or THE item), this will emote to the wearer.
    HOLD_ROOM - if an item is held (or THE item), this will emote to the room (not
    the getter).
    WIELD - if an item is wielded (or THE item), this will emote to the wearer.
    WIELD_ROOM - if an item is wielded (or THE item), this will emote to the room
    (not the getter).
    REMOVE - if an item is removed (or THE item), this will emote to the remover.
    REMOVE_ROOM - if an item is removed (or THE item), this will emote to the room
    (not the getter).
    PORTAL_ENTER - if the room is entered, this will emote to the one entering.
    PORTAL_ENTER_ROOM - if the room is entered, this will emote to the others in
    the room.
    PORTAL_EXIT - if the room is left, this will emote to the one leaving.
    PORTAL_EXIT_ROOM - if the room is left, this will emote to the others in the
    room.
    DAMAGE - if the object is hurt, or used to hurt, this will emote to the one
    hurting.
    DAMAGE_ROOM - if the object is hurt, or used to hurt, this will emote to the
    others in the room.
    FIGHT - if the object is attacking, or used to attack, this will emote to the
    one attacking.
    FIGHT_ROOM - if the object is attacking, or used to attack, this will emote to
    the others in the room.

    The emote strings may be any text, and the following codes may be included:
    $p - the name of the item with the behavior.
    $n - the name of the source of the emote, or the source of the trigger.
    $e - the he/she of $n.
    $s - the his/her of $n.

    Prop_SparringRoom: Player Death Neutralizing -

    Property   : Prop_SparringRoom
    Targets : Areas, Room
    Parameters : (ROOMID)
    Example : SparringArea#123
    Description:
    Creates a room or area where death is of little consequence. Players (not
    mobs) who die in this area will lose neither equipment, nor experience, but
    will be brought back to their Start room (not their death room), or to any room
    designated in the parameters. Players also cannot flee or recall.
    +
    Property   : Prop_SparringRoom 
    Targets : Areas, Room
    Parameters : (ROOMID)
    Example : SparringArea#123
    Description:
    Creates a room or area where death is of little consequence. Players (not
    mobs) who die in this area will lose neither equipment, nor experience, but
    will be brought back to their Start room (not their death room), or to any room
    designated in the parameters. Players also cannot flee or recall.

    Prop_SpellAdder: Casting spells on oneself -

    Property   : Prop_SpellAdder
    Targets : Rooms, Items, MOBs
    Parameters : See Prop_HereSpellCast
    Parameters : See Prop_HereSpellCast
    Example : 50%;Spell_Invisible;Prayer_Sanctuary
    Description:
    Casts the spells in the parameters on the next one to enter the same room. as
    the item, mob, or room with this property.
    +
    Property   : Prop_SpellAdder 
    Targets : Rooms, Items, MOBs
    Parameters : See Prop_HereSpellCast
    Parameters : See Prop_HereSpellCast
    Example : 50%;Spell_Invisible;Prayer_Sanctuary
    Description:
    Casts the spells in the parameters on the next one to enter the same room. as
    the item, mob, or room with this property.

    Prop_SpellReflecting: Spell reflecting property -

    Property   : Prop_SpellReflecting
    Targets : MOBs, Items
    Parameters : (MIN=[LEVEL]) (MAX=[LEVEL]) (CHANCE=[%]) (FADE=0/1) (REMAIN=[NUM])
    Example : min=1 max=30 chance=100 fade=0 remain=100
    Example : max=10 chance=75 fade=1 remain=50
    Description:
    This complex property allows the archon to set up mobs or items which, when
    worn, are capable of reflecting spells cast at the mob back to the source. The
    min and max parms describe the levels of spells which may be reflected. The
    chance parm describes the % chance of a spell being reflected. Remain is the
    number of spell levels which may be reflected. Every time a spell is
    reflected, the level of the spell is subtracted from the remain value. When
    remain reaches below 0, the item or mob will no longer reflect spells. Fade
    describes whether the property is persistent or destructive. If fade is equal
    to 1 or more, then the property is destructive, meaning that the mob will never
    again gain the fading benefit from this property after remain reaches below 0.
    If the property was on an item, it will be destroyed. If fade is equal to 0,
    then the property is persistent. The property will still stop working when the
    remain value reaches below 0, but the item will not be destroyed, and will
    begin to regain its strength at a rate of 1 point every 5 minutes or so.
    +
    Property   : Prop_SpellReflecting 
    Targets : MOBs, Items
    Parameters : (MIN=[LEVEL]) (MAX=[LEVEL]) (CHANCE=[%]) (FADE=0/1) (REMAIN=[NUM])

    Example : min=1 max=30 chance=100 fade=0 remain=100
    Example : max=10 chance=75 fade=1 remain=50
    Description:
    This complex property allows the archon to set up mobs or items which, when
    worn, are capable of reflecting spells cast at the mob back to the source. The
    min and max parms describe the levels of spells which may be reflected. The
    chance parm describes the % chance of a spell being reflected. Remain is the
    number of spell levels which may be reflected. Every time a spell is
    reflected, the level of the spell is subtracted from the remain value. When
    remain reaches below 0, the item or mob will no longer reflect spells. Fade
    describes whether the property is persistent or destructive. If fade is equal
    to 1 or more, then the property is destructive, meaning that the mob will never
    again gain the fading benefit from this property after remain reaches below 0.
    If the property was on an item, it will be destroyed. If fade is equal to 0,
    then the property is persistent. The property will still stop working when the
    remain value reaches below 0, but the item will not be destroyed, and will
    begin to regain its strength at a rate of 1 point every 5 minutes or so.

    Prop_StatAdjuster: Char Stats Adjusted MOB -

    Property   : Prop_StatAdjuster
    Targets : MOB
    Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#)
    Parameters : (ADJMAX=TRUE/FALSE)
    Example :
    Example : CON=1
    Example : STR=3 INT=5 DEX=2 CON=-3 CHA=-2 WIS=-1
    Description:
    This property adjusts a mobs basic stats up or down. Normally, these stats
    won't go above the mobs max stats. However, if ADJMAX is set to true, the max
    stat will also be adjusted.
    +
    Property   : Prop_StatAdjuster 
    Targets : MOB
    Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#)
    Parameters : (ADJMAX=TRUE/FALSE)
    Example :
    Example : CON=1
    Example : STR=3 INT=5 DEX=2 CON=-3 CHA=-2 WIS=-1
    Description:
    This property adjusts a mobs basic stats up or down. Normally, these stats
    won't go above the mobs max stats. However, if ADJMAX is set to true, the max
    stat will also be adjusted.

    Prop_StatTrainer: Good training MOB -

    Property   : Prop_StatTrainer
    Targets : MOB
    Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#)
    Parameters : (BASEVALUE=#) (NOTEACH)
    Example :
    Example : BASEVALUE=10 CON=10
    Example : STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH
    Description:
    This property changes a mobs basic 6 stats. With no parameter, it will set all
    stats to 25 (or the base value), making the mob a suitable trainer. Other
    parameters may be entered in order to set the stats of the mob to the specified
    values. Any values not given will default to 25 (or the base value). If you
    do not want the mob to also be a trainer, you may include the NOTEACH flag. Use
    BASEVALUE to change the base value from 25 to something else. A BASEVALUE of
    -1 will prevent any alteration of that stat.
    +
    Property   : Prop_StatTrainer 
    Targets : MOB
    Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#)
    Parameters : (BASEVALUE=#) (NOTEACH)
    Example :
    Example : BASEVALUE=10 CON=10
    Example : STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH
    Description:
    This property changes a mobs basic 6 stats. With no parameter, it will set all
    stats to 25 (or the base value), making the mob a suitable trainer. Other
    parameters may be entered in order to set the stats of the mob to the specified
    values. Any values not given will default to 25 (or the base value). If you
    do not want the mob to also be a trainer, you may include the NOTEACH flag. Use
    BASEVALUE to change the base value from 25 to something else. A BASEVALUE of
    -1 will prevent any alteration of that stat.

    Prop_StayAboard: Stays on mounted thing -

    Property   : Prop_StayAboard
    Targets : MOB, ITEM
    Parameters :
    Example :
    Description:
    Put this property on mobs or items that you want to be perpetually mounted on
    whatever it is initially mounted on/to. This is especially useful for
    Patrollers in chaotic environments where a gust of wind or a nasty current may
    throw things out of whack.
    +
    Property   : Prop_StayAboard 
    Targets : MOB, ITEM
    Parameters :
    Example :
    Description:
    Put this property on mobs or items that you want to be perpetually mounted on
    whatever it is initially mounted on/to. This is especially useful for
    Patrollers in chaotic environments where a gust of wind or a nasty current may
    throw things out of whack.

    Prop_Tattoo: A Tattoo -

    Property   : Prop_Tattoo
    Targets : MOB
    Parameters : tattoo names delimited by semicolons
    Example : ;UNDEADKILLER;MANLYMEN;
    Description:
    This property WAS used to give MOBs tattoos. It is deprecated now. They are
    now stored on MOB objects. See Help TATTOO.
    Prefix the tattoo name with ACCOUNT(space) to use account-based tattoos.
    +
    Property   : Prop_Tattoo 
    Targets : MOB
    Parameters : tattoo names delimited by semicolons
    Example : ;UNDEADKILLER;MANLYMEN;
    Description:
    This property WAS used to give MOBs tattoos. It is deprecated now. They are
    now stored on MOB objects. See Help TATTOO.
    Prefix the tattoo name with ACCOUNT(space) to use account-based tattoos.

    Prop_TattooAdder: A TattooAdder -

    Property   : Prop_TattooAdder
    Targets : MOBs, Items, Exits, Rooms,
    Targets : Areas, Weapons, Food, Drink, Armor
    Parameters : tattoo name to grant or remove
    Example : MANLYMEN
    Example : -MANLYMEN
    Example : +-MANLYMEN
    Example : +~MANLYMEN
    Example : +-~MANLYMEN
    Example : +34 MANLYMEN
    Description:
    This property is used to give MOBs tattoos based on an action taken. The
    tattoo is given by the object with this property, based on an action which
    depends on the type of object with this property.
    The tattoo parameter is prefixed with - to remove it when the trigger occurs.
    The tattoo parameter is prefixed with + (or nothing) to add it when the trigger
    occurs.
    The tattoo parameter is prefixed with +- to add or remove it when the trigger
    occurs.
    The tattoo parameter (after any +- marks) is prefixed with ~ to disable
    emoting.
    The tattoo parameter is prefixed (after +- or ~) with a number to make it
    decay.
    The tattoo name is prefixed with ACCOUNT(space) to use account-based tattoos.
    The actions which trigger the tattoo include:
    MOB - death
    Item - get
    Exit - enter
    Room - enter
    Area - enter
    Weapon - use in battle
    Food - eat
    Drink - drink
    Armor - wear
    +
    Property   : Prop_TattooAdder 
    Targets : MOBs, Items, Exits, Rooms,
    Targets : Areas, Weapons, Food, Drink, Armor
    Parameters : tattoo name to grant or remove
    Example : MANLYMEN
    Example : -MANLYMEN
    Example : +-MANLYMEN
    Example : +~MANLYMEN
    Example : +-~MANLYMEN
    Example : +34 MANLYMEN
    Description:
    This property is used to give MOBs tattoos based on an action taken. The
    tattoo is given by the object with this property, based on an action which
    depends on the type of object with this property.
    The tattoo parameter is prefixed with - to remove it when the trigger occurs.
    The tattoo parameter is prefixed with + (or nothing) to add it when the trigger
    occurs.
    The tattoo parameter is prefixed with +- to add or remove it when the trigger
    occurs.
    The tattoo parameter (after any +- marks) is prefixed with ~ to disable
    emoting.
    The tattoo parameter is prefixed (after +- or ~) with a number to make it
    decay.
    The tattoo name is prefixed with ACCOUNT(space) to use account-based tattoos.
    The actions which trigger the tattoo include:
    MOB - death
    Item - get
    Exit - enter
    Room - enter
    Area - enter
    Weapon - use in battle
    Food - eat
    Drink - drink
    Armor - wear

    Prop_TicketTaker: Ticket Taker -

    Property   : Prop_TicketTaker
    Targets : Mobs, Items
    Parameters : Cost of boarding
    Example : 100
    Description:
    This property makes a mob or item the master of a carriage, horse, or other
    rideable item. They will require the payment of gold specified in the
    parameters before allowing anyone else to board. Non-player mobs will always
    be allowed to board. The ticket taker must be riding either the carriage, or
    riding a horse pulling it, or actually BE the carriage.
    +
    Property   : Prop_TicketTaker 
    Targets : Mobs, Items
    Parameters : Cost of boarding
    Example : 100
    Description:
    This property makes a mob or item the master of a carriage, horse, or other
    rideable item. They will require the payment of gold specified in the
    parameters before allowing anyone else to board. Non-player mobs will always
    be allowed to board. The ticket taker must be riding either the carriage, or
    riding a horse pulling it, or actually BE the carriage.

    Prop_Trainer: THE Training MOB -

    Property   : Prop_Trainer
    Targets : MOB
    Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#) (NOTEACH)
    Parameters : ((ALL) [CLASSNAME]) (EXPERTISENAMES)
    Example :
    Example : CON=10
    Example : STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH
    Example : all Fighter all Cleric
    Description:
    This property makes a mob a suitable target for the TRAIN command for players.
    With no parameter, it will set all stats to 25, give them 0 levels in all
    classes, and give them all expertises. Other parameters may be entered in
    order to set the stats of the mob to the specified values. Any values not
    given will default to 25. If you do not want the mob to also be a trainer, you
    may include the NOTEACH flag. Listing one or more class names will make that
    trainer have 0 levels in those classes (able to train to it). Not listing any
    will give the mob ALL classes at level 0. Listing expertise IDs works
    similarly.
    +
    Property   : Prop_Trainer 
    Targets : MOB
    Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#) (NOTEACH)
    Parameters : ((ALL) [CLASSNAME]) (EXPERTISENAMES) (SKILLS)
    Example :
    Example : CON=10
    Example : STR=30 INT=15 DEX=20 CON=0 CHA=0 WIS=0 NOTEACH
    Example : all Fighter all Cleric
    Description:
    This property makes a mob a suitable target for the TRAIN command for players.
    With no parameter, it will set all stats to 25, give them 0 levels in all
    classes, and give them all expertises. Other parameters may be entered in
    order to set the stats of the mob to the specified values. Any values not
    given will default to 25. If you do not want the mob to also be a trainer, you
    may include the NOTEACH flag. Listing one or more class names will make that
    trainer have 0 levels in those classes (able to train to it). Not listing any
    will give the mob ALL classes at level 0. Listing expertise IDs works
    similarly.

    Prop_Transporter: Room entering adjuster -

    Property   : Prop_Transporter
    Targets : MOBs, Items, Exits, Rooms, Areas, Weapons, Food, Drink, Armor
    Parameters : Room ID (; (SENDENTER=[TRUE/FALSE]))
    Example : Midgaard#3001
    Example : Midgaard#3001;sendenter=true
    Description:
    This property is used to transport mobs to a particular place based on an
    action taken. The actions which trigger the transport include:
    Rideable - mount
    MOB - speak
    Item - get
    Exit - enter
    Room - enter
    Area - enter
    Weapon - use in battle
    Food - eat
    Drink - drink
    Armor - wear

    Normally, this skill bypasses any normal notifications, but behaves as if the
    transported mob is "just there". Add a semicolon and set "sendenter" to true
    for scripts to see the movement.
    +
    Property   : Prop_Transporter 
    Targets : MOBs, Items, Exits, Rooms, Areas, Weapons, Food, Drink, Armor
    Parameters : Room ID (; (SENDENTER=[TRUE/FALSE]))
    Example : Midgaard#3001
    Example : Midgaard#3001;sendenter=true
    Description:
    This property is used to transport mobs to a particular place based on an
    action taken. The actions which trigger the transport include:
    Rideable - mount
    MOB - speak
    Item - get
    Exit - enter
    Room - enter
    Area - enter
    Weapon - use in battle
    Food - eat
    Drink - drink
    Armor - wear

    Normally, this skill bypasses any normal notifications, but behaves as if the
    transported mob is "just there". Add a semicolon and set "sendenter" to true
    for scripts to see the movement.

    Prop_Trashcan: Auto purges items put into a container -

    Property   : Prop_Trashcan
    Targets : Room, Container Item
    Parameters : (DELAY=[#TICKS])
    Example :
    Example : DELAY=4
    Description:
    Causes all items dropped, or placed in the host container to be destroyed and
    to cease to exist. If a delay parameter is used, the destruction of the items
    in the can will not occur until that time has passed.
    +
    Property   : Prop_Trashcan 
    Targets : Room, Container Item
    Parameters : (DELAY=[#TICKS])
    Example :
    Example : DELAY=4
    Description:
    Causes all items dropped, or placed in the host container to be destroyed and
    to cease to exist. If a delay parameter is used, the destruction of the items
    in the can will not occur until that time has passed.

    Prop_Uncampable: Can't be camped on -

    Property   : Prop_Uncampable
    Targets : Items, Rooms, Mobs
    Parameters :
    Example :
    Description:
    If this mob, room, or item is otherwise rejuvenating, this property will
    prevent the rejuvenation from actually occurring if PCs are in the same room as
    the rejuvenation, but an admin is not present.
    +
    Property   : Prop_Uncampable 
    Targets : Items, Rooms, Mobs
    Parameters :
    Example :
    Description:
    If this mob, room, or item is otherwise rejuvenating, this property will
    prevent the rejuvenation from actually occurring if PCs are in the same room as
    the rejuvenation, but an admin is not present.

    Prop_Unsellable: Unsellable stuff -

    Property   : Prop_Unsellable
    Targets : Items, Mobs
    Parameters :
    Example :
    Description:
    Makes the mob or item unable to be sold to a shopkeeper.
    +
    Property   : Prop_Unsellable 
    Targets : Items, Mobs
    Parameters :
    Example :
    Description:
    Makes the mob or item unable to be sold to a shopkeeper.
    +

    + +

    + Prop_UseAdjuster: Adjusting stats when used +

    Property   : Prop_UseAdjuster 
    Targets : Items
    Parameters : statistic names followed by a +, -, or = and a value
    Parameters : (reversed)
    Parameters : The above parameters may be followed by an optional mask
    Example : move+100 class=thief race=elf gender=F
    Example : dex-1 reversed MASK=-Race +Dwarf
    Description:
    When the item with this property is used in a particular way, the listed
    effects will be permanently given to the owner. For items, trigger use
    includes:
    Food, Drink: EAT/DRINK
    Weapon: Doing damage with (can be reversed)
    Container: Putting something into
    Armor: Taking damage while wearing properly
    The REVERSED parameter is special, and means that instead of the effect going
    to the owner of the item, it goes to the other party in a trigger, such as to
    the target instead of the owner when a weapon does damage, or to the attacker
    instead of the owner when taking damage with an armor.
    All parameters use the + or - adjuster, except the class, race, and gender
    parameters noted above. Valid parameters are as follows:
    strength dexterity constitution charisma wisdom intelligence
    maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
    savepar savefir savecol savewat savegas savemin savegen savejus
    saveaci saveele savepoi saveund savemag savedis savetra
    ability (magical level), armor, attacks (prowess), damage (max), disposition
    (sitting/standing/flying/etc), level, rejuv(!NO!), senses
    (blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
    class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
    size) conversion weightadj saveblunt savepierce saveslash savespells
    saveprayers savesongs savechants critpctweapons critpctmagic critdmgweapons
    critdmgmagic.

    By default, the values + or - are added to the existing values. However, if
    MULTIPLYPH=true is included in the parameters, then attack, armor, and damage
    will instead have their values multiplied by the given value / 100. Likewise,
    if MULTIPLYCH=true is included, then hitpoints, mana, and movement are
    similarly multiplied instead of added. All other values act the same.
    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
    +

    + +

    + Prop_UseEmoter: Emoting when used +

    Property   : Prop_UseEmoter 
    Targets : Item
    Parameters : Flags, pct chance, emote strings, ';' separated.
    Example : chance=25;wiggles his bottom.;smiles evilly.;burps!
    Example : smell chance=25 ;smells horrible!;is really stinky!
    Example : chance=100 inroom="Here#1,Here#2";looks horrible!;is bad!
    Example : broadcast sound chance=25;grumbles!;eeeks!
    Example : chance=25;sound grumbles!;visual leers broadly.;social smile
    Description:
    This property defines a serious of emotes, one of which is triggered when an
    item is used, such as armor worn, weapon wielded, container filled, drinkable
    filled. All emote strings are separated by the semicolons shown above. The
    first parameter can be empty for defaults,the percent chance of occurrence
    after the event occurs, a list of rooms where the emoter MUST be for the emoter
    to work (inroom=...), a tag to make the emote sound based (sound), a tag to
    make the emote smell based (smell), a tag to make the emote broadcast to
    adjacent rooms (broadcast), or a tag to make the message private to the actor
    (private).
    You can also mix and match the types of emotes by putting the keywords SIGHT,
    SMELL, NOISE, and SOCIAL as the first word in each emote string. This denotes
    the type of emote for the rest of the string. The last example shows how to
    enter a mixed emote.
    +

    + +

    + Prop_UseEmoter2: Emoting when used +

    Property   : Prop_UseEmoter2 
    Targets : Item
    Parameters : Flags, pct chance, emote strings, ';' separated.
    Example : See Prop_UseEmoter
    Description:
    This property defines a serious of emotes, one of which is triggered when an
    item is used, such as item gotten, food ate or drank, or liquid poured. All
    emote strings are separated by the semicolons shown above. The first parameter
    can be empty for defaults,the percent chance of occurrence after the event
    occurs, a list of rooms where the emoter MUST be for the emoter to work
    (inroom=...), a tag to make the emote sound based (sound), a tag to make the
    emote smell based (smell), a tag to make the emote broadcast to adjacent rooms
    (broadcast), or a tag to make the message private to the actor (private).
    You can also mix and match the types of emotes by putting the keywords SIGHT,
    SMELL, NOISE, and SOCIAL as the first word in each emote string. This denotes
    the type of emote for the rest of the string. The last example shows how to
    enter a mixed emote.

    Prop_UseSpellCast: Casting spells when used -

    Property   : Prop_UseSpellCast
    Targets : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis.
    Parameters : The above parameters may be followed by an optional mask
    Example : Spell_MageArmor;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    When the item with this property is worn or wielded, filled or has something
    placed in it, the owner will be affected by the listed spells.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
    +
    Property   : Prop_UseSpellCast 
    Targets : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis.
    Parameters : The above parameters may be followed by an optional mask
    Example : Spell_MageArmor;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    When the item with this property is worn or wielded, filled or has something
    placed in it, the owner will be affected by the listed spells.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_UseSpellCast2: Casting spells when used -

    Property   : Prop_UseSpellCast2
    Targets : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis.
    Parameters : The above parameters may be followed by an optional mask
    Example : Spell_MageArmor;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    When the item with this property is touched, or in the case of food and drink,
    eaten or drank, the owner will be affected by the listed spells.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
    +
    Property   : Prop_UseSpellCast2 
    Targets : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis.
    Parameters : The above parameters may be followed by an optional mask
    Example : Spell_MageArmor;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    When the item with this property is touched, or in the case of food and drink,
    eaten or drank, the owner will be affected by the listed spells.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_WeakBridge: Weak Rickity Bridge -

    Property   : Prop_WeakBridge
    Targets : Rooms, Exits
    Parameters : max=[WEIGHT] chance=[%] down=[# TICKS]
    Example : max=400 chance=75 down=300
    Description:
    Whenever a player enters or exits the room or exit with this property, that
    player is in great danger. If their total weight exceeds the weight specified
    by the max parameter, there is a % chance equals to the chance parameter that
    the bridge beneath them will break. If the property is on an exit, that means
    instant death for the player. If the property is on an InTheAir type room with
    a place to fall beneath it, they will fall. If the property is on any other
    kind of room, instant death will result. The down property describes how many
    ticks the bridge will remain "down" once it has been broken by a heavy player.
    Flying can always overcome this property.
    +
    Property   : Prop_WeakBridge 
    Targets : Rooms, Exits
    Parameters : max=[WEIGHT] chance=[%] down=[# TICKS]
    Example : max=400 chance=75 down=300
    Description:
    Whenever a player enters or exits the room or exit with this property, that
    player is in great danger. If their total weight exceeds the weight specified
    by the max parameter, there is a % chance equals to the chance parameter that
    the bridge beneath them will break. If the property is on an exit, that means
    instant death for the player. If the property is on an InTheAir type room with
    a place to fall beneath it, they will fall. If the property is on any other
    kind of room, instant death will result. The down property describes how many
    ticks the bridge will remain "down" once it has been broken by a heavy player.
    Flying can always overcome this property.

    Prop_WeaponImmunity: Weapon Immunity -

    Property   : Prop_WeaponImmunity
    Targets : Items, Mobs
    Parameters : List of immunities
    Example : +ALL -SILVER -CLOTH -LEATHER
    Example : +ALL -MAGIC -SLASHING -FROSTING
    Example : +ALL -LEVEL15
    Example : +BASHING +IRON +STEEL +MAGIC
    Example : +ALL +MAGICSKILLS +AXE +THROWN +DAGGER
    Description:
    Whenever the item with this property is worn, or for the mob with this
    property, they will attain damage immunities to the types and/or materials of
    weapons specified. Here are the parameters:
    +ALL - Specifies that, by default, the mob is immune to ALL damage.
    -DAMAGETYPE- Creates an exception to the +ALL rule by permitting damage of the
    given type. Examples for DAMAGETYPE would be -PIERCING, -GASSING, -SLASHING,
    -BURNING, -MELTING, -NATURAL, -BASHING, etc.
    +DAMAGETYPE- Can be used instead of +ALL to create an immunity to the given
    damage type. Examples for DAMAGETYPE would be +PIERCING, +GASSING,
    -WEAPONCLASS- Creates an exception to the +ALL rule by permitting damage of the
    given type. Examples for WEAPONCLASS would be -AXE, -BLUNT, -EDGED, -FLAILED,
    -HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF, -THROWN, etc.
    +WEAPONCLASS- Can be used instead of +ALL to create an immunity to the given of
    the given type. Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED,
    +FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF,
    +THROWN, etc.
    -MAGIC - Creates an exception to the +ALL rule by permitting damage from
    magical spells and magical weapons.
    +MAGIC - If +ALL is not used, this will create an immunity to magical spells
    and weapons.
    -MAGICSKILLS - Creates an exception to the +ALL rule by permitting damage from
    magical spells, chants, songs, or prayers.
    +MAGICSKILLS - If +ALL is not used, this will create an immunity to magical
    spells, chants, songs, and prayers.
    -LEVELX - Creates an exception to the +ALL rule by permitting damage from
    weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10, etc.
    +LEVELX - Can be used instead of +ALL to create an immunity to weapons whose
    level is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.
    -MATERIALTYPE - Creates an exception to the +ALL rule above by permitting
    damage from a weapon made of the given MATERIALTYPE. Where MATERIALTYPE may be
    any valid material, such as SILVER, WOOD, COTTON, etc. As for the damage types
    above, +MATERIALTYPE may be used instead of +ALL to create an immunity to a
    given material.
    -PARALYSIS - Creates an exception to the +All rule by permitting damage from
    paralysis spells.
    +PARALYSIS - If +All is not used, this creates an immunity to damage from
    paralysis spells.
    -FIRE - Creates an exception to the +All rule by permitting damage from fire
    spells.
    +FIRE - If +All is not used, this creates an immunity to damage from fire
    spells.
    -COLD - Creates an exception to the +All rule by permitting damage from cold
    spells.
    +COLD - If +All is not used, this creates an immunity to damage from cold
    spells.
    -WATER - Creates an exception to the +All rule by permitting damage from water
    spells.
    +WATER - If +All is not used, this creates an immunity to damage from water
    spells.
    -GAS - Creates an exception to the +All rule by permitting damage from gas
    spells.
    +GAS - If +All is not used, this creates an immunity to damage from gas spells.
    -MIND - Creates an exception to the +All rule by permitting damage from mind
    spells.
    +MIND - If +All is not used, this creates an immunity to damage from mind
    spells.
    -JUSTICE - Creates an exception to the +All rule by permitting damage from
    justice spells.
    +JUSTICE - If +All is not used, this creates an immunity to damage from justice
    spells.
    -ACID - Creates an exception to the +All rule by permitting damage from acid
    spells.
    +ACID - If +All is not used, this creates an immunity to damage from acid
    spells.
    -ELECTRICITY - Creates an exception to the +All rule by permitting damage from
    electric spells.
    +ELECTRICITY - If +All is not used, this creates an immunity to damage from
    electric spells.
    -POISON - Creates an exception to the +All rule by permitting damage from
    poison spells.
    +POISON - If +All is not used, this creates an immunity to damage from poison
    spells.
    -UNDEAD - Creates an exception to the +All rule by permitting damage from
    undead spells.
    +UNDEAD - If +All is not used, this creates an immunity to damage from
    undead/evil spells.
    -DISEASE - Creates an exception to the +All rule by permitting damage from
    disease spells.
    +DISEASE - If +All is not used, this creates an immunity to damage from disease
    spells.
    -TRAPS - Creates an exception to the +All rule by permitting damage from traps
    spells.
    +TRAPS - If +All is not used, this creates an immunity to damage from traps
    spells.
    +
    Property   : Prop_WeaponImmunity 
    Targets : Items, Mobs
    Parameters : List of immunities
    Example : +ALL -SILVER -CLOTH -LEATHER
    Example : +ALL -MAGIC -SLASHING -FROSTING
    Example : +ALL -LEVEL15
    Example : +BASHING +IRON +STEEL +MAGIC
    Example : +ALL +MAGICSKILLS +AXE +THROWN +DAGGER
    Description:
    Whenever the item with this property is worn, or for the mob with this
    property, they will attain damage immunities to the types and/or materials of
    weapons specified. Here are the parameters:
    +ALL - Specifies that, by default, the mob is immune to ALL damage.
    -DAMAGETYPE- Creates an exception to the +ALL rule by permitting damage of the
    given type. Examples for DAMAGETYPE would be -PIERCING, -GASSING, -SLASHING,
    -BURNING, -MELTING, -NATURAL, -BASHING, etc.
    +DAMAGETYPE- Can be used instead of +ALL to create an immunity to the given
    damage type. Examples for DAMAGETYPE would be +PIERCING, +GASSING,
    -WEAPONCLASS- Creates an exception to the +ALL rule by permitting damage of the
    given type. Examples for WEAPONCLASS would be -AXE, -BLUNT, -EDGED, -FLAILED,
    -HAMMER, -KARATE, -POLEARM, -RANGED, -SWORD, -DAGGER, -STAFF, -THROWN, etc.
    +WEAPONCLASS- Can be used instead of +ALL to create an immunity to the given of
    the given type. Examples for WEAPONCLASS would be +AXE, +BLUNT, +EDGED,
    +FLAILED, +HAMMER, +KARATE, +POLEARM, +RANGED, +SWORD, +DAGGER, +STAFF,
    +THROWN, etc.
    -MAGIC - Creates an exception to the +ALL rule by permitting damage from
    magical spells and magical weapons.
    +MAGIC - If +ALL is not used, this will create an immunity to magical spells
    and weapons.
    -MAGICSKILLS - Creates an exception to the +ALL rule by permitting damage from
    magical spells, chants, songs, or prayers.
    +MAGICSKILLS - If +ALL is not used, this will create an immunity to magical
    spells, chants, songs, and prayers.
    -LEVELX - Creates an exception to the +ALL rule by permitting damage from
    weapons whose level is X or better. Example: -LEVEL1, -LEVEL5, -LEVEL10, etc.
    +LEVELX - Can be used instead of +ALL to create an immunity to weapons whose
    level is X or lower. Example: +LEVEL1, +LEVEL5, +LEVEL10, etc.
    -MATERIALTYPE - Creates an exception to the +ALL rule above by permitting
    damage from a weapon made of the given MATERIALTYPE. Where MATERIALTYPE may be
    any valid material, such as SILVER, WOOD, COTTON, etc. As for the damage types
    above, +MATERIALTYPE may be used instead of +ALL to create an immunity to a
    given material.
    -PARALYSIS - Creates an exception to the +All rule by permitting damage from
    paralysis spells.
    +PARALYSIS - If +All is not used, this creates an immunity to damage from
    paralysis spells.
    -FIRE - Creates an exception to the +All rule by permitting damage from fire
    spells.
    +FIRE - If +All is not used, this creates an immunity to damage from fire
    spells.
    -COLD - Creates an exception to the +All rule by permitting damage from cold
    spells.
    +COLD - If +All is not used, this creates an immunity to damage from cold
    spells.
    -WATER - Creates an exception to the +All rule by permitting damage from water
    spells.
    +WATER - If +All is not used, this creates an immunity to damage from water
    spells.
    -GAS - Creates an exception to the +All rule by permitting damage from gas
    spells.
    +GAS - If +All is not used, this creates an immunity to damage from gas spells.

    -MIND - Creates an exception to the +All rule by permitting damage from mind
    spells.
    +MIND - If +All is not used, this creates an immunity to damage from mind
    spells.
    -JUSTICE - Creates an exception to the +All rule by permitting damage from
    justice spells.
    +JUSTICE - If +All is not used, this creates an immunity to damage from justice
    spells.
    -ACID - Creates an exception to the +All rule by permitting damage from acid
    spells.
    +ACID - If +All is not used, this creates an immunity to damage from acid
    spells.
    -ELECTRICITY - Creates an exception to the +All rule by permitting damage from
    electric spells.
    +ELECTRICITY - If +All is not used, this creates an immunity to damage from
    electric spells.
    -POISON - Creates an exception to the +All rule by permitting damage from
    poison spells.
    +POISON - If +All is not used, this creates an immunity to damage from poison
    spells.
    -UNDEAD - Creates an exception to the +All rule by permitting damage from
    undead spells.
    +UNDEAD - If +All is not used, this creates an immunity to damage from
    undead/evil spells.
    -DISEASE - Creates an exception to the +All rule by permitting damage from
    disease spells.
    +DISEASE - If +All is not used, this creates an immunity to damage from disease
    spells.
    -TRAPS - Creates an exception to the +All rule by permitting damage from traps
    spells.
    +TRAPS - If +All is not used, this creates an immunity to damage from traps
    spells.

    Prop_WearAdjuster: Adjustments to stats when worn -

    Property   : Prop_WearAdjuster
    Targets : Items (armor and weapons principally)
    Parameters : see Prop_HaveAdjuster, and may include optional LAYERED flag
    Example : str+2 dex-2 move+100 class=thief race=elf gender=F
    Example : str+2 dex-2 move+100 LAYERED MASK=-Race +Dwarf
    Description:
    Whenever the item having this property is wielded or worn, the statistics of
    the owner will be adjusted as described in the parameters. Removing the item
    will remove the effects. The Layered flag may be used to prevent bonus or
    penalty stacking due to multiple items worn on the same location. See
    Prop_HaveAdjuster for more information on the valid parameters for this
    property.
    +
    Property   : Prop_WearAdjuster 
    Targets : Items (armor and weapons principally)
    Parameters : see Prop_HaveAdjuster, and may include optional LAYERED flag
    Example : str+2 dex-2 move+100 class=thief race=elf gender=F
    Example : str+2 dex-2 move+100 LAYERED MASK=-Race +Dwarf
    Description:
    Whenever the item having this property is wielded or worn, the statistics of
    the owner will be adjusted as described in the parameters. Removing the item
    will remove the effects. The Layered flag may be used to prevent bonus or
    penalty stacking due to multiple items worn on the same location. See
    Prop_HaveAdjuster for more information on the valid parameters for this
    property.

    Prop_WearEnabler: Granting skills when worn/wielded -

    Property   : Prop_WearEnabler
    Targets : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis.
    Parameters : The above parameters may be followed by an optional mask
    Parameters : The above parameters may include optional LAYERED flag
    Example : Spell_MageArmor;Spell_Shield
    Example : Spell_MageArmor;LAYERED;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is worn, wielded, or held, the owner
    will be granted the spells, skills listed. The percentage given is optional,
    and will be the proficiency of the skill. If a percentage is not given, the
    default is 100%. The layered flag means that, among layers of armor, only the
    top layer will grant its effect.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
    +
    Property   : Prop_WearEnabler 
    Targets : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis.
    Parameters : The above parameters may be followed by an optional mask
    Parameters : The above parameters may include optional LAYERED flag
    Example : Spell_MageArmor;Spell_Shield
    Example : Spell_MageArmor;LAYERED;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is worn, wielded, or held, the owner
    will be granted the spells, skills listed. The percentage given is optional,
    and will be the proficiency of the skill. If a percentage is not given, the
    default is 100%. The layered flag means that, among layers of armor, only the
    top layer will grant its effect.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_WearOverride: Wearable Unzapper -

    Property   : Prop_WearOverride
    Targets : Items
    Parameters : masking parameters described below
    Example : -class +mage -race +elf -evil
    Description:
    Whenever the owner of the item with this property tries to wear or wield the
    item, they will be be permitted only if allowed by the mask argument.
    Additionally, if they are permitted, then any wear restrictions that would
    normally prevent them from wearing the item will be suspended until the item is
    removed. This is so that you can make special armor for creatures that
    normally can't wear standard gear, such as barding for horse backs, and so
    forth.
    Valid masking parameters include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
    +
    Property   : Prop_WearOverride 
    Targets : Items
    Parameters : masking parameters described below
    Example : -class +mage -race +elf -evil
    Description:
    Whenever the owner of the item with this property tries to wear or wield the
    item, they will be be permitted only if allowed by the mask argument.
    Additionally, if they are permitted, then any wear restrictions that would
    normally prevent them from wearing the item will be suspended until the item is
    removed. This is so that you can make special armor for creatures that
    normally can't wear standard gear, such as barding for horse backs, and so
    forth.
    Valid masking parameters include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

    Prop_WearResister: Resistance due to worn -

    Property   : Prop_WearResister
    Targets : Items (armor and weapons principally)
    Parameters : see Prop_HaveResister, and may include optional LAYERED flag
    Example : magic 50% poison -10%
    Example : magic 50% poison -10% LAYERED MASK=-RACE +Dwarf
    Description:
    Whenever the item having this property is wielded or worn, the owner gains
    certain resistances and immunities described in the parameters. When removed,
    the resistances and immunities are also cancelled. The Layered flag may be
    used to prevent resistance stacking due to multiple items worn on the same
    location. See Prop_HaveResister for more information on the valid parameters
    for this property.
    +
    Property   : Prop_WearResister 
    Targets : Items (armor and weapons principally)
    Parameters : resistance names followed by percentages
    Parameters : Parameters may be followed by an optional mask
    Parameters : May include optional LAYERED flag
    Example : magic 50% poison -10%
    Example : magic poison 50% pierce -10% MASK=-RACE +Dwarf
    Example : magic 50% poison -10%
    Example : magic 50% poison -10% LAYERED MASK=-RACE +Dwarf
    Description:
    Whenever the item having this property is wielded or worn, the owner gains
    certain resistances and immunities described in the parameters. When removed,
    the resistances and immunities are also cancelled. The Layered flag may be
    used to prevent resistance stacking due to multiple items worn on the same
    location. The effects which may be included are:
    Resistances: gas fire electricity mind magic cold acid water evil (undead)
    Resistances: justice (as per many thief abilities)
    Resistances: weapons blunt pierce slash non-magical-weapons non-silver-weapons
    Resistances: -- weapons get reduced % damage per round, lvl based, with
    limits.
    : : -- always modifier makes weapon resists always work, no limits.
    Resistances: spell chant song prayer thief_skill (ability types)
    Resistances: enchantment/charm kicking vexing conjuration (ability domains)
    Immunities : teleport (includes gate, summon) holy disease poison
    Misc : debuf-duration (pct is the maximum debuf ticks remain)

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_WearSpellCast: Casting spells when worn -

    Property   : Prop_WearSpellCast
    Targets : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis.
    Parameters : The above parameters may be followed by an optional mask
    Parameters : The above parameters may include optional LAYERED flag
    Example : Spell_MageArmor;Spell_Shield
    Example : Spell_MageArmor;LAYERED;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is being worn or wielded, the owner will
    be under the effect of the listed spells. The layered flag means that, among
    layers of armor, only the top layer will grant its effect. The flag NOUNINVOKE
    can be substituted for a spell to make all the effects non-dispellable until
    the property no longer applies; use this flag with care! The flag
    LEVEL=[NUMBER] can also be substituted for a spell name to force all the listed
    effects be cast at a different level than default.The flag MAXTICKS=[NUMBER]
    can be used to shorted the length of spell casts.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.
    +
    Property   : Prop_WearSpellCast 
    Targets : Items
    Parameters : a list of properly named spells separated by semicolons
    Parameters : Spell names may optionally have parameters in parenthesis.
    Parameters : The above parameters may be followed by an optional mask
    Parameters : The above parameters may include optional LAYERED flag
    Example : Spell_MageArmor;Spell_Shield
    Example : Spell_MageArmor;LAYERED;Spell_Shield
    Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
    Example : Spell_MageArmor;Spell_Shield; MASK=-RACE +Dwarf
    Description:
    So long as the item with this property is being worn or wielded, the owner will
    be under the effect of the listed spells. The layered flag means that, among
    layers of armor, only the top layer will grant its effect. The flag NOUNINVOKE
    can be substituted for a spell to make all the effects non-dispellable until
    the property no longer applies; use this flag with care! The flag
    LEVEL=[NUMBER] can also be substituted for a spell name to force all the listed
    effects be cast at a different level than default.The flag MAXTICKS=[NUMBER]
    can be used to shorted the length of spell casts.

    The parameters may also END with the key word MASK= followed by a mask. This
    mask will select which kinds of mobs and players will be affected by this
    property. See ZAPPERMASKS for more information on zapper mask syntax.

    Prop_WearZapper: Restrictions to wielding/wearing/holding -

    Property   : Prop_WearZapper
    Targets : Items
    Parameters : masking parameters described below, optional zap message
    Example : -class +mage -race +elf -evil
    Example : MESSAGE="<O-NAME> falls out of <S-NAME>'s hands!" -class +mage
    Description:
    Whenever the owner of the item with this property tries to wear or wield the
    item, they will be zapped unless it is allowed by the listed parameters.
    An optional MESSAGE parameter can define what is seen when the zap occurs. Also
    optionally, the parameters can start with the word ACTUAL to change zapping
    behavior to look at actual values instead of perceived values (this about a
    class check applied to a Charlatan.) Valid masking parameters include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
    +
    Property   : Prop_WearZapper 
    Targets : Items
    Parameters : masking parameters described below, optional zap message
    Example : -class +mage -race +elf -evil
    Example : MESSAGE="<O-NAME> falls out of <S-NAME>'s hands!" -class +mage
    Description:
    Whenever the owner of the item with this property tries to wear or wield the
    item, they will be zapped unless it is allowed by the listed parameters.
    An optional MESSAGE parameter can define what is seen when the zap occurs. Also
    optionally, the parameters can start with the word ACTUAL to change zapping
    behavior to look at actual values instead of perceived values (this about a
    class check applied to a Charlatan.) Valid masking parameters include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

    Prop_Weather: Weather Setter -

    Property   : Prop_Weather
    Targets : Areas
    Parameters : the weather type and/or one or more climate masks
    Example : RAIN
    Example : RAIN CLIMATE_WET
    Description:
    Makes this area always have the same weather. Valid weather values include:
    "CLEAR", "CLOUDY", "WINDY", "RAIN", "THUNDERSTORM", "SNOW", "HAIL", "HEAT",
    "SLEET","BLIZZARD","DUST","DROUGHT","COLD"

    Can also change the climate settings. Valid climate mask values include:










    ORMAL","CLIMATE_WET","CLIMATE_COLD","CLIMATE_WINDY","CLIMATE_HOT","CLIMATE_DRY"
    +
    Property   : Prop_Weather 
    Targets : Areas
    Parameters : the weather type and/or one or more climate masks
    Example : RAIN
    Example : RAIN CLIMATE_WET
    Description:
    Makes this area always have the same weather. Valid weather values include:
    "CLEAR", "CLOUDY", "WINDY", "RAIN", "THUNDERSTORM", "SNOW", "HAIL", "HEAT",
    "SLEET","BLIZZARD","DUST","DROUGHT","COLD"

    Can also change the climate settings. Valid climate mask values include:










    ORMAL","CLIMATE_WET","CLIMATE_COLD","CLIMATE_WINDY","CLIMATE_HOT","CLIMATE_DRY"

    Prop_WizInvis: Wizard Invisibility -

    Property   : Prop_WizInvis
    Targets : MOBs
    Parameters :
    Example :
    Description:
    Grants the MOB unlimited sensory knowledge as well as complete undetectibility.
    +
    Property   : Prop_WizInvis 
    Targets : MOBs
    Parameters :
    Example :
    Description:
    Grants the MOB unlimited sensory knowledge as well as complete undetectibility.

    @@ -2983,7 +3324,17 @@

    CoffeeMud 5.9

    QuestBound: QuestBound -

    Property   : QuestBound
    Targets : Mobs, Items
    Parameters : Class reference code of a Quest object
    Example : Don't worry about it
    Description:
    A temporary affect automatically added to all quest mobs and items both created
    and existing. Its purpose is to detect when a reset, shutdown, or other
    disaster is about to happen to the mob or item so that the quest can be
    stopped. This prevents unwanted properties/behaviors/changes from being saved
    to the database on accident.
    +
    Property   : QuestBound 
    Targets : Mobs, Items
    Parameters : Class reference code of a Quest object
    Example : Don't worry about it
    Description:
    A temporary affect automatically added to all quest mobs and items both created
    and existing. Its purpose is to detect when a reset, shutdown, or other
    disaster is about to happen to the mob or item so that the quest can be
    stopped. This prevents unwanted properties/behaviors/changes from being saved
    to the database on accident.
    +

    + +

    + QuickSwipe: Quick Swipe +

     
    Skill : Quick Swipe
    Domain : Racial ability
    Use Cost : Mana (25) Movement (25)
    Quality : Malicious
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : QUICKSWIPE, QSWIPE
    Usage : QUICKSWIPE [TARGET NAME]
    Example : quickswipe orc
    The thief will attempt to take a random small worn item, or a bit of shiny
    money from the target, and then immediately flee.
    +

    + +

    + Quills: Quills +

     
    Skill : Quills
    Domain : Racial ability
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : QUILLS
    Usage : QUILLS [TARGET]
    Example : quills orc
    Being covered in sharp quills, this ability will automatically harm an attacker
    who gets in range. It can also be used to project quills at a nearby enemy for
    extra piercing damage.

    @@ -2998,7 +3349,7 @@

    CoffeeMud 5.9

    Regeneration: Stat Regeneration -


    Prayer : Regeneration
    Domain : Restoration
    Available: Several Classes
    Allows : Restoring I
    Alignment: somewhat good, somewhat evil, pure neutral
    Use Cost : Mana (75)
    Quality : Always Beneficial
    Targets : Caster only
    Range : Touch, or not applicable
    Commands : PRAY, PR
    Usage : PRAY REGENERATION
    Example : pray regeneration
    The caster recovers hit points, mana, and movement at FOUR times the normal
    rate, for the duration of the prayer.
    +
     
    Prayer : Regeneration
    Domain : Restoration
    Available: Several Classes
    Allows : Restoring I
    Alignment: somewhat good, somewhat evil, pure neutral
    Use Cost : Mana (75)
    Quality : Always Beneficial
    Targets : Caster only
    Range : Touch, or not applicable
    Commands : PRAY, PR
    Usage : PRAY REGENERATION
    Example : pray regeneration
    The caster recovers hit points, mana, and movement at FOUR times the normal
    rate, for the duration of the prayer.

    @@ -3006,109 +3357,149 @@

    CoffeeMud 5.9

    
     			

    +

    + Scavenge: Scavenge +

     
    Skill : Scavenge
    Domain : Racial ability
    Use Cost : Mana (50)
    Quality : Circumstantial
    Targets : Items Creatures Exits Rooms
    Range : Touch, or not applicable
    Commands : SCAVENGE
    Usage : SCAVENGE [TARGET BODY]
    Example : scavenge body
    With this skill, a dead body can be scavanged for parts, especially the last
    bits of meat.
    +

    + +

    + Shaming: Shaming +

    One who is being publicly shamed, and cannot be interacted with, or even
    directly spoken to or about.
    +

    +

    SheepSpeak: Sheep Speak

    
     			

    +

    + ShootWeb: Shoot Web +

     
    Skill : Shoot Web
    Domain : Racial ability
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 5
    Commands : SHOOTWEB
    Usage : SHOOTWEB [TARGET]
    Example : shootweb orc
    This spell will cause a glob of sticky web-like material to assault the target.
    The target will be unable to move until they can break free.
    +

    +

    Sinking: Sinking -

    Ability    : Sinking
    Parameters :
    Example :
    Description:
    This affect governs sinking items and mobs, in either direction (up or down).
    +
    Ability    : Sinking 
    Parameters :
    Example :
    Description:
    This affect governs sinking items and mobs, in either direction (up or down).

    Skill_AllBreathing: All Breathing -


    Skill : All Breathing
    Invoked : Automatic
    Params :
    Example :
    Desc. :
    Allows the mob to breath in any conditions or environments. Great for golems
    and other non-breathing creatures.
    +
     
    Skill : All Breathing
    Invoked : Automatic
    Params :
    Example :
    Desc. :
    Allows the mob to breath in any conditions or environments. Great for golems
    and other non-breathing creatures.
    +

    + +

    + Skill_BearForaging: Bear Foraging +

    Usage    : BEARFORAGE 
    Example : bearforage
    This instinctive skill allows the player to sniff out food nearby, even in
    containers, and even in the possession of others. The target will be tracked
    until found, and then, if possible, pounced on and the food containers taken,
    emptied, and the food eaten.

    Skill_BoulderThrowing: Boulder Throwing -


    Skill : Boulder Throwing
    Domain : Martial lore
    Allows : Combat Fluidity I, Martial Lore I
    Invoked : Automatic
    This skill allows the player to throw ammunition, especially siege weapon
    ammunition, from the deck of a sailing ship, at another sailing ship with which
    the player's ship is already in combat.
    +
     
    Skill : Boulder Throwing
    Domain : Martial lore
    Allows : Martial Lore I, Combat Fluidity I
    Invoked : Automatic
    This skill allows the player to throw ammunition, especially siege weapon
    ammunition, from the deck of a sailing ship, at another sailing ship with which
    the player's ship is already in combat.

    Skill_Buck: Buck -


    Skill : Buck
    Domain : Animal affinity
    Allows : Animal Affinity I
    Use Cost : Movement (50)
    Quality : Circumstantial
    Targets :
    Range : Touch, or not applicable
    Commands : BUCK
    Usage : BUCK
    Example : buck
    The centaur, horse or other rideable attempts to buck off all his or her riders
    off of them.
    +
     
    Skill : Buck
    Domain : Animal affinity
    Allows : Animal Affinity I
    Use Cost : Movement (50)
    Quality : Circumstantial
    Targets :
    Range : Touch, or not applicable
    Commands : BUCK
    Usage : BUCK
    Example : buck
    The centaur, horse or other rideable attempts to buck off all his or her riders
    off of them.

    Skill_BurrowHide: Burrow Hide -


    Skill : Burrow Hide
    Domain : Stealthy
    Allows : Stealthy I
    Invoked : Automatic
    Whenever the player is in an appropriate outdoor room with a burrowing
    creature, such as a serpent, rodent, or worm, the creature will alert the
    player to incoming danger from aggressive enemies.
    +
     
    Skill : Burrow Hide
    Domain : Stealthy
    Allows : Stealthy I
    Invoked : Automatic
    Whenever the player is in an appropriate outdoor room with a burrowing
    creature, such as a serpent, rodent, or worm, the creature will alert the
    player to incoming danger from aggressive enemies.

    Skill_ConsumeCorpse: Consume Corpse -


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

    - Skill_CulturalAdaptation: Cultural Adaption -


    Skill : Cultural Adaption
    Domain : Influential
    Allows : Influencing I
    Invoked : Automatic
    The character is so good at adapting to other cultures that he or she
    automatically gains or loses 20% more faction than other characters.
    + Skill_CulturalAdaptation: Cultural Adaptation +
     
    Skill : Cultural Adaptation
    Domain : Influential
    Allows : Influencing I
    Invoked : Automatic
    The character is so good at adapting to other cultures that he or she
    automatically gains or loses 20% more faction than other characters.

    Skill_DevourCorpse: Devour Corpse -


    Skill : Devour Corpse
    Domain : Fitness
    Allows : Fitness I
    Invoked : Automatic
    Usage : EAT BODY
    Example : eat body
    This skill grants the ability to eat the corpses of creatures up to those
    moderately larger than the character. The corpse must be emptied of any
    equipment before doing so, and the corpses of other players may be restricted.
    +
     
    Skill : Devour Corpse
    Domain : Racial ability
    Invoked : Automatic
    Usage : EAT BODY
    Example : eat body
    This skill grants the ability to eat the corpses of creatures up to those
    moderately larger than the character. The corpse must be emptied of any
    equipment before doing so, and the corpses of other players may be restricted.

    Skill_EagleEyes: Eagle Eyes -

    Description: 
    The character?s vision is so acute that they rarely overlook weaker creatures
    within their line of sight.
    +
    Description:  
    The character?s vision is so acute that they rarely overlook weaker creatures
    within their line of sight.

    Skill_Explosive: Explosive Touch -


    Skill : Explosive Touch
    Use Cost : Movement (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : EXPLOTOUCH
    Params :
    Example :
    Desc. :
    A high-damage skill.
    +
     
    Skill : Explosive Touch
    Use Cost : Movement (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : EXPLOTOUCH
    Params :
    Example :
    Desc. :
    A high-damage skill.

    Skill_Flee: Flee -


    Skill : Flee
    Domain : Dirty fighting
    Allows : Combat Fluidity I, Dirty Fighting I
    Use Cost : Mana (50)
    Quality : Circumstantial
    Targets :
    Range : Touch, or not applicable
    Commands : FLEE
    Usage : FLEE ([DIRECTION])
    Example : flee
    While in combat, your character may need to quickly disengage and flee the
    room. A direction may be specified, but if one is not specified, a direction
    will be chosen for you. Fleeing from combat can cause you to lose experience
    points in many cases, so use this command sparingly. If all of your opponents
    are asleep, paralyzed, or bound, however, no loss is recorded for using this
    command.
    +
     
    Skill : Flee
    Domain : Dirty fighting
    Allows : Dirty Fighting I, Combat Fluidity I
    Use Cost : Mana (50)
    Quality : Circumstantial
    Targets :
    Range : Touch, or not applicable
    Commands : FLEE
    Usage : FLEE ([DIRECTION])
    Example : flee
    While in combat, your character may need to quickly disengage and flee the
    room. A direction may be specified, but if one is not specified, a direction
    will be chosen for you. Fleeing from combat can cause you to lose experience
    points in many cases, so use this command sparingly. If all of your opponents
    are asleep, paralyzed, or bound, however, no loss is recorded for using this
    command.
    +

    + +

    + Skill_HighJump: High Jump +

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

    Skill_Keenvision: Keenvision -


    Skill : Keenvision
    Domain : Alert
    Allows : Vigilantly I
    Invoked : Automatic
    This skill allows the player to a chance, when in the wild to spot hidden or
    trapped item or exits. It also grants a bonus when using a ranged weapon.
    +
     
    Skill : Keenvision
    Domain : Alert
    Allows : Vigilantly I
    Invoked : Automatic
    This skill allows the player to a chance, when in the wild to spot hidden or
    trapped item or exits. It also grants a bonus when using a ranged weapon.

    Skill_LongBreath: Long Breath -


    Skill : Long Breath
    Domain : Fitness
    Allows : Fitness I
    Invoked : Automatic
    This skill grants the ability to hold ones breathe for a period, allowing one
    to forego damage when under water or otherwise unable to breathe.
    +
     
    Skill : Long Breath
    Domain : Fitness
    Allows : Fitness I
    Invoked : Automatic
    This skill grants the ability to hold ones breathe for a period, allowing one
    to forego damage when under water or otherwise unable to breathe.

    Skill_MindSuck: Mind Suck -


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

    + +

    + Skill_RacialEnemy: Racial Enemy +

     
    Skill : Racial Enemy
    Domain : Racial ability
    Invoked : Automatic
    Example :
    A specific and instinctive hatred towards a particular kind of creature,
    granting an attack and damage bonus advantage against those creatures.

    Skill_Slip: Slip -


    Skill : Slip
    Domain : Dirty fighting
    Allows : Combat Fluidity I, Dirty Fighting I
    Use Cost : Movement (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : SLIPPIFY
    Usage : SLIP [TARGET NAME]
    Example : slip orc
    This skills causes someone to slip and fall.
    +
     
    Skill : Slip
    Domain : Dirty fighting
    Allows : Dirty Fighting I, Combat Fluidity I
    Use Cost : Movement (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : SLIPPIFY
    Usage : SLIP [TARGET NAME]
    Example : slip orc
    This skills causes someone to slip and fall.

    Skill_Stonecunning: Stonecunning -


    Skill : Stonecunning
    Domain : Alert
    Allows : Vigilantly I
    Invoked : Automatic
    This skill allows the player to a chance, when in mountains, caves, or stone
    rooms, to spot hidden or trapped item or exits.
    +
     
    Skill : Stonecunning
    Domain : Alert
    Allows : Vigilantly I
    Invoked : Automatic
    This skill allows the player to a chance, when in mountains, caves, or stone
    rooms, to spot hidden or trapped item or exits.

    Skill_TailSwipe: Tail Swipe -

    Usage    : TAILSWIPE [TARGET NAME] 
    Example : tailswipe orc
    The character uses their tail to make a powerful swipe at the legs of his or
    her enemies with their tail. This will result in some damage, and possibly
    tripping them.
    +
    Usage    : TAILSWIPE [TARGET NAME]  
    Example : tailswipe orc
    The character uses their tail to make a powerful swipe at the legs of his or
    her enemies with their tail. This will result in some damage, and possibly
    tripping them.

    Skill_Track: Tracking -


    Skill : Tracking
    Use Cost : Movement (50)
    Quality : Sometimes Beneficial
    Targets : Creatures Rooms
    Range : Touch, or not applicable
    Commands : TRACKTO
    Parames : mob name, or rooms separated by ;
    Example : Hassan is here
    Example : Midgaard#3001;Midgaard#3002;Midgaard#3003
    Descrip. :
    Allows the mob track to a particular mob or room. Unlike the ranger track,
    this skill will force mobs to automatically unlock, open, close and lock doors
    that obstruct them.
    +
     
    Skill : Track Friend
    Domain : Racial ability
    Use Cost : Movement (50)
    Quality : Sometimes Beneficial
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : FTRACK, TRACKFRIEND, FRIENDTRACK
    Usage : FTRACK [FRIEND NAME]
    Example : ftrack bob
    The player attempts to find a trail leading from where he or she is at present,
    to the location of the indicated friend, which is a group or clan member! When
    walking around, the player will become aware of which direction seems best.
    +

    + +

    + Skill_TrackFriend: Track Friend +

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

    Skill_UndeadInvisibility: Undead Invisibility -


    Skill : Undead Invisibility
    Domain : Death lore
    Allows : Death Lore I
    Invoked : Automatic
    Example :
    Allows the priest or paladin to walk among the undead without being assaulted.
    +
     
    Skill : Undead Invisibility
    Domain : Death lore
    Allows : Death Lore I
    Invoked : Automatic
    Example :
    Allows the priest or paladin to walk among the undead without being assaulted.

    SlowLearner: Slow Learner -


    Skill : Slow Learner
    Invoked : Automatic
    The character does not learn from experience the way most do, gaining fewer
    experience points than most.
    +
     
    Skill : Slow Learner
    Invoked : Automatic
    The character does not learn from experience the way most do, gaining fewer
    experience points than most.
    +

    + +

    + SmellsLikeCherries: Smells Like Cherries +

     
    Skill : Smells Like Cherries
    Domain : Racial ability
    Invoked : Automatic
    This creature emits an aroma that is unpleasant to predators, enabling them to
    usually move past hostile animals unmolested.

    @@ -3123,27 +3514,27 @@

    CoffeeMud 5.9

    Song: a Song -


    Song : Lullaby
    Domain : Singing
    Available: Bard
    Allows : Sharp Singing I, Echoed Singing I, Resounding Singing I
    Use Cost : Mana (72)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 2
    Commands : SING, SI
    Usage : SING LULLABY
    Example : sing lullaby
    Enemies of the bard who hear this song fall fast asleep.
    +
     
    Skill : Play Instrument
    Domain : Artistic
    Available: Numerous Classes
    Requires : A base wisdom of at least 5.
    Allows : Quick Working I, Quick Worker I, Artsy I
    Use Cost : Movement (5)
    Quality : Circumstantial
    Targets : Items Creatures
    Range : Touch, or not applicable
    Commands : PLAY, PLAYINSTRUMENT, PLAYSONG
    Usage : PLAYINSTRUMENT (STOP) (LIST)
    Example : playinstrument
    This skill allows a player to attempt to play a musical instrument they are
    holding or prepared to use. If done well, this might amuse an audience.
    Proficiency with each kind of musical instrument is separate, so your
    proficiency usually only reflects the last kind of instrument you played.
    Instruments can be purchased, or made with the Instrument Making skill.

    SoundEcho: Sound Echo -

    Property   : SoundEcho
    Targets : Areas, Rooms
    Parameters : [RANGE]
    Example : 4
    Description:
    Causes sound to echo around the area or room when it occurs.
    +
    Property   : SoundEcho 
    Targets : Areas, Rooms
    Parameters : [RANGE]
    Example : 4
    Description:
    Causes sound to echo around the area or room when it occurs.

    Specialization_Weapon: Weapon Specialization -


    Skill : Weapon Specialization
    Domain : Weapon use
    Allows : Weaponsmithing, Master Weaponsmithing
    Invoked : Automatic
    The player is a weapon master, gaining bonuses to attack when armed. Can also
    allow the use of higher level weapons if the focus expertise is taken.
    +
     
    Skill : Weapon Specialization
    Domain : Weapon use
    Allows : Weaponsmithing
    Invoked : Automatic
    The player is a weapon master, gaining bonuses to attack when armed. Can also
    allow the use of higher level weapons if the focus expertise is taken.

    Spell: a Spell -


    Spell : Gravity Slam
    Domain : Alteration
    Available: Alterer
    Allows : Extended Altering I, Power Altering I, Reduced Altering I
    Allows : Ranged Altering I
    Use Cost : Mana (72)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 5
    Commands : CAST, CA, C
    Usage : CAST "GRAVITY SLAM" [TARGET NAME]
    Example : cast "gravity slam" orc
    The caster causes the target to drift upwards momentarily, and then to slam
    back to the ground. This does horrible damage to the target, and even more so
    to creatures already flying.
    +
     
    Spell : Gravity Slam
    Domain : Alteration
    Available: Alterer
    Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
    Allows : Power Altering I
    Use Cost : Mana (72)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 5
    Commands : CAST, CA, C
    Usage : CAST "GRAVITY SLAM" [TARGET NAME]
    Example : cast "gravity slam" orc
    The caster causes the target to drift upwards momentarily, and then to slam
    back to the ground. This does horrible damage to the target, and even more so
    to creatures already flying.

    Spell_AstralStep: Astral Step -


    Spell : Astral Step
    Domain : Conjuration
    Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
    Allows : Power Conjuring I
    Use Cost : Mana (all)
    Quality : Circumstantial
    Targets :
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST "ASTRAL STEP" [DIRECTION] (...)
    Example : cast "astral step" east
    This spell allows the caster to pass through doors by going through the astral
    plane of existence. The more expertise the caster has, the more doors he or
    she can pass through in a single casting.
    +
     
    Spell : Astral Step
    Domain : Conjuration
    Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
    Allows : Ranged Conjuring I
    Use Cost : Mana (all)
    Quality : Circumstantial
    Targets :
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST "ASTRAL STEP" [DIRECTION] (...)
    Example : cast "astral step" east
    This spell allows the caster to pass through doors by going through the astral
    plane of existence. The more expertise the caster has, the more doors he or
    she can pass through in a single casting.

    @@ -3153,37 +3544,47 @@

    CoffeeMud 5.9

    Spell_ClanDonate: Clan Donate -


    Spell : Clan Donate
    Domain : Conjuration
    Use Cost : Mana (536870912)
    Quality : Circumstantial
    Targets : Items
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST "CLAN DONATE" [TARGET NAME]
    Example : cast "clan donate" scroll
    When cast on an item, this spell will send it to the room designated by the
    casters clan boss as the donation room.
    +
     
    Spell : Clan Donate
    Domain : Conjuration
    Use Cost : Mana (536870912)
    Quality : Circumstantial
    Targets : Items
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST "CLAN DONATE" [TARGET NAME]
    Example : cast "clan donate" scroll
    When cast on an item, this spell will send it to the room designated by the
    casters clan boss as the donation room.

    Spell_ClanExperience: Clan Experience -


    Spell : Clan Experience
    Domain : Enchantment/charm
    Use Cost : Mana (5)
    Quality : Circumstantial
    Targets :
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST "CLAN EXPERIENCE" [AMT] ([CLAN NAME])
    Example : cast "clan experience" 100
    Example : cast "clan experience" 100 "rough riders"
    This spell drains an amount of experience from the caster and grants it to
    their clan, or the specified clan if they belong to more than one.
    +
     
    Spell : Clan Experience
    Domain : Enchantment/charm
    Use Cost : Mana (5)
    Quality : Circumstantial
    Targets :
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST "CLAN EXPERIENCE" [AMT] ([CLAN NAME])
    Example : cast "clan experience" 100
    Example : cast "clan experience" 100 "rough riders"
    This spell drains an amount of experience from the caster and grants it to
    their clan, or the specified clan if they belong to more than one.

    Spell_ClanHome: Clan Home -


    Spell : Clan Home
    Domain : Conjuration
    Use Cost : Mana (50)
    Quality : Circumstantial
    Targets :
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST "CLAN HOME"
    Example : cast "clan home"
    This spell sends the caster back to the room designated by the casters clan
    boss as the home room.
    +
     
    Spell : Clan Home
    Domain : Conjuration
    Use Cost : Mana (50)
    Quality : Circumstantial
    Targets :
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST "CLAN HOME"
    Example : cast "clan home"
    This spell sends the caster back to the room designated by the casters clan
    boss as the home room.

    Spell_DarknessGlobe: Darkness Globe -


    Spell : Darkness Globe
    Domain : Invocation/evocation
    Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
    Allows : Reduced In/Evoking I
    Use Cost : Mana (50)
    Quality : Sometimes Beneficial
    Targets : Caster only
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST "DARKNESS GLOBE"
    Example : cast "darkness globe"
    Causes an enormous globe of darkness to follow the caster around, enveloping
    everyone in the room, and making the room as dark as a moonless night whereever
    the caster is.
    +
     
    Spell : Darkness Globe
    Domain : Invocation/evocation
    Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
    Allows : Power In/Evoking I
    Use Cost : Mana (50)
    Quality : Sometimes Beneficial
    Targets : Caster only
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST "DARKNESS GLOBE"
    Example : cast "darkness globe"
    Causes an enormous globe of darkness to follow the caster around, enveloping
    everyone in the room, and making the room as dark as a moonless night whereever
    the caster is.

    Spell_Exhaustion: Exhaustion -


    Spell : Exhaustion
    Domain : Alteration
    Allows : Extended Altering I, Power Altering I, Reduced Altering I
    Allows : Ranged Altering I
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Range 1 - Range 5
    Commands : CAST, CA, C
    Usage : CAST EXHAUSTION [TARGET NAME]
    Example : cast exhaustion bob
    This spell causes the target to suffer immediate fatigue.
    +
     
    Spell : Exhaustion
    Domain : Alteration
    Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
    Allows : Power Altering I
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Range 1 - Range 5
    Commands : CAST, CA, C
    Usage : CAST EXHAUSTION [TARGET NAME]
    Example : cast exhaustion bob
    This spell causes the target to suffer immediate fatigue.

    Spell_Flagportation: Flagportation -


    Spell : Flagportation
    Domain : Conjuration
    Use Cost : Mana (50)
    Quality : Circumstantial
    Targets :
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST FLAGPORTATION
    Example : cast flagportation
    This spell will teleport the caster and his or her group to a random clan flag
    on the map. The caster must be a clan enchanter or other high member of the
    clan for this spell to work.
    +
     
    Spell : Flagportation
    Domain : Conjuration
    Use Cost : Mana (50)
    Quality : Circumstantial
    Targets :
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST FLAGPORTATION
    Example : cast flagportation
    This spell will teleport the caster and his or her group to a random clan flag
    on the map. The caster must be a clan enchanter or other high member of the
    clan for this spell to work.
    +

    + +

    + Spell_LightBlindness: Light Blindness +

     
    Spell : Light Blindness
    Domain : Transmutation
    Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
    Allows : Ranged Transmuting I
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST LIGHT BLINDNESS [TARGET NAME]
    Example : cast "light blindness" orc
    If successful, this spell makes the target hyper sensitive to light. In dark
    areas, the target is able to see clearly, but is blinded in well lit areas.
    +

    + +

    + Spell_MagicBullets: Magic Bullets +

     
    Spell : Magic Bullets
    Domain : Enchantment/charm
    Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
    Allows : Reduced Enchanting I
    Use Cost : Mana (50)
    Quality : Circumstantial
    Targets : Items
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST "MAGIC BULLETS" [TARGET BULLETS]
    Example : cast "magic bullets" bullets
    Enchants the targeted bullets to become magically more deadly, doing extra
    bashing damage when they strike their target.

    Spell_Untraceable: Untraceable -


    Spell : Untraceable
    Domain : Abjuration
    Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
    Allows : Reduced Abjuring I
    Use Cost : Mana (50)
    Quality : Sometimes Beneficial
    Targets : Caster only
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST "UNTRACEABLE"
    Example : cast "untraceable"
    This spell causes the caster to be undetectable to trackers, hunters,
    assassination trackers, gate, and divination spells that attempt to find the
    casters location.
    +
     
    Spell : Untraceable
    Domain : Abjuration
    Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
    Allows : Power Abjuring I
    Use Cost : Mana (50)
    Quality : Sometimes Beneficial
    Targets : Caster only
    Range : Touch, or not applicable
    Commands : CAST, CA, C
    Usage : CAST "UNTRACEABLE"
    Example : cast "untraceable"
    This spell causes the caster to be undetectable to trackers, hunters,
    assassination trackers, gate, and divination spells that attempt to find the
    casters location.

    @@ -3208,7 +3609,7 @@

    CoffeeMud 5.9

    StdLanguage: Languages -

    Command : LANGUAGES
    Usage : LANGUAGES
    Example : LANGUAGES
    Short(s): LANGS
    Lists any languages that you know, along with your proficiency in them. To use
    a language type SPEAK [LANGUAGE NAME].
    +
    Command : LANGUAGES 
    Usage : LANGUAGES
    Example : LANGUAGES
    Short(s): LANGS
    Lists any languages that you know, along with your proficiency in them. To use
    a language type SPEAK [LANGUAGE NAME].

    @@ -3221,49 +3622,54 @@

    CoffeeMud 5.9

    
     			

    +

    + Stigma: Stigma +

     
    Skill : Stigma
    Domain : Racial ability
    Invoked : Automatic
    The characters reputation always precedes them in an exaggerated fashion. For
    all of their factions, the world will react both normally, AND as if they are
    at one extreme or the other, depending on current leanings.
    +

    +

    SuperPower: a Super Power -

    Command  : LIST
    Usage : LIST POWERS (DOMAIN)
    Example : list powers
    Shows all the superpower java class names (ability ids) available to your
    archons.
    +
    Command  : LIST 
    Usage : LIST POWERS (DOMAIN)
    Example : list powers
    Shows all the superpower java class names (ability ids) available to your
    archons.

    TechSkill: a Tech Skill -

    Command  : LIST 
    Usage : LIST TECHSKILLS
    Example : list techskills
    Shows the list of tech skill java classes (ability ids) available to archons.
    +
    Command  : LIST  
    Usage : LIST TECHSKILLS
    Example : list techskills
    Shows the list of tech skill java classes (ability ids) available to archons.

    TemporaryAffects: Temporary Affects -

    Property   : Temporary Affects
    Targets : Mobs, Items, Exits, Rooms
    Parameters : [ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS])
    Parameters : +[ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS])
    Parameters : -[ABILITYID/BEHAVIORID]
    Example : +Mood 10 HAPPY
    Example : +Clericness 20 Healer
    Example : +Prop_Hidden 10
    Description:
    Allows the builder to temporarily affect a mob, item, exit, or room with a
    property or behavior that would normally be permanent if applied in a normal
    way. The first parameter is the ability id or the behavior id, the second is
    the number of ticks that it will last, while the last parameter is optional
    parameters for THAT ability or behavior. The parameters may be prefixed with a
    plus(+) sign to allow it to stack with other temporary affects. A minus(-)
    sign followed by an ability or behavior id will prematurely remove the
    temporary affect.
    +
    Property   : Temporary Affects 
    Targets : Mobs, Items, Exits, Rooms
    Parameters : [ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS])
    Parameters : +[ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS])
    Parameters : -[ABILITYID/BEHAVIORID]
    Example : +Mood 10 HAPPY
    Example : +Clericness 20 Healer
    Example : +Prop_Hidden 10
    Description:
    Allows the builder to temporarily affect a mob, item, exit, or room with a
    property or behavior that would normally be permanent if applied in a normal
    way. The first parameter is the ability id or the behavior id, the second is
    the number of ticks that it will last, while the last parameter is optional
    parameters for THAT ability or behavior. The parameters may be prefixed with a
    plus(+) sign to allow it to stack with other temporary affects. A minus(-)
    sign followed by an ability or behavior id will prematurely remove the
    temporary affect.

    TemporaryImmunity: Temporary Immunity -

    Property   : TemporaryImmunity
    Targets : Mobs
    Parameters : Ability ID/Start time in millis;etc..
    Example : Disease_Cold/12312312323;Spell_Fireball/123123132
    Description:
    This is used by diseases primarily to provide a mob or player with temporary
    (30 mud hour) immunity to a set of diseases.
    +
    Property   : TemporaryImmunity 
    Targets : Mobs
    Parameters : Ability ID/Start time in millis;etc..
    Example : Disease_Cold/12312312323;Spell_Fireball/123123132
    Description:
    This is used by diseases primarily to provide a mob or player with temporary
    (30 mud hour) immunity to a set of diseases.

    Thief_DisassembleTrap: Disassemble Traps -


    Skill : Disassemble Traps
    Domain : Find/remove traps
    Allows : Trap Disabling I
    Use Cost : Mana (25) Movement (25)
    Quality : Circumstantial
    Targets : Items Exits
    Range : Touch, or not applicable
    Commands : DISTRAP, DISASSEMBLETRAPS
    Usage : DISTRAP [ITEM, DIRECTION]
    Example : distrap east
    Example : distrap chest
    If an item is trapped, the thief can attempt to disable and safely disassemble
    the trap, recovering the components used to create it.
    +
     
    Skill : Disassemble Traps
    Domain : Find/remove traps
    Allows : Trap Disabling I
    Use Cost : Mana (25) Movement (25)
    Quality : Circumstantial
    Targets : Items Exits
    Range : Touch, or not applicable
    Commands : DISTRAP, DISASSEMBLETRAPS
    Usage : DISTRAP [ITEM, DIRECTION]
    Example : distrap east
    Example : distrap chest
    If an item is trapped, the thief can attempt to disable and safely disassemble
    the trap, recovering the components used to create it.

    Thief_ImprovedCaltrops: Improved Caltrops -


    Skill : Improved Caltrops
    Domain : Trapping
    Allows : Trapping I
    Use Cost : Mana (25) Movement (25)
    Quality : Malicious
    Targets : Rooms
    Range : Touch, or not applicable
    Commands : IMPROVEDCALTROPS
    Usage : IMPROVED CALTROPS
    Example : improvedcaltrops
    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.
    +
     
    Skill : Improved Caltrops
    Domain : Trapping
    Allows : Trapping I
    Use Cost : Mana (25) Movement (25)
    Quality : Malicious
    Targets : Rooms
    Range : Touch, or not applicable
    Commands : IMPROVEDCALTROPS
    Usage : IMPROVED CALTROPS
    Example : improvedcaltrops
    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.

    Thief_Poison: Deprecated Poison -


    Skill : Deprecated Poison
    Domain : Poisoning
    Allows : Poisoning I
    Use Cost : Mana (25) Movement (25)
    Quality : Malicious
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : DOPOISON
    Usage : DOPOISON [TARGET NAME]
    Example : dopoison orc
    The thief attempts to inflict a poisonous wound the target, making them suffer
    and wither to death.
    +
     
    Skill : Deprecated Poison
    Domain : Poisoning
    Allows : Poisoning I
    Use Cost : Mana (25) Movement (25)
    Quality : Malicious
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : DOPOISON
    Usage : DOPOISON [TARGET NAME]
    Example : dopoison orc
    The thief attempts to inflict a poisonous wound the target, making them suffer
    and wither to death.

    Thief_Search: Search -


    Skill : Search
    Domain : Alert
    Allows : Vigilantly I
    Use Cost : Mana (25) Movement (25)
    Quality : Circumstantial
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : SEARCH
    Usage : SEARCH
    Example : search
    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.
    +
     
    Skill : Search
    Domain : Alert
    Allows : Vigilantly I
    Use Cost : Mana (25) Movement (25)
    Quality : Circumstantial
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : SEARCH
    Usage : SEARCH
    Example : search
    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.

    Thief_SlickCaltrops: Slick Caltrops -


    Skill : Slick Caltrops
    Domain : Trapping
    Allows : Trapping I
    Use Cost : Mana (25) Movement (25)
    Quality : Malicious
    Targets : Rooms
    Range : Touch, or not applicable
    Commands : SLICKCALTROPS
    Usage : SLICK CALTROPS
    Example : slickcaltrops
    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.
    +
     
    Skill : Slick Caltrops
    Domain : Trapping
    Allows : Trapping I
    Use Cost : Mana (25) Movement (25)
    Quality : Malicious
    Targets : Rooms
    Range : Touch, or not applicable
    Commands : SLICKCALTROPS
    Usage : SLICK CALTROPS
    Example : slickcaltrops
    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.

    @@ -3273,372 +3679,382 @@

    CoffeeMud 5.9

    ThiefSkill: a Thief Skill -

    Command  : LIST 
    Usage : LIST THIEFSKILLS (DOMAIN)
    Example : list thiefskills
    Shows the list of thief skill java classes (ability ids) available to archons.
    +
    Command  : LIST  
    Usage : LIST THIEFSKILLS (DOMAIN)
    Example : list thiefskills
    Shows the list of thief skill java classes (ability ids) available to archons.
    +

    + +

    + ThrowFeces: Throw Feces +

     
    Skill : Throw Feces
    Domain : Racial ability
    Use Cost : Mana (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 10
    Commands : THROWFECES
    Usage : THROWFECES [TARGET]
    Example : THROWFECES Orc
    The player with this skill is able to reach around and produce feces on demand
    and then instantly throw it at the target. The feces wont do much damage, but
    has a chance of giving a disease, and soiling the victim.

    Trap_AcidPit: acid pit -

    Trap       : Acid Pit
    Targets : Rooms
    Parameters :
    Description:
    A pit full of acid, triggered when someone enters. Requires some lemons or
    limes.
    +
    Trap       : Acid Pit 
    Targets : Rooms
    Parameters :
    Description:
    A pit full of acid, triggered when someone enters. Requires some lemons or
    limes.

    Trap_AcidSpray: acid spray -

    Trap       : Acid Spray
    Targets : Containers, Doors
    Parameters :
    Description:
    Causes a blast of acid damage. Requires some limes.
    +
    Trap       : Acid Spray 
    Targets : Containers, Doors
    Parameters :
    Description:
    Causes a blast of acid damage. Requires some limes.

    Trap_AcidThruPit: small acid pit -

    Trap       : Small Acid Pit
    Targets : Rooms
    Parameters :
    Description:
    A pit full of acid, triggered when someone moves through.
    +
    Trap       : Small Acid Pit 
    Targets : Rooms
    Parameters :
    Description:
    A pit full of acid, triggered when someone moves through.

    Trap_Avalanche: avalanche -

    Trap       : Avalanche
    Targets : Mountain rooms
    Parameters :
    Description:
    Causes a horrible avalanche of rock to fall on everyone.
    +
    Trap       : Avalanche 
    Targets : Mountain rooms
    Parameters :
    Description:
    Causes a horrible avalanche of rock to fall on everyone.

    Trap_BearTrap: bear trap -

    Trap       : Bear Trap
    Targets : Rooms
    Parameters :
    Description:
    Delivers piercing damage, and makes the victim unable to leave.
    +
    Trap       : Bear Trap 
    Targets : Rooms
    Parameters :
    Description:
    Delivers piercing damage, and makes the victim unable to leave.

    Trap_Boomerang: boomerang -

    Trap       : Boomerang
    Targets : Items
    Parameters :
    Description:
    A trap which causes the item to magically return to the inventory of the
    trapper. This trap is only triggered when someone other than the trapper
    attempts to pick up the item.
    +
    Trap       : Boomerang 
    Targets : Items
    Parameters :
    Description:
    A trap which causes the item to magically return to the inventory of the
    trapper. This trap is only triggered when someone other than the trapper
    attempts to pick up the item.

    Trap_Boulders: boulders -

    Trap       : Boulders
    Targets : Rocky rooms (mountains, hills, etc)
    Parameters :
    Description:
    A trap which causes rocks to assault the victim. Use stone to build this trap
    and make sure you are in the proper type of room.
    +
    Trap       : Boulders 
    Targets : Rocky rooms (mountains, hills, etc)
    Parameters :
    Description:
    A trap which causes rocks to assault the victim. Use stone to build this trap
    and make sure you are in the proper type of room.

    Trap_CaveIn: cave-in -

    Trap       : Cave-In
    Targets : Cave Rooms
    Parameters : ('[invoker]') ("[msg]" ...) (: [level])
    Description:
    A trap which causes rocks to fall in front of the exits, blocking all entry and
    exit from the room. [msg] is replacement messaging for this skill.
    +
    Trap       : Cave-In 
    Targets : Cave Rooms
    Parameters : ('[invoker]') ("[msg]" ...) (: [level])
    Description:
    A trap which causes rocks to fall in front of the exits, blocking all entry and
    exit from the room. [msg] is replacement messaging for this skill.

    Trap_CrushingRoom: crushing room -

    Trap       : Crushing Room
    Targets : Indoor Rooms
    Parameters :
    Description:
    A trap which causes exits to be blocked while the walls close in, crushing all
    those unfortunate enough to be inside when it goes off.
    +
    Trap       : Crushing Room 
    Targets : Indoor Rooms
    Parameters :
    Description:
    A trap which causes exits to be blocked while the walls close in, crushing all
    those unfortunate enough to be inside when it goes off.

    Trap_Darkfall: darkfall -

    Trap       : Darkfall
    Targets : Rooms
    Parameters :
    Description:
    A trap which causes darkness to fall on the area.
    +
    Trap       : Darkfall 
    Targets : Rooms
    Parameters :
    Description:
    A trap which causes darkness to fall on the area.

    Trap_DeepPit: deep pit -

    Trap       : Deep Pit
    Targets : Rooms
    Parameters :
    Description:
    A trap which causes the victim to fall into a deep pit, taking extra damage.
    Triggered on entry.
    +
    Trap       : Deep Pit 
    Targets : Rooms
    Parameters :
    Description:
    A trap which causes the victim to fall into a deep pit, taking extra damage.
    Triggered on entry.

    Trap_DeepThruPit: small deep pit -

    Trap       : Small Deep Pit
    Targets : Rooms
    Parameters :
    Description:
    A trap which causes the victim to fall into a deep pit, taking extra damage.
    Triggered when someone moves through the room.
    +
    Trap       : Small Deep Pit 
    Targets : Rooms
    Parameters :
    Description:
    A trap which causes the victim to fall into a deep pit, taking extra damage.
    Triggered when someone moves through the room.

    Trap_ElectricShock: electric shock -

    Trap       : Electric Shock
    Targets : Doors and Containers
    Parameters :
    Description:
    A trap which causes the victim to take shocking damage.
    +
    Trap       : Electric Shock 
    Targets : Doors and Containers
    Parameters :
    Description:
    A trap which causes the victim to take shocking damage.

    Trap_Enter: Entry Trap -

    Trap       : Trap_Enter
    Targets : Rooms, Exits
    Parameters : Set ability to trap type (0-3)
    Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
    Description:
    A trap triggered when entering one of the above.
    +
    Trap       : Trap_Enter 
    Targets : Rooms, Exits
    Parameters : Set ability to trap type (0-3)
    Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
    Description:
    A trap triggered when entering one of the above.

    Trap_EnterBlade: Entry Blade Trap -

    Trap       : Trap_EnterBlade
    Targets : Rooms
    Parameters :
    Example :
    Description:
    A blade trap triggered when entering one of the above.
    +
    Trap       : Trap_EnterBlade 
    Targets : Rooms
    Parameters :
    Example :
    Description:
    A blade trap triggered when entering one of the above.

    Trap_EnterGas: Entry Gas Trap -

    Trap       : Trap_EnterGas
    Targets : Rooms, Exits
    Parameters :
    Example :
    Description:
    A gas trap triggered when entering one of the above.
    +
    Trap       : Trap_EnterGas 
    Targets : Rooms, Exits
    Parameters :
    Example :
    Description:
    A gas trap triggered when entering one of the above.

    Trap_EnterNeedle: Entry Needle Trap -

    Trap       : Trap_EnterNeedle
    Targets : Rooms, Exits
    Parameters :
    Example :
    Description:
    A needle trap triggered when entering one of the above.
    +
    Trap       : Trap_EnterNeedle 
    Targets : Rooms, Exits
    Parameters :
    Example :
    Description:
    A needle trap triggered when entering one of the above.

    Trap_EnterPit: Entry Pit Trap -

    Trap       : Trap_EnterPit
    Targets : Exits
    Parameters :
    Example :
    Description:
    A pit trap triggered when entering one of the above.
    +
    Trap       : Trap_EnterPit 
    Targets : Exits
    Parameters :
    Example :
    Description:
    A pit trap triggered when entering one of the above.

    Trap_EnterSpell: Entry Spell Trap -

    Trap       : Trap_EnterSpell
    Targets : Rooms, Exits
    Parameters : Name of the spell; parameters
    Example : Spell_Fireball
    Example : Spell_FakeWeapon; sword
    Description:
    A spell casting pit trap triggered when entering one of the above.
    +
    Trap       : Trap_EnterSpell 
    Targets : Rooms, Exits
    Parameters : Name of the spell; parameters
    Example : Spell_Fireball
    Example : Spell_FakeWeapon; sword
    Description:
    A spell casting pit trap triggered when entering one of the above.

    Trap_ExitPit: Entry Pit Trap -

    Trap       : Trap_ExitPit
    Targets : Rooms
    Parameters :
    Example :
    Description:
    A pit trap triggered when leaving the room.
    +
    Trap       : Trap_ExitPit 
    Targets : Rooms
    Parameters :
    Example :
    Description:
    A pit trap triggered when leaving the room.

    Trap_ExitRoom: Exit Trap -

    Trap       : Trap_ExiRoom
    Targets : Rooms
    Parameters :
    Example :
    Description:
    A trap triggered when entering or leaving the room.
    +
    Trap       : Trap_ExiRoom 
    Targets : Rooms
    Parameters :
    Example :
    Description:
    A trap triggered when entering or leaving the room.

    Trap_FloodRoom: flood room -

    Trap       : Flood Room
    Targets : Indoor Rooms
    Parameters :
    Description:
    A trap which causes the exits to be blocked while the room fills with water.
    +
    Trap       : Flood Room 
    Targets : Indoor Rooms
    Parameters :
    Description:
    A trap which causes the exits to be blocked while the room fills with water.

    Trap_Get: Get Trap -

    Trap       : Trap_Get
    Targets : Items
    Parameters : Set ability to trap type (0-3)
    Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
    Description:
    A trap triggered when getting an item.
    +
    Trap       : Trap_Get 
    Targets : Items
    Parameters : Set ability to trap type (0-3)
    Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
    Description:
    A trap triggered when getting an item.

    Trap_GetBlade: Get Blade Trap -

    Trap       : Trap_GetBlade
    Targets : Items
    Parameters :
    Example :
    Description:
    A blade trap triggered when getting an item.
    +
    Trap       : Trap_GetBlade 
    Targets : Items
    Parameters :
    Example :
    Description:
    A blade trap triggered when getting an item.

    Trap_GetGas: Get Gas Trap -

    Trap       : Trap_GetGas
    Targets : Items
    Parameters :
    Example :
    Description:
    A gas trap triggered when getting an item.
    +
    Trap       : Trap_GetGas 
    Targets : Items
    Parameters :
    Example :
    Description:
    A gas trap triggered when getting an item.

    Trap_GetNeedle: Get Needle Trap -

    Trap       : Trap_GetNeedle
    Targets : Items
    Parameters :
    Example :
    Description:
    A needle trap triggered when getting an item.
    +
    Trap       : Trap_GetNeedle 
    Targets : Items
    Parameters :
    Example :
    Description:
    A needle trap triggered when getting an item.

    Trap_GetSpell: Get Spell Trap -

    Trap       : Trap_GetSpell
    Targets : Items
    Parameters : Name of the spell; parameters
    Example : Spell_Fireball
    Example : Spell_FakeWeapon; sword
    Description:
    A spell casting pit trap triggered when getting one of the above.
    +
    Trap       : Trap_GetSpell 
    Targets : Items
    Parameters : Name of the spell; parameters
    Example : Spell_Fireball
    Example : Spell_FakeWeapon; sword
    Description:
    A spell casting pit trap triggered when getting one of the above.

    Trap_Gluey: gluey -

    Trap       : Gluey
    Targets : Items
    Parameters :
    Description:
    Covers an item in glue, making it not droppable or removable except by
    anti-curse magic.
    +
    Trap       : Gluey 
    Targets : Items
    Parameters :
    Description:
    Covers an item in glue, making it not droppable or removable except by
    anti-curse magic.

    Trap_Greasy: greasy -

    Trap       : Greasy
    Targets : Items
    Parameters :
    Description:
    Covers an item in grease, making the person picking it up drop it immediately.
    +
    Trap       : Greasy 
    Targets : Items
    Parameters :
    Description:
    Covers an item in grease, making the person picking it up drop it immediately.

    Trap_Ignition: ignition trap -

    Trap       : Ignition
    Targets : Burnable Items
    Parameters :
    Description:
    A trap which makes the item ignite when picked up.
    +
    Trap       : Ignition 
    Targets : Burnable Items
    Parameters :
    Description:
    A trap which makes the item ignite when picked up.

    Trap_Infected: infected -

    Trap       : Infected
    Targets : Items
    Parameters :
    Description:
    A trap which gives the victim a disease when the item is picked up.
    +
    Trap       : Infected 
    Targets : Items
    Parameters :
    Description:
    A trap which gives the victim a disease when the item is picked up.

    Trap_Launcher: launcher trap -

    Trap       : Launcher
    Targets : Containers and Doors
    Parameters :
    Description:
    A trap which makes a ranged weapon fire when the item or door is opened.
    +
    Trap       : Launcher 
    Targets : Containers and Doors
    Parameters :
    Description:
    A trap which makes a ranged weapon fire when the item or door is opened.

    Trap_MonsterCage: monster cage -

    Trap       : Monster Cage
    Targets : Rooms
    Parameters :
    Description:
    This trap requires a caged monster. When triggered, the victim is attacked by
    the monster or monsters in the cage.
    +
    Trap       : Monster Cage 
    Targets : Rooms
    Parameters :
    Description:
    This trap requires a caged monster. When triggered, the victim is attacked by
    the monster or monsters in the cage.

    Trap_Needle: poisoned needle -

    Trap       : Poisoned Needle
    Targets : Containers and Doors
    Parameters : Name of the poison
    Description:
    Causes a poisoned needle to strike the victim.
    +
    Trap       : Poisoned Needle 
    Targets : Containers and Doors
    Parameters : Name of the poison
    Description:
    Causes a poisoned needle to strike the victim.

    Trap_NeedlePrick: poisoned pricker -

    Trap       : Poisoned Pricker
    Targets : Items
    Parameters : Name of the poison
    Description:
    Causes a poisoned needle to prick the victim getting the item.
    +
    Trap       : Poisoned Pricker 
    Targets : Items
    Parameters : Name of the poison
    Description:
    Causes a poisoned needle to prick the victim getting the item.

    Trap_Noise: noisy trap -

    Trap       : Noisy Trap
    Targets : Containers and Doors
    Parameters :
    Description:
    Causes a loud noise to be heard througout the whole area when triggered.
    +
    Trap       : Noisy Trap 
    Targets : Containers and Doors
    Parameters :
    Description:
    Causes a loud noise to be heard througout the whole area when triggered.

    Trap_Open: Open Trap -

    Trap       : Trap_Open
    Targets : Items (Containers), Exits
    Parameters : Set ability to trap type (0-3)
    Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
    Description:
    A trap triggered when opening one of the above.
    +
    Trap       : Trap_Open 
    Targets : Items (Containers), Exits
    Parameters : Set ability to trap type (0-3)
    Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
    Description:
    A trap triggered when opening one of the above.

    Trap_OpenBlade: Open Blade Trap -

    Trap       : Trap_OpenBlade
    Targets : Items (Containers), Exits
    Parameters :
    Example :
    Description:
    A blade trap triggered when opening one of the above.
    +
    Trap       : Trap_OpenBlade 
    Targets : Items (Containers), Exits
    Parameters :
    Example :
    Description:
    A blade trap triggered when opening one of the above.

    Trap_OpenGas: Open Gas Trap -

    Trap       : Trap_OpenGas
    Targets : Items (Containers), Exits
    Parameters :
    Example :
    Description:
    A gas trap triggered when opening one of the above.
    +
    Trap       : Trap_OpenGas 
    Targets : Items (Containers), Exits
    Parameters :
    Example :
    Description:
    A gas trap triggered when opening one of the above.

    Trap_OpenNeedle: Open Needle Trap -

    Trap       : Trap_OpenNeedle
    Targets : Items (Containers), Exits
    Parameters :
    Example :
    Description:
    A needle trap triggered when opening one of the above.
    +
    Trap       : Trap_OpenNeedle 
    Targets : Items (Containers), Exits
    Parameters :
    Example :
    Description:
    A needle trap triggered when opening one of the above.

    Trap_OpenSpell: Open Spell Trap -

    Trap       : Trap_OpenSpell
    Targets : Items (Containers), Exits
    Parameters : Name of the spell; parameters
    Example : Spell_Fireball
    Example : Spell_FakeWeapon; sword
    Description:
    A spell casting pit trap triggered when opening one of the above.
    +
    Trap       : Trap_OpenSpell 
    Targets : Items (Containers), Exits
    Parameters : Name of the spell; parameters
    Example : Spell_Fireball
    Example : Spell_FakeWeapon; sword
    Description:
    A spell casting pit trap triggered when opening one of the above.

    Trap_PoisonGas: poison gas -

    Trap       : Poison Gas
    Targets : Containers and Doors
    Parameters : Name of the poison
    Description:
    Causes everyone to be struck with a poisonous gas.
    +
    Trap       : Poison Gas 
    Targets : Containers and Doors
    Parameters : Name of the poison
    Description:
    Causes everyone to be struck with a poisonous gas.

    Trap_Popper: popping noise -

    Trap       : Popping Noise
    Targets : Items
    Parameters :
    Description:
    Causes a loud popping noise to be heard througout the area when the item is
    picked up.
    +
    Trap       : Popping Noise 
    Targets : Items
    Parameters :
    Description:
    Causes a loud popping noise to be heard througout the area when the item is
    picked up.

    Trap_RatPit: rat pit -

    Trap       : Rat Pit Trap
    Targets : Rooms
    Parameters :
    Description:
    Creates a pit full of hungry rats from a cage of rats. Triggered on entry.
    +
    Trap       : Rat Pit Trap 
    Targets : Rooms
    Parameters :
    Description:
    Creates a pit full of hungry rats from a cage of rats. Triggered on entry.

    Trap_RatThruPit: small rat pit -

    Trap       : Small Rat Pit Trap
    Targets : Rooms
    Parameters :
    Description:
    Creates a pit full of hungry rats from a cage of rats. Triggered when moving
    through.
    +
    Trap       : Small Rat Pit Trap 
    Targets : Rooms
    Parameters :
    Description:
    Creates a pit full of hungry rats from a cage of rats. Triggered when moving
    through.

    Trap_RoomPit: pit trap -

    Trap       : Pit Trap
    Targets : Rooms
    Parameters :
    Description:
    Causes the victim to fall into a pit, taking damage. Triggered on entry.
    +
    Trap       : Pit Trap 
    Targets : Rooms
    Parameters :
    Description:
    Causes the victim to fall into a pit, taking damage. Triggered on entry.

    Trap_RoomThruPit: small pit trap -

    Trap       : Small Pit Trap
    Targets : Rooms
    Parameters :
    Description:
    Causes the victim to fall into a pit, taking damage. Triggered when moving
    through.
    +
    Trap       : Small Pit Trap 
    Targets : Rooms
    Parameters :
    Description:
    Causes the victim to fall into a pit, taking damage. Triggered when moving
    through.

    Trap_SleepGas: sleep gas -

    Trap       : Sleep Gas
    Targets : Rooms and Containers
    Parameters :
    Description:
    Causes all victims to go to sleep.
    +
    Trap       : Sleep Gas 
    Targets : Rooms and Containers
    Parameters :
    Description:
    Causes all victims to go to sleep.

    Trap_SnakePit: snake pit -

    Trap       : Snake Pit
    Targets : Rooms
    Parameters :
    Description:
    Creates a pit full of angry snakes from a cage of them. Triggered on entry.
    +
    Trap       : Snake Pit 
    Targets : Rooms
    Parameters :
    Description:
    Creates a pit full of angry snakes from a cage of them. Triggered on entry.

    Trap_SnakeThruPit: small snake pit -

    Trap       : Small Snake Pit
    Targets : Rooms
    Parameters :
    Description:
    Creates a pit full of angry snakes from a cage of them. Triggered when moving
    through.
    +
    Trap       : Small Snake Pit 
    Targets : Rooms
    Parameters :
    Description:
    Creates a pit full of angry snakes from a cage of them. Triggered when moving
    through.

    Trap_Snare: snare trap -

    Trap       : Snare Trap
    Targets : Rooms
    Parameters :
    Description:
    Causes the victim to be caught in a snaring net.
    +
    Trap       : Snare Trap 
    Targets : Rooms
    Parameters :
    Description:
    Causes the victim to be caught in a snaring net.

    Trap_Spark: sparking trap -

    Trap       : Sparking Trap
    Targets : Items
    Parameters :
    Description:
    Causes the victim to take fire damage when getting the item.
    +
    Trap       : Sparking Trap 
    Targets : Items
    Parameters :
    Description:
    Causes the victim to take fire damage when getting the item.

    Trap_SpellBlast: spell blast -

    Trap       : Spell Blast
    Targets : Doors and Containers
    Parameters : The name of the spell
    Description:
    Causes the victim to be struck with a spell.
    +
    Trap       : Spell Blast 
    Targets : Doors and Containers
    Parameters : The name of the spell
    Description:
    Causes the victim to be struck with a spell.

    Trap_SpikePit: spike pit -

    Trap       : Spike Pit
    Targets : Rooms
    Parameters :
    Description:
    Causes the victim to fall into a pit of spikes, taking bad damage. Triggered on
    entry.
    +
    Trap       : Spike Pit 
    Targets : Rooms
    Parameters :
    Description:
    Causes the victim to fall into a pit of spikes, taking bad damage. Triggered on
    entry.

    Trap_SpikeThruPit: small spike pit -

    Trap       : Small Spike Pit
    Targets : Rooms
    Parameters :
    Description:
    Causes the victim to fall into a pit of spikes, taking bad damage. Triggered
    when moving through.
    +
    Trap       : Small Spike Pit 
    Targets : Rooms
    Parameters :
    Description:
    Causes the victim to fall into a pit of spikes, taking bad damage. Triggered
    when moving through.

    Trap_SporeTrap: spore trap -

    Trap       : Spore Trap
    Targets : Doors and Containers
    Parameters : The name of the disease
    Description:
    Causes the victim to be infected with a disease.
    +
    Trap       : Spore Trap 
    Targets : Doors and Containers
    Parameters : The name of the disease
    Description:
    Causes the victim to be infected with a disease.

    Trap_Trap: a Trap! -

    Trap       : Trap_Trap
    Targets : Items, Exits, Rooms
    Parameters : Set ability to trap type (0-3)
    Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
    Description:
    A trap triggered when doing something to one of the above. This is a base
    class for other traps. Do not use!
    +
    Trap       : Trap_Trap 
    Targets : Items, Exits, Rooms
    Parameters : Set ability to trap type (0-3)
    Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
    Description:
    A trap triggered when doing something to one of the above. This is a base
    class for other traps. Do not use!

    Trap_Tripline: tripline -

    Trap       : Tripline
    Targets : Rooms
    Parameters :
    Description:
    Causes the victim to trip and fall down.
    +
    Trap       : Tripline 
    Targets : Rooms
    Parameters :
    Description:
    Causes the victim to trip and fall down.

    Trap_Unlock: Unlock Trap -

    Trap       : Trap_Unlock
    Targets : Items (Containers), Exits
    Parameters : Set ability to trap type (0-3)
    Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
    Description:
    A trap triggered when unlocking one of the above.
    +
    Trap       : Trap_Unlock 
    Targets : Items (Containers), Exits
    Parameters : Set ability to trap type (0-3)
    Parameters : 0=needle, 1=pit/blade, 2=gas, 3=spell
    Description:
    A trap triggered when unlocking one of the above.

    Trap_UnlockBlade: Unlock Blade Trap -

    Trap       : Trap_UnlockBlade
    Targets : Items (Containers), Exits
    Parameters :
    Example :
    Description:
    A blade trap triggered when unlocking one of the above.
    +
    Trap       : Trap_UnlockBlade 
    Targets : Items (Containers), Exits
    Parameters :
    Example :
    Description:
    A blade trap triggered when unlocking one of the above.

    Trap_UnlockGas: Unlock Gas Trap -

    Trap       : Trap_UnlockGas
    Targets : Items (Containers), Exits
    Parameters :
    Example :
    Description:
    A gas trap triggered when unlocking one of the above.
    +
    Trap       : Trap_UnlockGas 
    Targets : Items (Containers), Exits
    Parameters :
    Example :
    Description:
    A gas trap triggered when unlocking one of the above.

    Trap_UnlockNeedle: Unlock Needle Trap -

    Trap       : Trap_UnlockNeedle
    Targets : Items (Containers), Exits
    Parameters :
    Example :
    Description:
    A needle trap triggered when unlocking one of the above.
    +
    Trap       : Trap_UnlockNeedle 
    Targets : Items (Containers), Exits
    Parameters :
    Example :
    Description:
    A needle trap triggered when unlocking one of the above.

    Trap_UnlockSpell: Unlock Spell Trap -

    Trap       : Trap_UnlockSpell
    Targets : Items (Containers), Exits
    Parameters : Name of the spell; parameters
    Example : Spell_Fireball
    Example : Spell_FakeWeapon; sword
    Description:
    A spell casting pit trap triggered when unlocking one of the above.
    +
    Trap       : Trap_UnlockSpell 
    Targets : Items (Containers), Exits
    Parameters : Name of the spell; parameters
    Example : Spell_Fireball
    Example : Spell_FakeWeapon; sword
    Description:
    A spell casting pit trap triggered when unlocking one of the above.

    Trap_Vanishing: vanishing trap -

    Trap       : Vanishing Trap
    Targets : Items
    Parameters :
    Description:
    Causes the item to become invisible when picked up.
    +
    Trap       : Vanishing Trap 
    Targets : Items
    Parameters :
    Description:
    Causes the item to become invisible when picked up.

    Trap_WeaponSwing: weapon swing -

    Trap       : Weapon Swing
    Targets : Doors and Containers
    Parameters :
    Description:
    Causes a weapon to strike the victim.
    +
    Trap       : Weapon Swing 
    Targets : Doors and Containers
    Parameters :
    Description:
    Causes a weapon to strike the victim.

    Truce: Truce -

    Ability    : Truce
    Parameters : Empty, or Name of other party
    Example : DECLARETRUCE bob
    Description:
    This affect, when applied, prevents combat between the affected mob and one
    other for a period. The period is very brief with automatically applied (from
    wands, etc), and longer otherwise.

    When applied as a permanent property with a Name parameter, the truce will
    exist with mobs of that name forever. When applied as a permanent property
    with No parameter, the truce will begin the moment the affected mob kills any
    mob, and persist for 30 seconds.
    +
    Ability    : Truce 
    Parameters : Empty, or Name of other party
    Example : DECLARETRUCE bob
    Description:
    This affect, when applied, prevents combat between the affected mob and one
    other for a period. The period is very brief with automatically applied (from
    wands, etc), and longer otherwise.

    When applied as a permanent property with a Name parameter, the truce will
    exist with mobs of that name forever. When applied as a permanent property
    with No parameter, the truce will begin the moment the affected mob kills any
    mob, and persist for 30 seconds.

    Undead_ColdTouch: Cold Touch -

    Ability    : Undead_ColdTouch
    Parameters :
    Example :
    Description:
    An attack which, if successful, gives the target a strength and constitution of
    3.
    +
    Ability    : Undead_ColdTouch 
    Parameters :
    Example :
    Description:
    An attack which, if successful, gives the target a strength and constitution of
    3.

    Undead_EnergyDrain: Energy Drain -

    Ability    : Undead_EnergyDrain
    Parameters :
    Example :
    Description:
    An attack which, if successful, drains the target of temporary levels.
    +
    Ability    : Undead_EnergyDrain 
    Parameters :
    Example :
    Description:
    An attack which, if successful, drains the target of temporary levels.

    Undead_LifeDrain: Drain Life -

    Ability    : Undead_LifeDrain
    Parameters :
    Example :
    Description:
    An attack that is almost identical to the mage Drain spell, without the magical
    nature. It causes the target to lose mana.
    +
    Ability    : Undead_LifeDrain 
    Parameters :
    Example :
    Description:
    An attack that is almost identical to the mage Drain spell, without the magical
    nature. It causes the target to lose mana.

    Undead_WeakEnergyDrain: Weak Energy Drain -

    Ability    : Undead_WeakEnergyDrain
    Parameters :
    Example :
    Description:
    An attack which, if successful, drains the target of temporary levels for a
    short time.
    +
    Ability    : Undead_WeakEnergyDrain 
    Parameters :
    Example :
    Description:
    An attack which, if successful, drains the target of temporary levels for a
    short time.

    WanderHomeLater: WanderHomeLater -

    Ability    : WanderHomeLater
    Parameters : (AREAOK=true/false) (IGNOREPCS=true/false) (ONCE=true/false)
    Parameters : (MINTICKS=[TICKS]) (MAXTICKS=[TICKS]) (IGNOREFOLLOW=true/false)
    Parameters : (RESPECTFOLLOW=true/false)
    Example : once=false areaok=true minticks=10 maxticks=20
    Description:
    By default, as soon as a mob with this ability finds himself able to move, and
    no longer in combat, and not following anyone, and the room clear of PCs, he
    will wander back to his start room until he finds himself, once again, far from
    home.

    The default behavior can be modified with parameters. AREAOK will allow the
    mob to wander, so long as he stays in his home area, only returning home if he
    finds himself outside his area. IGNOREPCS will allow the mob to wander home
    even if other PCs are in the room watching him. IGNOREFOLLOW will allow the
    mob to wander home even if he is following someone, magically or otherwise.
    RESPECTFOLLOW will immediately negate this property if the mob is ever
    following anyone. ONCE will make this property work only one time, deleting
    itself after the mob has gone home. MINTICKS and MAXTICKS set a limit on how
    long the mob can be away from home before considering a return trip; by
    default, MINTICKS and MAXTICKS are 0, meaning the mob is constantly trying to
    get home.
    +
    Ability    : WanderHomeLater 
    Parameters : (AREAOK=true/false) (IGNOREPCS=true/false) (ONCE=true/false)
    Parameters : (MINTICKS=[TICKS]) (MAXTICKS=[TICKS]) (IGNOREFOLLOW=true/false)
    Parameters : (RESPECTFOLLOW=true/false)
    Example : once=false areaok=true minticks=10 maxticks=20
    Description:
    By default, as soon as a mob with this ability finds himself able to move, and
    no longer in combat, and not following anyone, and the room clear of PCs, he
    will wander back to his start room until he finds himself, once again, far from
    home.

    The default behavior can be modified with parameters. AREAOK will allow the
    mob to wander, so long as he stays in his home area, only returning home if he
    finds himself outside his area. IGNOREPCS will allow the mob to wander home
    even if other PCs are in the room watching him. IGNOREFOLLOW will allow the
    mob to wander home even if he is following someone, magically or otherwise.
    RESPECTFOLLOW will immediately negate this property if the mob is ever
    following anyone. ONCE will make this property work only one time, deleting
    itself after the mob has gone home. MINTICKS and MAXTICKS set a limit on how
    long the mob can be away from home before considering a return trip; by
    default, MINTICKS and MAXTICKS are 0, meaning the mob is constantly trying to
    get home.

    WeakParalysis: Weak Paralysis -

    Ability    : WeakParalysis
    Parameters :
    Example :
    Description:
    An attack which, if successful, paralyzes the victim for a few short ticks.
    +
    Ability    : WeakParalysis 
    Parameters :
    Example :
    Description:
    An attack which, if successful, paralyzes the victim for a few short ticks.
    +

    + +

    + WildTagTurf: Wild Tag Turf +

     
    Skill : Wild Tag Turf
    Domain : Racial ability
    Use Cost : Mana (25) Movement (25)
    Quality : Circumstantial
    Targets : Rooms
    Range : Touch, or not applicable
    Commands : WILDTAG, WTAGTURF, WTURFTAG, WILDTAGTURF, WILDTURFTAG
    Usage : WILDTAG (UNTAG)
    Example : wildtag
    Example : wildtag untag
    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.

    WingFlying: Winged Flight -

    Ability    : WingFlying
    Parameters :
    Example :
    Usage : FLAP
    Description:
    The ability to control winged flight.
    +
    Ability    : WingFlying 
    Parameters :
    Example :
    Usage : FLAP
    Description:
    The ability to control winged flight.

    @@ -3648,7 +4064,7 @@

    CoffeeMud 5.9

    WormSpeak: Worm Speak -

    
    +			
     
    Social : WORM


    Target : none
    You see : You drop on your belly and worm like nobody's business!
    Others see : Drops to the ground and does the worm!

    diff --git a/guides/refs/ahelp.html b/guides/refs/ahelp.html index 914703cf186..ab9467ac6e6 100644 --- a/guides/refs/ahelp.html +++ b/guides/refs/ahelp.html @@ -166,6 +166,8 @@

    CoffeeMud 5.9

  • LIST_COMMANDJOURNAL +
  • LIST_COMMANDJOURNALS +
  • LIST_COMMANDS
  • LIST_COMMON @@ -316,6 +318,8 @@

    CoffeeMud 5.9

  • LOAD +
  • MARKOOC +
  • MASKS
  • MATH_FORMULA @@ -344,6 +348,8 @@

    CoffeeMud 5.9

  • PAUSE +
  • PEACEFULLY +
  • PLAYERVERSUSPLAYER
  • POOF @@ -422,42 +428,42 @@

    CoffeeMud 5.9

    ABILITY_PREREQS -

    Ability Prerequisites is a comma delimited list of skills or skill masks that
    describe what skills or set of skills must be learned, and at what optional
    proficiency, before a player of a given class can learn that skill. The list
    is comma delimited, and each item in the list consists of a valid Ability ID
    (like Spell_Fireball), or a wildcard mask of Ability_IDs (like Spell_F* to
    select all Ability IDs beginning with Spell_F). Following the Ability_ID is an
    optionally number in parenthesis, which would represent the minimum proficiency
    of the aforementioned Ability that is required.
    Example:
    Skill_Trip(50),Fighter_*(10)
    The above means that the current ability requires that the player have Trip at
    50% proficiency and any Fighter skill at 10% proficiency or better.
    +
    Ability Prerequisites is a comma delimited list of skills or skill masks that
    describe what skills or set of skills must be learned, and at what optional
    proficiency, before a player of a given class can learn that skill. The list
    is comma delimited, and each item in the list consists of a valid Ability ID
    (like Spell_Fireball), or a wildcard mask of Ability_IDs (like Spell_F* to
    select all Ability IDs beginning with Spell_F). Following the Ability_ID is an
    optionally number in parenthesis, which would represent the minimum proficiency
    of the aforementioned Ability that is required.
    Example:
    Skill_Trip(50),Fighter_*(10)
    The above means that the current ability requires that the player have Trip at
    50% proficiency and any Fighter skill at 10% proficiency or better.

    ACCOUNT -

    Command : ACCOUNT
    Usage : ACCOUNT [ACCOUNT/PLAYER NAME]
    Example : account bob
    Short(s):
    If this mud supports accounts, this command will show the account name, a list
    of characters, and the account expiration date, if applicable.
    +
    Command : ACCOUNT 
    Usage : ACCOUNT [ACCOUNT/PLAYER NAME]
    Example : account bob
    Short(s):
    If this mud supports accounts, this command will show the account name, a list
    of characters, and the account expiration date, if applicable.

    ACCUSE -


    Skill : Accuse
    Domain : Archon
    Use Cost : Movement (51)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : ACCUSE
    Usage : ACCUSE [PLAYER NAME] [crime description] ([SENTENCE NUM]) (!)
    Example : accuse gunther making me mad
    Example : accuse joe of being joe 7 !
    From anywhere on the map, the player with this skill can cause the target
    player to be accused of a crime in either the area they are currently in, their
    starting area, or the area the accuser is in, depending on what's available
    when the skill is used. This will cause the law in that area to go after the
    target player. The default sentence is prison time, but this can be lowered or
    raised by specifying a number from 0 (warning) to 10 (death) at the end. An
    exclamation mark may be optionally also added to do a worldwide announcement.
    +
     
    Skill : Accuse
    Domain : Archon
    Use Cost : Movement (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : ACCUSE
    Usage : ACCUSE [PLAYER NAME] [crime description] ([SENTENCE NUM]) (!)
    Example : accuse gunther making me mad
    Example : accuse joe of being joe 7 !
    From anywhere on the map, the player with this skill can cause the target
    player to be accused of a crime in either the area they are currently in, their
    starting area, or the area the accuser is in, depending on what's available
    when the skill is used. This will cause the law in that area to go after the
    target player. The default sentence is prison time, but this can be lowered or
    raised by specifying a number from 0 (warning) to 10 (death) at the end. An
    exclamation mark may be optionally also added to do a worldwide announcement.

    AFFECT -

    Command : AFFECT
    Usage : AFFECT ([TARGET])
    Example : affect
    Example : affect room
    Example : affect area
    Example : affect orc
    Short(s): AFF
    List the spell or other affects that your character is currently under the
    influence of. If targeted, it will show what the given target is affected by.
    +
    Command : AFFECT 
    Usage : AFFECT ([TARGET])
    Example : affect
    Example : affect room
    Example : affect area
    Example : affect orc
    Short(s): AFF
    List the spell or other affects that your character is currently under the
    influence of. If targeted, it will show what the given target is affected by.

    AFTER -

    Command : AFTER
    Usage : AFTER (EVERY/STOP/LIST) [NUMBER] [SECONDS/TICKS/MINUTES/HOURS]
    [COMMAND]
    Example : after 5 seconds smile
    Example : after every 5 seconds at bob smile
    Example : after 10 minutes shutdown noprompt
    Example : after stop
    Example : after list
    Short(s):
    A command to delay the execution of a command. The every parameter may be used
    to make a command automatically recurring. after stop should be used to cancel
    commands created with the every parameter.
    +
    Command : AFTER 
    Usage : AFTER (EVERY/STOP/LIST) [NUMBER] [SECONDS/TICKS/MINUTES/HOURS]
    [COMMAND]
    Example : after 5 seconds smile
    Example : after every 5 seconds at bob smile
    Example : after 10 minutes shutdown noprompt
    Example : after stop
    Example : after list
    Short(s):
    A command to delay the execution of a command. The every parameter may be used
    to make a command automatically recurring. after stop should be used to cancel
    commands created with the every parameter.

    AHELP -

    Command : AHELP
    Usage : AHELP [TOPICNAME]
    Example : ahelp ahelp
    Short(s):
    A command to view the Administrative help commands.
    +
    Command : AHELP 
    Usage : AHELP [TOPICNAME]
    Example : ahelp ahelp
    Short(s):
    A command to view the Administrative help commands.

    ANNOUNCE -

    Command : ANNOUNCE
    Usage : ANNOUNCE message
    Usage : ANNOUNCETO [ALL/HERE/PLAYER NAME] message
    Usage : ANNOUNCEMSG new personalized announce message prefix
    Example : announce A new area is discovered!
    Example : announceto all A new area is discovered!
    Example : announceto bob Hi Bob!
    Example : announcemsg A squeeky voice screeches
    Short(s):
    A command to make annoucements to players -- even those who don't want to be
    announced to. This command can be used to announce to all players or selected
    players using the announceto syntax. This is also the command used to
    personalize your announce prefix message by using the announcemsg syntax.
    +
    Command : ANNOUNCE 
    Usage : ANNOUNCE message
    Usage : ANNOUNCETO [ALL/HERE/PLAYER NAME] message
    Usage : ANNOUNCEMSG new personalized announce message prefix
    Example : announce A new area is discovered!
    Example : announceto all A new area is discovered!
    Example : announceto bob Hi Bob!
    Example : announcemsg A squeeky voice screeches
    Short(s):
    A command to make annoucements to players -- even those who don't want to be
    announced to. This command can be used to announce to all players or selected
    players using the announceto syntax. This is also the command used to
    personalize your announce prefix message by using the announcemsg syntax.

    ARCHON_MATRIX_POSSESS -


    Skill : Matrix Possess
    Domain : Archon
    Use Cost : Movement (51)
    Quality : Malicious
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : MPOSSESS
    Usage : MPOSSESS [PLAYER NAME]
    Example : mpossess bob
    This skill will allow you automatically possess a new mob in the same room as
    the target player whenever the target moves to a new room. Just like possess,
    use QUIT to shut it down.
    +
     
    Skill : Matrix Possess
    Domain : Archon
    Use Cost : Movement (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch, or not applicable
    Commands : MPOSSESS
    Usage : MPOSSESS [PLAYER NAME]
    Example : mpossess bob
    This skill will allow you automatically possess a new mob in the same room as
    the target player whenever the target moves to a new room. Just like possess,
    use QUIT to shut it down.

    @@ -467,7 +473,7 @@

    CoffeeMud 5.9

    AS -

    Command : AS
    Usage : AS [PLAYERNAME/MOBNAME] (HERE) [COMMAND]
    Example : as "bob" inventory
    Example : as bob here drop all
    Example : as bob cast fireball monster
    Short(s):
    A command that allows one to issue other commands as if they were another
    player or mob. This is the best way to manage a players inventory or bank
    accounts from the command line. The optional "here" parameter should follow the
    name if the command is to be issued with the player in the same room as the
    archon.
    +
    Command : AS 
    Usage : AS [PLAYERNAME/MOBNAME] (HERE) [COMMAND]
    Example : as "bob" inventory
    Example : as bob here drop all
    Example : as bob cast fireball monster
    Short(s):
    A command that allows one to issue other commands as if they were another
    player or mob. This is the best way to manage a players inventory or bank
    accounts from the command line. The optional "here" parameter should follow the
    name if the command is to be issued with the player in the same room as the
    archon.

    @@ -477,72 +483,72 @@

    CoffeeMud 5.9

    AT -

    Command : AT
    Usage : AT [ROOM ID/DESC/MOB/AREA] [COMMAND]
    Example : at "the greasy pub" smile
    Example : at Midgaard#3001 bow
    Example : at bob cast fireball bob
    Short(s):
    A command that allows one to issue other commands elsewhere in the mud.
    +
    Command : AT 
    Usage : AT [ROOM ID/DESC/MOB/AREA] [COMMAND]
    Example : at "the greasy pub" smile
    Example : at Midgaard#3001 bow
    Example : at bob cast fireball bob
    Short(s):
    A command that allows one to issue other commands elsewhere in the mud.

    ATOPICS -

    Command : ATOPICS
    Usage : ATOPICS [TOPICNAME]
    Example : atopics
    Short(s):
    A command to view the Administrative help topics.
    +
    Command : ATOPICS 
    Usage : ATOPICS [TOPICNAME]
    Example : atopics
    Short(s):
    A command to view the Administrative help topics.

    BAN -

    Command : BAN
    Usage : BAN [PLAYER TYPE/IP ADDRESS]
    Example : ban bob
    Example : ban io.com
    Example : ban isp3.io.com
    Example : ban 123.32.23.1
    Example : ban 123.32.23.*
    Example : ban *the great
    Example : ban *penis*
    Short(s):
    A command to ban the given player or ip address from the system. See also
    LIST, DESTROY
    +
    Command : BAN 
    Usage : BAN [PLAYER TYPE/IP ADDRESS]
    Example : ban bob
    Example : ban io.com
    Example : ban isp3.io.com
    Example : ban 123.32.23.1
    Example : ban 123.32.23.*
    Example : ban *the great
    Example : ban *penis*
    Short(s):
    A command to ban the given player or ip address from the system. See also
    LIST, DESTROY

    BANISH -


    Skill : Banish
    Domain : Archon
    Use Cost : Movement (51)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : BANISH
    Usage : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME)
    Example : banish gunther
    Example : banish gunther Midgaard#3001
    Example : banish gunther 3 hours
    Example : banish gunther 14 years
    From anywhere on the map, the player with this skill can send the target
    mob/player to a prison from which they can not escape magically. Use this
    skill again on the same player to release them. The Archon can optionally
    specify a room on the map which this skill will copy and use as the jail. The
    Archon can also optionally end the command with the number of seconds, ticks,
    minutes, hours, days, weeks, or years in which to keep the player imprisoned.
    It is up to the Archon to make sure there are no mundane ways out of the
    prison; Banish will take care of the magical ways of escape.
    +
     
    Skill : Banish
    Domain : Archon
    Use Cost : Movement (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : BANISH
    Usage : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME)
    Example : banish gunther
    Example : banish gunther Midgaard#3001
    Example : banish gunther 3 hours
    Example : banish gunther 14 years
    From anywhere on the map, the player with this skill can send the target
    mob/player to a prison from which they can not escape magically. Use this
    skill again on the same player to release them. The Archon can optionally
    specify a room on the map which this skill will copy and use as the jail. The
    Archon can also optionally end the command with the number of seconds, ticks,
    minutes, hours, days, weeks, or years in which to keep the player imprisoned.
    It is up to the Archon to make sure there are no mundane ways out of the
    prison; Banish will take care of the magical ways of escape.

    BEACON -

    Command : BEACON
    Usage : BEACON ([PLAYER TYPE])
    Example : beacon
    Example : beacon bob
    Short(s):
    A command to change the start room of a player. If no player is named, this
    command will change their own start room to the room they occupy. If a player
    is named, this command changes the players start room to the room the player
    currently occupies.
    +
    Command : BEACON 
    Usage : BEACON ([PLAYER TYPE]/[SHIP NAME])
    Example : beacon
    Example : beacon bob
    Short(s):
    A command to change the start room of a player, or the home port of a given
    ship. If no player or ship is named, this command will change your own start
    room to the room you occupy. If a player is named, this command changes the
    players start room to the room the player currently occupies. If a ship is
    named, then the current ships location will become their home port.

    BOOT -

    Command : BOOT
    Usage : BOOT [PLAYER NAME/IP ADDRESS]
    Example : boot bob
    Example : boot 192.168.0.1
    Short(s):
    A command to boot off a player.
    +
    Command : BOOT 
    Usage : BOOT [PLAYER NAME/IP ADDRESS]
    Example : boot bob
    Example : boot 192.168.0.1
    Short(s):
    A command to boot off a player.

    BUG -

    Command : BUG
    Usage : BUG [MESSAGE]/REVIEW (FILTER) (STARTING MSG)
    Usage : BUG TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
    Example : bug nothing is spelled right in this room!
    Example : bug review
    Example : bug review 7
    Example : bug review bob 7
    Short(s):
    This command can be used to submit bugs to the system. When the REVIEW
    parameter is given, the bugs will be iterated through one at a time to give the
    archon a chance to delete, comment on, or email each one. An optional starting
    number can be given to REVIEW. An optional filter can be given to list only
    messages assigned to a particular user.
    +
    Command : BUG 
    Usage : BUG [MESSAGE]/REVIEW (FILTER) (STARTING MSG)
    Usage : BUG TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
    Example : bug nothing is spelled right in this room!
    Example : bug review
    Example : bug review 7
    Example : bug review bob 7
    Short(s):
    This command can be used to submit bugs to the system. When the REVIEW
    parameter is given, the bugs will be iterated through one at a time to give the
    archon a chance to delete, comment on, or email each one. An optional starting
    number can be given to REVIEW. An optional filter can be given to list only
    messages assigned to a particular user.

    CATALOG -

    Command  : CATALOG
    Usage : CATALOG LIST (MOBS/ITEMS/CATEGORIES/) [NAME MASK]
    Usage : CATALOG (DELETE) [ITEM/MOB NAME]
    Usage : CATALOG (ROOM/AREA/WORLD) (MOBS/ITEMS/)
    Usage : CATALOG EDIT [ITEM NAME]
    Usage : CATALOG CATEGORY [CATEGORY NAME]
    Usage : CATALOG SCAN/DBSCAN (ROOM/AREA/WORLD) (MOBS/ITEMS/)
    Usage : CATALOG OVERLOOK/DBOVERLOOK (ROOM/AREA/WORLD) (MOBS/ITEMS/)
    Example : catalog list
    Example : catalog list mobs the st
    Example : catalog list mob categories
    Example : catalog the waiter
    Example : catalog delete the waiter
    Example : catalog edit the sword
    Example : catalog room mobs
    Example : catalog scan area
    Example : catalog dboverlook area mobs
    Short(s) :
    This command is used to manage your muds global catalog of generic mobs and/or
    items. The catalog is a place where you can store templates of mobs and items
    for reuse, or for quick global modification and analysis. Mobs and items in
    your catalog can be changed globally simply by creating and then changing any
    instance of one of them. You can create new instances of a cataloged object
    simply by entering CREATE <cataloged object name>. Your catalog is keyed by
    name, so once the name of a cataloged item or mob is set, it should not be
    changed.

    Cataloged items can be placed into categories by issueing the catalog category
    command before adding or modifying catalog entries. Mobs and items so
    cataloged must still have a unique global name, but flagging them this way can
    make listing them must easier.

    You may review the objects in your catalog using the catalog list command. You
    can also check the catalog synchronicity of the objects in your live rooms with
    scan, or your saved rooms with dbscan. You can check for uncataloged objects
    in live rooms with the overlook parameter, or in your saved rooms with
    dboverlook.

    You may delete an object from your catalog to stop using it as a global
    template. Deleting an object from the catalog only detaches instances of a
    cataloged object from all others, but does not destroy any actual instances.

    The catalog is also used to manage a global random item-drop table. Items can
    be set to randomly appear in the inventories of selected mobs when those mobs
    are brought to life, or at the moment of their death. Use CATALOG EDIT <item
    name> to change drop settings.
    +
    Command  : CATALOG 
    Usage : CATALOG LIST (MOBS/ITEMS/CATEGORIES/) [NAME MASK]
    Usage : CATALOG (DELETE) [ITEM/MOB NAME]
    Usage : CATALOG (ROOM/AREA/WORLD) (MOBS/ITEMS/)
    Usage : CATALOG EDIT [ITEM NAME]
    Usage : CATALOG CATEGORY [CATEGORY NAME]
    Usage : CATALOG SCAN/DBSCAN (ROOM/AREA/WORLD) (MOBS/ITEMS/)
    Usage : CATALOG OVERLOOK/DBOVERLOOK (ROOM/AREA/WORLD) (MOBS/ITEMS/)
    Example : catalog list
    Example : catalog list mobs the st
    Example : catalog list mob categories
    Example : catalog the waiter
    Example : catalog delete the waiter
    Example : catalog edit the sword
    Example : catalog room mobs
    Example : catalog scan area
    Example : catalog dboverlook area mobs
    Short(s) :
    This command is used to manage your muds global catalog of generic mobs and/or
    items. The catalog is a place where you can store templates of mobs and items
    for reuse, or for quick global modification and analysis. Mobs and items in
    your catalog can be changed globally simply by creating and then changing any
    instance of one of them. You can create new instances of a cataloged object
    simply by entering CREATE <cataloged object name>. Your catalog is keyed by
    name, so once the name of a cataloged item or mob is set, it should not be
    changed.

    Cataloged items can be placed into categories by issueing the catalog category
    command before adding or modifying catalog entries. Mobs and items so
    cataloged must still have a unique global name, but flagging them this way can
    make listing them must easier.

    You may review the objects in your catalog using the catalog list command. You
    can also check the catalog synchronicity of the objects in your live rooms with
    scan, or your saved rooms with dbscan. You can check for uncataloged objects
    in live rooms with the overlook parameter, or in your saved rooms with
    dboverlook.

    You may delete an object from your catalog to stop using it as a global
    template. Deleting an object from the catalog only detaches instances of a
    cataloged object from all others, but does not destroy any actual instances.

    The catalog is also used to manage a global random item-drop table. Items can
    be set to randomly appear in the inventories of selected mobs when those mobs
    are brought to life, or at the moment of their death. Use CATALOG EDIT <item
    name> to change drop settings.

    CHARGEN -

    Skill    : CHARGEN
    Usage : CHARGEN (COMBAT/NEW/PLAYER/EQUIP) (CHARCLASS/ALL) (LEVEL)
    Example : chargen combat figher 10
    Example : chargen equip bob
    Example : chargen weapon ([ARG]=[VALUE] ...)
    Short(s) :
    A little utility designed to give example characters and weapons of various
    levels, for comparison with MOBs of similar level. It's basically a class
    balancing tool.
    +
    Skill    : CHARGEN 
    Usage : CHARGEN (COMBAT/NEW/PLAYER/EQUIP) (CHARCLASS/ALL) (LEVEL)
    Example : chargen combat figher 10
    Example : chargen equip bob
    Example : chargen weapon ([ARG]=[VALUE] ...)
    Short(s) :
    A little utility designed to give example characters and weapons of various
    levels, for comparison with MOBs of similar level. It's basically a class
    balancing tool.

    CLOAK -

    Command  : CLOAK
    Usage : CLOAK (OFF)
    Example : cloak
    Example : cloak off
    Short(s) :
    Cloak makes the player unable to be seen in the WHO list. They can still be
    seen by players in the same room, however.
    +
    Command  : CLOAK 
    Usage : CLOAK (OFF)
    Example : cloak
    Example : cloak off
    Short(s) :
    Cloak makes the player unable to be seen in the WHO list. They can still be
    seen by players in the same room, however.

    CMFS -

    CoffeeMud File System
    The CoffeeMud File System is a means of accessing files inside your main
    CoffeeMud folder along side files stored in your CoffeeMud database. Files in
    the CMFS can be stored either in the local file system, in CoffeeMud's
    database, or in both. The CMFS sees both sets of files and folders/directories
    as if they were part of a single file system.

    Normally, the files required for operation of CoffeeMud, such as text files,
    class files, help files, images, and other files, are loaded from the
    appropriate directories on your LOCAL file system inside the main CoffeeMud
    folder. If you installed CoffeeMud into D:\games\engines\coff, for instance,
    the file intro.txt (the intro screen) would be loaded from
    D:\games\engines\coff\ resources\text\intro.txt.

    Under the CoffeeMud system, however, you should always think of your CoffeeMud
    folder as a file system unto itself. The same file discussed above, even when
    referring to the local file system inside CoffeeMud, would be accessed using
    the path: resources/text/intro.txt. You'll notice that the path separators are
    forward slashes / like in UNIX, instead of the normal back-slashes \ used in
    DOS. This is the standard for the CMFS. You'll also notice that the resources
    directory is accessed as if it were at the root of its own drive. This is also
    part of the CoffeeMud File System. Because of this, CoffeeMud is utterly
    unable to access any files outside of its installation directory. Keep this in
    mind!

    Within this installation directory structure, CoffeeMud is able to store files
    both on your local file system drive, and in your database (VFS Files). The
    VFS, or Virtual File System, refers specifically to files and folders which are
    saved in your database, and accessible through the MUDGrinder's File Browser,
    or the MUD's SHELL command (see HELP SHELL). When the CoffeeMud directory
    structure is viewed through those two screens, files in the CoffeeMud database
    and files in the local file system are both viewable as if they were part of a
    single file system, the CMFS.

    The files referenced in CoffeeMud are case-insensitive, except where dealing
    with the local file system, where it may be case-sensitive depending upon your
    operating system. Any filename or path may be preceded by a :: string to
    denote forced VFS/database access, or // to denote forced local file-system
    access. When neither is specified for a given file path, the VFS file is
    always preferred over the local one. For instance, the path
    ::resources/text/intro.txt would refer ONLY to a copy of the intro.txt file
    stored in the database as a VFS file. If that file is not in the database when
    the :: string is used, the file will not be found. The path
    //resources/text/intro.txt would refer ONLY to the copy of the intro.txt file
    stored in the local file system, even if the same file appears in the VFS. The
    path resources/text/intro.txt will use the copy of intro.txt stored in the VFS
    *if* it exists there, or the one on the local file system otherwise.

    The / character is always used to separate directory paths and folders, such as
    /resources/text/intro.txt would refer to the file down.txt in the text folder,
    which in turn is in the resources folder, which in turn is located in the root
    directory.

    So, as we've seen, whenever you need to refer to a file in CoffeeMud, you
    should keep this system in mind. Files which are part of your CMFS may be in
    the VFS database, or in the local file system. They may even be in both! This
    system provides security for the server in which CoffeeMud is being run, and
    provides for the ability to grant folder-level (or even VFS-folder-level)
    security to builders and other administrative users.
    +
    CoffeeMud File System 
    The CoffeeMud File System is a means of accessing files inside your main
    CoffeeMud folder along side files stored in your CoffeeMud database. Files in
    the CMFS can be stored either in the local file system, in CoffeeMud's
    database, or in both. The CMFS sees both sets of files and folders/directories
    as if they were part of a single file system.

    Normally, the files required for operation of CoffeeMud, such as text files,
    class files, help files, images, and other files, are loaded from the
    appropriate directories on your LOCAL file system inside the main CoffeeMud
    folder. If you installed CoffeeMud into D:\games\engines\coff, for instance,
    the file intro.txt (the intro screen) would be loaded from
    D:\games\engines\coff\ resources\text\intro.txt.

    Under the CoffeeMud system, however, you should always think of your CoffeeMud
    folder as a file system unto itself. The same file discussed above, even when
    referring to the local file system inside CoffeeMud, would be accessed using
    the path: resources/text/intro.txt. You'll notice that the path separators are
    forward slashes / like in UNIX, instead of the normal back-slashes \ used in
    DOS. This is the standard for the CMFS. You'll also notice that the resources
    directory is accessed as if it were at the root of its own drive. This is also
    part of the CoffeeMud File System. Because of this, CoffeeMud is utterly
    unable to access any files outside of its installation directory. Keep this in
    mind!

    Within this installation directory structure, CoffeeMud is able to store files
    both on your local file system drive, and in your database (VFS Files). The
    VFS, or Virtual File System, refers specifically to files and folders which are
    saved in your database, and accessible through the MUDGrinder's File Browser,
    or the MUD's SHELL command (see HELP SHELL). When the CoffeeMud directory
    structure is viewed through those two screens, files in the CoffeeMud database
    and files in the local file system are both viewable as if they were part of a
    single file system, the CMFS.

    The files referenced in CoffeeMud are case-insensitive, except where dealing
    with the local file system, where it may be case-sensitive depending upon your
    operating system. Any filename or path may be preceded by a :: string to
    denote forced VFS/database access, or // to denote forced local file-system
    access. When neither is specified for a given file path, the VFS file is
    always preferred over the local one. For instance, the path
    ::resources/text/intro.txt would refer ONLY to a copy of the intro.txt file
    stored in the database as a VFS file. If that file is not in the database when
    the :: string is used, the file will not be found. The path
    //resources/text/intro.txt would refer ONLY to the copy of the intro.txt file
    stored in the local file system, even if the same file appears in the VFS. The
    path resources/text/intro.txt will use the copy of intro.txt stored in the VFS
    *if* it exists there, or the one on the local file system otherwise.

    The / character is always used to separate directory paths and folders, such as
    /resources/text/intro.txt would refer to the file down.txt in the text folder,
    which in turn is in the resources folder, which in turn is located in the root
    directory.

    So, as we've seen, whenever you need to refer to a file in CoffeeMud, you
    should keep this system in mind. Files which are part of your CMFS may be in
    the VFS database, or in the local file system. They may even be in both! This
    system provides security for the server in which CoffeeMud is being run, and
    provides for the ability to grant folder-level (or even VFS-folder-level)
    security to builders and other administrative users.

    COLORCODES -

    The following codes are available for channels definitions:
    WHITE, LIGHTGREEN, LIGHTBLUE, LIGHTRED, YELLOW, LIGHTCYAN, LIGHTPURPLE, GREY,
    <FONT COLOR=GREEN>GREEN, BLUE, RED, BROWN, CYAN, PURPLE, DARKGREY, BLACK, NONE,
    BOLD, UNDERLINE, BLINK, ITALICS, ^~wBGWHITE, ^~gBGGREEN, ^~bBGBLUE, ^~rBGRED,
    <FONT COLOR=#000099>^~yBGYELLOW, ^~cBGCYAN, ^~pBGPURPLE, BGBLACK, BGDEFAULT
    +
    The following codes are available for channels definitions: 
    WHITE, LIGHTGREEN, LIGHTBLUE, LIGHTRED, YELLOW, LIGHTCYAN, LIGHTPURPLE, GREY,
    <FONT COLOR=GREEN>GREEN, BLUE, RED, BROWN, CYAN, PURPLE, DARKGREY, BLACK, NONE,
    BOLD, UNDERLINE, BLINK, ITALICS, ^~wBGWHITE, ^~gBGGREEN, ^~bBGBLUE, ^~rBGRED,
    <FONT COLOR=#000099>^~yBGYELLOW, ^~cBGCYAN, ^~pBGPURPLE, BGBLACK, BGDEFAULT

    COLORLIST -

    Below are a list of the standard color codes for CoffeeMud.

    ^N Normal

    ^! Bold

    ^H Highlight

    ^_ Underline

    ^* Blink

    ^/ Italics

    ^. Reset (turns off reverse)

    ^^ Generates an untranslated "^" character

    ^? Restores previous color

    ^f You-Fight

    ^e Fight-You

    ^F Fight

    ^S Spell

    ^E Emote

    ^T Talk

    ^Q Channel Background

    ^q Channel Foreground

    ^x Important message 1

    ^X Important message 2

    ^Z Important message 3
    ^O Room Title
    ^L Room Description
    ^D Direction
    ^d Door
    ^I Item
    ^M MOB
    ^w White
    ^g Green
    ^b Blue
    ^r Red
    ^y Yellow
    ^c Cyan
    ^p Purple
    ^W Dark White
    ^G Dark Green
    ^B Dark Blue
    ^R Dark Red
    ^Y Dark Yellow
    ^C Dark Cyan
    ^P Dark Purple
    ^U Unexplored Direction
    ^u Unexplored Door
    ^~w^~w White Background
    ^~g^~g Green Background
    ^~b^~b Blue Background
    ^~r^~r Red Background
    ^~y^~y Yellow Background
    ^~c^~c Cyan Background
    ^~p^~p Purple Background
    ^#rgb 256 foreground (r=red, g=green, b=blue: 0 to 5 only)
    ^##xx 256 foreground (xx = hex number from 00 - ff)
    ^|rgb 256 color background (r=red, g=green, b=blue: 0 to 5 only)
    ^||xx 256 color background (xx = hex number from 00 - ff)

    * Note: when using background colors, the foreground must always come first.
    +
    Below are a list of the standard color codes for CoffeeMud. 

    ^N Normal
    ^! Bold
    ^H Highlight
    ^_ Underline
    ^* Blink
    ^/ Italics
    ^. Reset (turns off reverse)
    ^^ Generates an untranslated "^" character
    ^? Restores previous color
    ^f You-Fight
    ^e Fight-You
    ^F Fight
    ^S Spell
    ^E Emote
    ^T Talk
    ^Q Channel Background
    ^q Channel Foreground
    ^x Important message 1
    ^X Important message 2
    ^Z Important message 3
    ^O Room Title
    ^L Room Description
    ^D Direction
    ^d Door
    ^I Item
    ^M MOB
    ^w White
    ^g Green
    ^b Blue
    ^r Red
    ^y Yellow
    ^c Cyan
    ^p Purple
    ^W Dark White
    ^G Dark Green
    ^B Dark Blue
    ^R Dark Red
    ^Y Dark Yellow
    ^C Dark Cyan
    ^P Dark Purple
    ^U Unexplored Direction
    ^u Unexplored Door
    ^~w^~w White Background
    ^~g^~g Green Background
    ^~b^~b Blue Background
    ^~r^~r Red Background
    ^~y^~y Yellow Background
    ^~c^~c Cyan Background
    ^~p^~p Purple Background
    ^#rgb 256 foreground (r=red, g=green, b=blue: 0 to 5 only)
    ^##xx 256 foreground (xx = hex number from 00 - ff)
    ^|rgb 256 color background (r=red, g=green, b=blue: 0 to 5 only)
    ^||xx 256 color background (xx = hex number from 00 - ff)

    * Note: when using background colors, the foreground must always come first.

    COMMAND_JOURNALS -

    Usage      : [JOURNAL_NAME] (REVIEW/TRANSFER) [MSG NUMBER]
    Example : list ideas
    Example : idea review 10
    Example : idea transfer 10 bug
    A command journal is a special kind of command that can be created and modified
    from the MUDGrinder Control Panel or the coffeemud.ini file. It is a special
    kind of journal that users can write to from the command line with the command
    journal command word, such as BUG, or IDEA, or TYPO. The Command Journal's
    entries can then be listed by those with the necessary security clearance by
    using the LIST [JOURNALNAME] command. Entries can also be stepped through
    using the command [JOURNALNAME] REVIEW ([MSG NUMBER]) syntax. They can be
    transferred from the step-through menu to other journals, or they can be
    transferred directly from the command line with [JOURNALNAME] TRANSFER [MSG
    NUMBER] [2ND_JOURNALNAME]. Lastly, entries in a command journal can be deleted
    from the step-through menu, or by entering DESTROY [JOURNALNAME] [MSG NUMBER].
    +
    Usage      : [JOURNAL_NAME] (REVIEW/TRANSFER) [MSG NUMBER] 
    Example : list ideas
    Example : idea review 10
    Example : idea transfer 10 bug
    A command journal is a special kind of command that can be created and modified
    from the MUDGrinder Control Panel or the coffeemud.ini file. It is a special
    kind of journal that users can write to from the command line with the command
    journal command word, such as BUG, or IDEA, or TYPO. The Command Journal's
    entries can then be listed by those with the necessary security clearance by
    using the LIST [JOURNALNAME] command. Entries can also be stepped through
    using the command [JOURNALNAME] REVIEW ([MSG NUMBER]) syntax. They can be
    transferred from the step-through menu to other journals, or they can be
    transferred directly from the command line with [JOURNALNAME] TRANSFER [MSG
    NUMBER] [2ND_JOURNALNAME]. Lastly, entries in a command journal can be deleted
    from the step-through menu, or by entering DESTROY [JOURNALNAME] [MSG NUMBER].

    @@ -552,32 +558,32 @@

    CoffeeMud 5.9

    COPY -

    Command : COPY
    Usage : COPY ([NUMBER]) [ITEM TYPE]/[DIRECTION]
    Example : copy joe
    Example : copy beast sword
    Example : copy Longsword@room
    Example : copy Longsword@an orc
    Example : copy east
    Short(s):
    A command for the creation of items, mobs, and rooms. Enter COPY for more
    information on command usage.
    +
    Command : COPY 
    Usage : COPY ([NUMBER]) [ITEM TYPE]/[DIRECTION]
    Example : copy joe
    Example : copy beast sword
    Example : copy Longsword@room
    Example : copy Longsword@an orc
    Example : copy east
    Short(s):
    A command for the creation of items, mobs, and rooms. Enter COPY for more
    information on command usage.

    CREATE -

    Command : CREATE
    Usage : CREATE [ITEM TYPE] ...
    Example : create room e StdRoom
    Example : create item Longsword
    Example : create item Longsword@room
    Example : create item Longsword@an orc
    Example : create StdExit east
    Example : create news
    Short(s):
    A command for the creation of items, mobs, quests, rooms, polls, exits,
    classes, races, etc. Enter CREATE for more information on command usage on
    items, mobs, components, and exits. Use AHELP QUESTS for more information on
    creating quests.
    +
    Command : CREATE 
    Usage : CREATE [ITEM TYPE] ...
    Example : create room e StdRoom
    Example : create item Longsword
    Example : create item Longsword@room
    Example : create item Longsword@an orc
    Example : create StdExit east
    Example : create news
    Short(s):
    A command for the creation of items, mobs, quests, rooms, polls, exits,
    classes, races, etc. Enter CREATE for more information on command usage on
    items, mobs, components, and exits. Use AHELP QUESTS for more information on
    creating quests.

    DESTROY -

    Command : DESTROY
    Usage : DESTROY [ITEM TYPE] ...
    Example : destroy room e
    Example : destroy orc
    Example : destroy item longsword
    Example : destroy item longsword@an orc
    Short(s):
    A command for the destruction of items, quests, components, mobs, rooms, exits,
    polls, classes, races, and listed bugs, typos, ideas, and ban. Enter DESTROY
    for more information on command usage.
    +
    Command : DESTROY 
    Usage : DESTROY [ITEM TYPE] ...
    Example : destroy room e
    Example : destroy orc
    Example : destroy item longsword
    Example : destroy item longsword@an orc
    Short(s):
    A command for the destruction of items, quests, components, mobs, rooms, exits,
    polls, classes, races, and listed bugs, typos, ideas, and ban. Enter DESTROY
    for more information on command usage.

    DEVIATIONS -

    Command : DEVIATIONS
    Usage : DEVIATIONS [MOBS/ITEMS/BOTH] [MASK]/ROOM/AREA
    Example : deviations mobs area
    Short(s):
    A command for showing items in a room or area, and how they deviate from
    established norms for their type and level.
    +
    Command : DEVIATIONS 
    Usage : DEVIATIONS [MOBS/ITEMS/BOTH] [MASK]/ROOM/AREA
    Example : deviations mobs area
    Short(s):
    A command for showing items in a room or area, and how they deviate from
    established norms for their type and level.

    DUMPFILE -

    Command  : DUMPFILE
    Usage : DUMPFILE (RAW) [USER/ALL] [FILENAME]
    Example : dumpfile all classes.txt
    Short(s) :
    Unloads most resource text and help files for easy refreshing.
    +
    Command  : DUMPFILE 
    Usage : DUMPFILE (RAW) [USER/ALL] [FILENAME]
    Example : dumpfile all classes.txt
    Short(s) :
    Unloads most resource text and help files for easy refreshing.

    EVERY -

    Command : EVERY
    Usage : EVERY [ROOM/ITEM/MOB/EXIT] (INAREA/INWORLD) (+PLAYERS)
    (<MASK>[ZAPPERMASK]</MASK>) [COMMAND]
    Example : every room inarea look
    Example : every mob cast tourettes *
    Short(s):
    This command allows you to execute a command against every room, item, mob, or
    exit in the same room as the Archon. The name of the target can be substituted
    in your command with an asterisk *. The INAREA or INWORLD flag may be given to
    expand the rooms affected. The +PLAYERS flag will include players when the MOB
    argument is given. A ZapperMask may be placed between <MASK> and </MASK>
    strings to filter out the type of mob/item affected; see HELP ZAPPERMASK for
    more information on that.
    +
    Command : EVERY 
    Usage : EVERY [ROOM/ITEM/MOB/EXIT] (INAREA/INWORLD) (+PLAYERS)
    (<MASK>[ZAPPERMASK]</MASK>) [COMMAND]
    Example : every room inarea look
    Example : every mob cast tourettes *
    Short(s):
    This command allows you to execute a command against every room, item, mob, or
    exit in the same room as the Archon. The name of the target can be substituted
    in your command with an asterisk *. The INAREA or INWORLD flag may be given to
    expand the rooms affected. The +PLAYERS flag will include players when the MOB
    argument is given. A ZapperMask may be placed between <MASK> and </MASK>
    strings to filter out the type of mob/item affected; see HELP ZAPPERMASK for
    more information on that.

    @@ -587,32 +593,32 @@

    CoffeeMud 5.9

    EXPIRE -

    Command : EXPIRE
    Usage : EXPIRE [PLAYERNAME] ([NEW DAYS REMAINING])
    Example : expire bob
    Example : expire bob 15
    Short(s):
    This command sets and displays the amount of active days a user has left. This
    command is only relevant if the account expiration system is enabled in your
    coffeemud.ini file.
    +
    Command : EXPIRE 
    Usage : EXPIRE [PLAYERNAME] ([NEW DAYS REMAINING])
    Example : expire bob
    Example : expire bob 15
    Short(s):
    This command sets and displays the amount of active days a user has left. This
    command is only relevant if the account expiration system is enabled in your
    coffeemud.ini file.

    EXPORT -

    Command : EXPORT
    Usage : EXPORT (AREA/ROOM/WORLD/CATALOG/PLAYER)
    (DATA/ITEMS/MOBS/WEAPONS/ARMOR) ([FILE]/SCREEN/EMAIL)
    Example : export room myroom
    Example : export area /home/users/myarea
    Example : export area weapons /home/users/myarea
    Example : export area screen
    Example : export area email
    Example : export catalog mobs
    Example : export world data /exportfiles/
    Example : export player bob
    Short(s):
    The export command will generate the official coffeemud area files, whose
    extension is "*.cmare". This command may also be used to export individual
    rooms, player data, or unique items or mobs as well. If the second parameter
    (ITEMS/MOBS/WEAPONS/etc) is NOT specified, export will produce full room data
    for the scope of the first parameter (AREA, ROOM, or WORLD). If the second
    parameter IS specified, then only the specified data will be generated.
    The results will be written to the file given in the last argument, or to the
    screen if "screen" is given as the last argument, or sent to your email address
    if that is enabled. The extension need not be included, as coffeemud will add
    it if not present. If a directory name is given (no file name), the system
    will reference the AREA ARCHIVE file name for an Area, assuming EXPORT AREA or
    EXPORT WORLD is used. The default directory for this command is the CoffeeMud
    root.
    +
    Command : EXPORT 
    Usage : EXPORT (AREA/ROOM/WORLD) (DATA/ITEMS/MOBS/WEAPONS/ARMOR)
    ([FILE]/SCREEN/EMAIL)
    Usage : EXPORT (CATALOG) (DATA/ITEMS/MOBS/WEAPONS/ARMOR)
    ([FILE]/SCREEN/EMAIL)
    Usage : EXPORT (PLAYER/PLAYERS) (DATA/ITEMS/MOBS/WEAPONS/ARMOR)
    ([FILE]/SCREEN/EMAIL)
    Example : export room myroom
    Example : export area /home/users/myarea
    Example : export area weapons /home/users/myarea
    Example : export area screen
    Example : export area email
    Example : export catalog mobs
    Example : export world data /exportfiles/
    Example : export player bob
    Short(s):
    The export command will generate the official coffeemud area files, whose
    extension is "*.cmare". This command may also be used to export individual
    rooms, player data, or unique items or mobs as well. If the second parameter
    (ITEMS/MOBS/WEAPONS/etc) is NOT specified, export will produce full room data
    for the scope of the first parameter (AREA, ROOM, or WORLD). If the second
    parameter IS specified, then only the specified data will be generated.
    The results will be written to the file given in the last argument, or to the
    screen if "screen" is given as the last argument, or sent to your email address
    if that is enabled. The extension need not be included, as coffeemud will add
    it if not present. If a directory name is given (no file name), the system
    will reference the AREA ARCHIVE file name for an Area, assuming EXPORT AREA or
    EXPORT WORLD is used. The default directory for this command is the CoffeeMud
    root.

    FREEZE -


    Skill : Freeze
    Domain : Archon
    Use Cost : Movement (51)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : FREEZE
    Usage : FREEZE [PLAYER NAME]
    Example : freeze gunther
    From anywhere on the map, the player with this skill can render the target
    mob/player unable to move. Use this skill again on the same player to release
    them. Magic won't help the player, though the TRANSFER Archon command will
    still work.
    +
     
    Skill : Freeze
    Domain : Archon
    Use Cost : Movement (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : FREEZE
    Usage : FREEZE [PLAYER NAME]
    Example : freeze gunther
    From anywhere on the map, the player with this skill can render the target
    mob/player unable to move. Use this skill again on the same player to release
    them. Magic won't help the player, though the TRANSFER Archon command will
    still work.

    GENERATE -

    Command : GENERATE
    Usage : GENERATE [OBJ TYPE] [ID] (FROM [FILENAME]) ([VAR]=[VAL]...)
    ([DIRECTION])
    Example : generate area maze_dungeon from randareas/example.xml areasize=50
    "areaname= the test" level_range=10?20 aggrochance=50 theme=kobolds south
    Example : generate string list

    This command uses an xml file to generate random content for your mud. This
    content can be anything from whole areas, to rooms, mobs, items, or simple
    strings. By default, the content is built from the file in
    resources/randareas/example.xml, though the builder may specify his or her own
    xml file path as one of the many arguments. The arguments, briefly, are:

    OBJ TYPE: One of the following: AREA, ROOM, MOB, ITEM, or STRING.

    ID : one of the "id" xml attributes defined on any tag in the XML file.
    Use GENERATE STRING LIST for a list of all "id" attributes defined in your
    file.

    FROM "F": An optional argument to specify your own xml file, with the resources
    directory being the default root.

    VAR=VAL : One or more variables and their definitions. Many tags will have a
    specific set of required variables which must be defined in order for the
    content to be generated. Failing to specify one of the required variables will
    cause an error message listing the variables which must be defined, and the
    type of data required for the variable. Variable types which list numbers as
    their data types may also have math expressions values (so you can use random
    numbers). See the help on MATH EXPRESSION for more information on this. In
    addition to required variables, you may also use the space to enter one or more
    "override" values. Many object fields (such as LEVEL for mobs and items, or
    NAME, etc) as well as the XML id tags, can have their "random" values
    overridden by defining them using the generate command. If you need to use a
    space in a variable value, enclose the ENTIRE definition in quotes, such as
    "areaname=the dungeon" instead of areaname="the dungeon".

    DIRECTION: This applies only to ROOM and AREA object types. The object, if
    successfully generated, will be linked to the current room that the player is
    standing in, in the direction they specify.

    In closing, the GENERATE command is an interesting way to deliver large amounts
    of dynamic content for your world, though it can never replace the caring touch
    of a real, creative builder. If anyone is interested in writing their own xml
    content, please open up the /resources/randareas/example.xml file and begin
    reading. Use that file as an example on how to construct your own.
    +
    Command : GENERATE 
    Usage : GENERATE [OBJ TYPE] [ID] (FROM [FILENAME]) ([VAR]=[VAL]...)
    ([DIRECTION])
    Example : generate area maze_dungeon from randareas/example.xml areasize=50
    "areaname= the test" level_range=10?20 aggrochance=50 theme=kobolds south
    Example : generate string list

    This command uses an xml file to generate random content for your mud. This
    content can be anything from whole areas, to rooms, mobs, items, or simple
    strings. By default, the content is built from the file in
    resources/randareas/example.xml, though the builder may specify his or her own
    xml file path as one of the many arguments. The arguments, briefly, are:

    OBJ TYPE: One of the following: AREA, ROOM, MOB, ITEM, or STRING.

    ID : one of the "id" xml attributes defined on any tag in the XML file.
    Use GENERATE STRING LIST for a list of all "id" attributes defined in your
    file.

    FROM "F": An optional argument to specify your own xml file, with the resources
    directory being the default root.

    VAR=VAL : One or more variables and their definitions. Many tags will have a
    specific set of required variables which must be defined in order for the
    content to be generated. Failing to specify one of the required variables will
    cause an error message listing the variables which must be defined, and the
    type of data required for the variable. Variable types which list numbers as
    their data types may also have math expressions values (so you can use random
    numbers). See the help on MATH EXPRESSION for more information on this. In
    addition to required variables, you may also use the space to enter one or more
    "override" values. Many object fields (such as LEVEL for mobs and items, or
    NAME, etc) as well as the XML id tags, can have their "random" values
    overridden by defining them using the generate command. If you need to use a
    space in a variable value, enclose the ENTIRE definition in quotes, such as
    "areaname=the dungeon" instead of areaname="the dungeon".

    DIRECTION: This applies only to ROOM and AREA object types. The object, if
    successfully generated, will be linked to the current room that the player is
    standing in, in the direction they specify.

    In closing, the GENERATE command is an interesting way to deliver large amounts
    of dynamic content for your world, though it can never replace the caring touch
    of a real, creative builder. If anyone is interested in writing their own xml
    content, please open up the /resources/randareas/example.xml file and begin
    reading. Use that file as an example on how to construct your own.

    GMODIFY -

    Command : GMODIFY
    Usage : GMODIFY (AREA/ROOM/WORLD) [FIELD=VAL](&&/||[...])
    (CHANGE=[FIELD=VAL])
    Example : gmodify area class=genmob&&name=the cityguard change=name=the guard
    Example : gmodify world class=[cs]GenMob&&name=[ss]city change=name=[ss]
    Example : gmodify world class=[cs]GenItem&&name=a rusty sword
    change=destroy=true
    Example : gmodify ?
    Short(s):
    A command to select objects in a given area, room, or the whole world based on
    the specified field values, and optionally change some of those specified
    fields.

    Searching the entire world is implied, but the first parameter may be the word
    AREA or ROOM to narrow the search. You may also enter WORLD to make the world
    search explicit.

    The next parameter is the search criteria. The key phrase WHEN= may optionally
    precede it to make explicit that you are specifying the search criteria. The
    search criteria fields may be separated by && strings to specify that all of
    the preceding criteria AND the next single criteria must be true. The criteria
    fields may also be separated by || strings to specify that all of the preceding
    criteria OR the next single criteria may be true. One of those strings must be
    present when specifying more than one criteria.

    Each field in the search criteria must be of the form FIELD=VALUE,
    FIELD!=VALUE, FIELD$VALUE, FIELD>VALUE, FIELD<VALUE, FIELD>=VALUE, or
    FIELD<=VALUE. Where FIELD must be a valid search field. Enter GMODIFY ?
    for a complete list of all valid fields. Not all fields will apply to all
    object types, so take this into account especially when using < or !=
    operators. The operators are all normal except for the new one, $, which means
    that the value is really a regular expression. The VALUE portion of the
    criteria may be prefixed with modifiers, which include:
    [ss] to specify that the value refers to a substring of the fields whole value.
    [cs] to specify that the search is case sensitive (case insensitive is
    implied).

    The last parameter is the optional change specifications. These specifications
    must be prefixed with the key phrase CHANGE=. If these specifications are not
    included, GMODIFY will display the results of the search. The change
    specifications are similar to the search criteria in that they consist of
    groupings of FIELD=VALUE separated by && strings. Unlike search criteria,
    however, operators other than =, and strings other than || have no special
    meaning. The fields, like in the search criteria, must be valid fields for the
    options selected by the search criteria. A special field name "DESTROY", when
    set to true, will obliterate the item in question. Otherwise, the ordinary
    fields on the object will be changed to the specified value UNLESS the
    following conditions are met: the VALUE portion of a field is prefixed with the
    modifier [ss], and the VALUE portion of an identical field in the search
    criteria was also prefixed with the modifier [ss]. Under those special
    conditions, instead of substituting the entire field value on the object with
    the new value, ONLY the portion of the string selected in the search criteria
    will be substituted.

    * Be very careful with this command! It is wise to try the command WITHOUT
    change= ... first, to make sure you are matching Exactly what you expect,
    before doing a change pass.
    +
    Command : GMODIFY 
    Usage : GMODIFY (AREA/ROOM/WORLD) [FIELD=VAL](&&/||[...])
    (CHANGE=[FIELD=VAL])
    Example : gmodify area class=genmob&&name=the cityguard change=name=the guard
    Example : gmodify world class=[cs]GenMob&&name=[ss]city change=name=[ss]
    Example : gmodify world class=[cs]GenItem&&name=a rusty sword
    change=destroy=true
    Example : gmodify ?
    Short(s):
    A command to select objects in a given area, room, or the whole world based on
    the specified field values, and optionally change some of those specified
    fields.

    Searching the entire world is implied, but the first parameter may be the word
    AREA or ROOM to narrow the search. You may also enter WORLD to make the world
    search explicit.

    The next parameter is the search criteria. The key phrase WHEN= may optionally
    precede it to make explicit that you are specifying the search criteria. The
    search criteria fields may be separated by && strings to specify that all of
    the preceding criteria AND the next single criteria must be true. The criteria
    fields may also be separated by || strings to specify that all of the preceding
    criteria OR the next single criteria may be true. One of those strings must be
    present when specifying more than one criteria.

    Each field in the search criteria must be of the form FIELD=VALUE,
    FIELD!=VALUE, FIELD$VALUE, FIELD>VALUE, FIELD<VALUE, FIELD>=VALUE, or
    FIELD<=VALUE. Where FIELD must be a valid search field. Enter GMODIFY ?
    for a complete list of all valid fields. Not all fields will apply to all
    object types, so take this into account especially when using < or !=
    operators. The operators are all normal except for the new one, $, which means
    that the value is really a regular expression. The VALUE portion of the
    criteria may be prefixed with modifiers, which include:
    [ss] to specify that the value refers to a substring of the fields whole value.

    [cs] to specify that the search is case sensitive (case insensitive is
    implied).

    The last parameter is the optional change specifications. These specifications
    must be prefixed with the key phrase CHANGE=. If these specifications are not
    included, GMODIFY will display the results of the search. The change
    specifications are similar to the search criteria in that they consist of
    groupings of FIELD=VALUE separated by && strings. Unlike search criteria,
    however, operators other than =, and strings other than || have no special
    meaning. The fields, like in the search criteria, must be valid fields for the
    options selected by the search criteria. A special field name "DESTROY", when
    set to true, will obliterate the item in question. Otherwise, the ordinary
    fields on the object will be changed to the specified value UNLESS the
    following conditions are met: the VALUE portion of a field is prefixed with the
    modifier [ss], and the VALUE portion of an identical field in the search
    criteria was also prefixed with the modifier [ss]. Under those special
    conditions, instead of substituting the entire field value on the object with
    the new value, ONLY the portion of the string selected in the search criteria
    will be substituted.

    * Be very careful with this command! It is wise to try the command WITHOUT
    change= ... first, to make sure you are matching Exactly what you expect,
    before doing a change pass.

    GOTO -

    Skill    : GOTO
    Usage : GOTO [ROOM ID/DESC/MOB/AREA]/PREVIOUS (!)
    Example : goto Midgaard#3001
    Example : goto #3001
    Example : goto north
    Example : goto hassan
    Example : goto temple of mota
    Example : goto midgaard
    Example : goto previous
    Short(s) :
    The invoker and his or her followers will be transported, with very little
    fanfare, to the destination listed. This ability is not magical in nature, and
    is thus not affected by no-teleport areas and rooms. Appending an exclaimation
    point to the room will ADD fanfare to the entrance.
    +
    Skill    : GOTO 
    Usage : GOTO [ROOM ID/DESC/MOB/AREA]/PREVIOUS (!)
    Example : goto Midgaard#3001
    Example : goto #3001
    Example : goto north
    Example : goto hassan
    Example : goto temple of mota
    Example : goto midgaard
    Example : goto previous
    Short(s) :
    The invoker and his or her followers will be transported, with very little
    fanfare, to the destination listed. This ability is not magical in nature, and
    is thus not affected by no-teleport areas and rooms. Appending an exclaimation
    point to the room will ADD fanfare to the entrance.

    @@ -622,7 +628,7 @@

    CoffeeMud 5.9

    HUSH -


    Skill : Hush
    Domain : Archon
    Use Cost : Movement (51)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : HUSH
    Usage : HUSH [PLAYER NAME]
    Example : hush gunther
    From anywhere on the map, the player with this skill can render the target
    mob/player unable to communicate on any channels, or use the tell command. Use
    this skill again on the same player to release them.
    +
     
    Skill : Hush
    Domain : Archon
    Use Cost : Movement (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : HUSH
    Usage : HUSH [PLAYER NAME]
    Example : hush gunther
    From anywhere on the map, the player with this skill can render the target
    mob/player unable to communicate on any channels, or use the tell command. Use
    this skill again on the same player to release them.

    @@ -632,587 +638,597 @@

    CoffeeMud 5.9

    I3_ADD -

    Command : I3 ADD
    Usage : I3 ADD [REMOTE CHANNEL NAME]
    Example : i3 add BADCHAN
    Short(s):
    Sends an add-channel message to the InterMud3 router. The channel listed must
    already appear in your coffeemud.ini file.
    +
    Command : I3 ADD 
    Usage : I3 ADD [REMOTE CHANNEL NAME]
    Example : i3 add BADCHAN
    Short(s):
    Sends an add-channel message to the InterMud3 router. The channel listed must
    already appear in your coffeemud.ini file.

    I3_CHANNELS -

    Command  : I3 CHANNELS
    Usage : I3 CHANNELS
    Example : i3 channels
    Short(s) :
    Lists all the channels available on the InterMud3 network, even those which
    your mud does not subscribe to.
    +
    Command  : I3 CHANNELS 
    Usage : I3 CHANNELS
    Example : i3 channels
    Short(s) :
    Lists all the channels available on the InterMud3 network, even those which
    your mud does not subscribe to.

    I3_DELETE -

    Command : I3 DELETE
    Usage : I3 DELETE [LOCAL CHANNEL NAME]
    Example : i3 delete BADCHAN
    Short(s):
    Sends a remove-channel message to the InterMud3 router. The channel listed
    must already appear in your coffeemud.ini file.
    +
    Command : I3 DELETE 
    Usage : I3 DELETE [LOCAL CHANNEL NAME]
    Example : i3 delete BADCHAN
    Short(s):
    Sends a remove-channel message to the InterMud3 router. The channel listed
    must already appear in your coffeemud.ini file.

    I3_INFO -

    Command : I3 INFO
    Usage : I3 INFO [MUD NAME]
    Example : i3 info coffeemud
    Short(s):
    Give some special information about the InterMud3 mud listed.
    +
    Command : I3 INFO 
    Usage : I3 INFO [MUD NAME]
    Example : i3 info coffeemud
    Short(s):
    Give some special information about the InterMud3 mud listed.

    I3_LIST -

    Command : I3 LIST
    Usage : I3 LIST
    Example : i3 list
    Short(s):
    Lists all the muds available on the InterMud3 channels.
    +
    Command : I3 LIST 
    Usage : I3 LIST
    Example : i3 list
    Short(s):
    Lists all the muds available on the InterMud3 channels.

    I3_LISTEN -

    Command : I3 LISTEN
    Usage : I3 LISTEN [REMOTE CHANNEL NAME]
    Example : i3 listen BADCHAN
    Short(s):
    Sends a listen-channel message to the InterMud3 router. The channel listed
    must already appear in your coffeemud.ini file.
    +
    Command : I3 LISTEN 
    Usage : I3 LISTEN [REMOTE CHANNEL NAME]
    Example : i3 listen BADCHAN
    Short(s):
    Sends a listen-channel message to the InterMud3 router. The channel listed
    must already appear in your coffeemud.ini file.

    I3_LOCATE -

    Command : I3 LOCATE
    Usage : I3 LOCATE [NAME]
    Example : i3 locate bob
    Short(s):
    Sends a player locate message to the InterMud3 router, which will hopefully
    respond some day with the name of a mud where a player of the given name is
    located.
    +
    Command : I3 LOCATE 
    Usage : I3 LOCATE [NAME]
    Example : i3 locate bob
    Short(s):
    Sends a player locate message to the InterMud3 router, which will hopefully
    respond some day with the name of a mud where a player of the given name is
    located.

    I3_SILENCE -

    Command : I3 SILENCE
    Usage : I3 SILENCE [REMOTE CHANNEL NAME]
    Example : i3 silence BADCHAN
    Short(s):
    Sends a no-listen-channel message to the InterMud3 router. The channel listed
    must already appear in your coffeemud.ini file. This command will silence all
    traffic to your server from that channel.
    +
    Command : I3 SILENCE 
    Usage : I3 SILENCE [REMOTE CHANNEL NAME]
    Example : i3 silence BADCHAN
    Short(s):
    Sends a no-listen-channel message to the InterMud3 router. The channel listed
    must already appear in your coffeemud.ini file. This command will silence all
    traffic to your server from that channel.

    IDEA -

    Command : IDEA
    Usage : IDEA [MESSAGE]/REVIEW (FILTER) (STARTING MSG)
    Usage : IDEA TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
    Example : idea nothing is spelled right in this room!
    Example : idea review
    Example : idea review 7
    Example : idea review bob 7
    Short(s):
    This command can be used to submit ideas to the system. When the REVIEW
    parameter is given, the ideas will be iterated through one at a time to give
    the archon a chance to delete, comment on, or email each one. An optional
    starting number can be given to REVIEW. An optional filter can be given to list
    only messages assigned to a particular user.
    +
    Command : IDEA 
    Usage : IDEA [MESSAGE]/REVIEW (FILTER) (STARTING MSG)
    Usage : IDEA TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
    Example : idea nothing is spelled right in this room!
    Example : idea review
    Example : idea review 7
    Example : idea review bob 7
    Short(s):
    This command can be used to submit ideas to the system. When the REVIEW
    parameter is given, the ideas will be iterated through one at a time to give
    the archon a chance to delete, comment on, or email each one. An optional
    starting number can be given to REVIEW. An optional filter can be given to list
    only messages assigned to a particular user.

    IMPORT -

    Command  : IMPORT
    Usage : IMPORT (NOPROMPT) (NODELETE) (AREATYPE=TYPE) [FILE NAME(S)]
    Example : import /areas/myarea.cmare
    Example : import noprompt nodelete /areas/midgaard.are
    Example : import areatype=stdthininstance /areas/midgaard.are
    /areas/school.are
    Example : import noprompt /areas/areas.lst
    Example : import noprompt /areas/
    Short(s) :
    The import command will allow you to import official coffeemud area files,
    whose extension is "*.cmare"
    CoffeeMud may also import, with varying levels of success, the "*.are" files
    used by other muds. Some formats are better supported than others, so be sure
    to carefully examine the imported area afterwards.
    The import command will auto detect, based on the file given, whether the file
    refers to a coffeemud area file, room file, a "*.are" from another mud, or a
    "*.lst" list of other area files.
    The CoffeeMud "resources" directory is the default path. Remember that all
    paths in CoffeeMud treat the install directory as "root'. This means that the
    files being imported must be copied into a folder underneath your install
    directory before use. See the help on VFS for more information on this
    concept.
    +
    Command  : IMPORT 
    Usage : IMPORT (NOPROMPT) (NODELETE) (AREATYPE=TYPE) [FILE NAME(S)]
    Example : import /areas/myarea.cmare
    Example : import noprompt nodelete /areas/midgaard.are
    Example : import areatype=stdthininstance /areas/midgaard.are
    /areas/school.are
    Example : import noprompt /areas/areas.lst
    Example : import noprompt /areas/
    Short(s) :
    The import command will allow you to import official coffeemud area files,
    whose extension is "*.cmare"
    CoffeeMud may also import, with varying levels of success, the "*.are" files
    used by other muds. Some formats are better supported than others, so be sure
    to carefully examine the imported area afterwards.
    The import command will auto detect, based on the file given, whether the file
    refers to a coffeemud area file, room file, a "*.are" from another mud, or a
    "*.lst" list of other area files.
    The CoffeeMud "resources" directory is the default path. Remember that all
    paths in CoffeeMud treat the install directory as "root'. This means that the
    files being imported must be copied into a folder underneath your install
    directory before use. See the help on VFS for more information on this
    concept.

    INFECT -


    Skill : Infect
    Domain : Archon
    Use Cost : Movement (51)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : INFECT
    Usage : INFECT [PLAYER/MOB NAME] [DISEASE NAME]
    Example : infect gunther flu
    The player with this skill can cause the target to become infected with a given
    disease.
    +
     
    Skill : Infect
    Domain : Archon
    Use Cost : Movement (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : INFECT
    Usage : INFECT [PLAYER/MOB NAME] [DISEASE NAME]
    Example : infect gunther flu
    The player with this skill can cause the target to become infected with a given
    disease.

    INJURE -


    Skill : Injure
    Domain : Archon
    Use Cost : Movement (51)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : INJURE
    Usage : INJURE [PLAYER NAME] [body part]
    Example : injure gunther left hand
    From anywhere on the map, the player with this skill can cause the target to
    have one of their body parts instantly injured by 20%.
    +
     
    Skill : Injure
    Domain : Archon
    Use Cost : Movement (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : INJURE
    Usage : INJURE [PLAYER NAME] [body part]
    Example : injure gunther left hand
    From anywhere on the map, the player with this skill can cause the target to
    have one of their body parts instantly injured by 20%.

    JCONSOLE -

    Command : JCONSOLE
    Usage : JCONSOLE [TOPICNAME]
    Example : jconsole ([statement])
    Short(s):
    When entered with a statement, this command will execute the single javascript
    statement and exit. When entered alone, it will enter a console where the user
    can enter as many javascript statements as they want, and the system will even
    remember any variables or functions they've defined later one (does NOT survive
    reboots!). All the Scriptable/MOBPROG commands and functions are also
    available, though the commands and functions must be entered in ALL UPPERCASE,
    and commands must have their parameters separated by commas instead of spaces,
    be put into quotes, and surrounded by parenthesis like javascript function
    calls. Lastly, for entering multi-line data, you can enter multi line mode by
    entering < by itself, and exiting by entering > by itself.
    +
    Command : JCONSOLE 
    Usage : JCONSOLE [TOPICNAME]
    Example : jconsole ([statement])
    Short(s):
    When entered with a statement, this command will execute the single javascript
    statement and exit. When entered alone, it will enter a console where the user
    can enter as many javascript statements as they want, and the system will even
    remember any variables or functions they've defined later one (does NOT survive
    reboots!). All the Scriptable/MOBPROG commands and functions are also
    available, though the commands and functions must be entered in ALL UPPERCASE,
    and commands must have their parameters separated by commas instead of spaces,
    be put into quotes, and surrounded by parenthesis like javascript function
    calls. Lastly, for entering multi-line data, you can enter multi line mode by
    entering < by itself, and exiting by entering > by itself.

    JRUN -

    Command  : JRUN
    Usage : JRUN [FILENAME] [PARM1] ...
    Example : jrun resources/myscript.js parm1 parm2
    Short(s) :
    Runs the given file as Javascript. See the Programming Guide for more
    information on how to write Javascript for CoffeeMud.
    +
    Command  : JRUN 
    Usage : JRUN [FILENAME] [PARM1] ...
    Example : jrun resources/myscript.js parm1 parm2
    Short(s) :
    Runs the given file as Javascript. See the Programming Guide for more
    information on how to write Javascript for CoffeeMud.

    LINK -

    Command : LINK
    Usage : LINK [ROOMID] [DIRECTION]
    Example : link midgaard#3001 north
    Example : link Smurfy Road east
    Example : link midgaard#3001#(3,2) north
    Short(s):
    A command for the linking of rooms to each other, including grid rooms.
    +
    Command : LINK 
    Usage : LINK [ROOMID] [DIRECTION]
    Example : link midgaard#3001 north
    Example : link Smurfy Road east
    Example : link midgaard#3001#(3,2) north
    Short(s):
    A command for the linking of rooms to each other, including grid rooms.

    LIST -

    Command : LIST
    Usage : LIST ([SHOPKEEPER])
    Example : list
    Example : list quests
    Example : list reports
    Example : list areas
    Example : list log last 10
    Short(s):
    The normal player version of this command will display the items which a
    particular shopkeeper MOB may be selling, along with the prices being offered
    to your characters.

    The Admin version can also be qualified with UNLINKEDEXITS, ITEMS, ARMOR,
    ENVRESOURCES, WEAPONS, MOBS, ROOMS, AREA, LOCALES, BEHAVIORS, EXITS, RACES,
    CLASSES, STAFF, SPELLS, SONGS, PRAYERS, PROPERTIES, THIEFSKILLS, COMMON,
    JOURNALS, SKILLS, QUESTS, DISEASES, POISONS, TICKS, MAGIC, TECH, CLANITEMS,
    COMMANDJOURNAL, TITLES, NOPURGE, BANNED, RACECATS, LOG, USERS, LINKAGES,
    REPORTS, THREADS, RESOURCES, ONEWAYDOORS, CHANTS, POWERS, SUPERPOWERS, CLANS,
    GOVERNMENTS, FACTIONS, MATERIALS, OBJCOUNTERS, POLLS, CONTENTS, BUGS, TYPOS,
    IDEAS, TASKS, NEWS, AREAS, SESSIONS, or ASSISTS. depending upon the listers
    security.

    Additional help *may* be available by entering HELP LIST [X] where X is one of
    the above.
    +
    Command : LIST 
    Usage : LIST ([SHOPKEEPER])
    Example : list
    Example : list quests
    Example : list reports
    Example : list areas
    Example : list log last 10
    Short(s):
    The normal player version of this command will display the items which a
    particular shopkeeper MOB may be selling, along with the prices being offered
    to your characters.

    The Admin version can also be qualified with UNLINKEDEXITS, ITEMS, ARMOR,
    ENVRESOURCES, WEAPONS, MOBS, ROOMS, AREA, LOCALES, BEHAVIORS, EXITS, RACES,
    CLASSES, STAFF, SPELLS, SONGS, PRAYERS, PROPERTIES, THIEFSKILLS, COMMON,
    JOURNALS, SKILLS, QUESTS, DISEASES, POISONS, TICKS, MAGIC, TECH, CLANITEMS,
    COMMANDJOURNAL, TITLES, NOPURGE, BANNED, RACECATS, LOG, USERS, LINKAGES,
    REPORTS, THREADS, RESOURCES, ONEWAYDOORS, CHANTS, POWERS, SUPERPOWERS, CLANS,
    GOVERNMENTS, FACTIONS, MATERIALS, OBJCOUNTERS, POLLS, CONTENTS, BUGS, TYPOS,
    IDEAS, TASKS, NEWS, AREAS, SESSIONS, AREATYPE, REALESTATE, or ASSISTS...
    depending upon the listers security.

    Additional help *may* be available by entering HELP LIST [X] where X is one of
    the above.

    LIST_ABILITIES -

    Command  : LIST 
    Usage : LIST ABILITIES (DOMAIN)
    Example : list abilities
    Example : list abilities enchantment/charm
    Shows the list of java classes (ability ids) available to archons.
    +
    Command  : LIST  
    Usage : LIST ABILITIES (DOMAIN)
    Example : list abilities
    Example : list abilities enchantment/charm
    Shows the list of java classes (ability ids) available to archons.

    LIST_ABILITYDOMAINS -

    Command  : LIST
    Usage : LIST ABILITYDOMAINS
    Example : list abilitydomains
    Shows the list of domains that abilities, skills, spells, chants, etc belong
    to.
    +
    Command  : LIST 
    Usage : LIST ABILITYDOMAINS
    Example : list abilitydomains
    Shows the list of domains that abilities, skills, spells, chants, etc belong
    to.

    LIST_ACCOUNTS -

    Command  : LIST
    Usage : LIST ACCOUNTS ([COLUMN NAME])
    Example : list accounts
    Example : list accounts email
    If your mud is using the account system, this will list all the accounts in the
    game, along with their last login date, email address, and all players
    associated with that account. If you specify a column name of NAME, LAST,
    EMAIL, or IP, then that column will be shown if it is not available, and the
    list will be sorted by that column. You can specify column name
    +
    Command  : LIST 
    Usage : LIST ACCOUNTS ([COLUMN NAME])
    Example : list accounts
    Example : list accounts email
    If your mud is using the account system, this will list all the accounts in the
    game, along with their last login date, email address, and all players
    associated with that account. If you specify a column name of NAME, LAST,
    EMAIL, or IP, then that column will be shown if it is not available, and the
    list will be sorted by that column. You can specify column name

    LIST_ACHIEVEMENTS -

    Command  : LIST
    Usage : LIST ACHIEVEMENTS
    Example : list achievements
    Shows all the achievements available to players.
    +
    Command  : LIST 
    Usage : LIST ACHIEVEMENTS
    Example : list achievements
    Shows all the achievements available to players.

    LIST_ALLQUALIFYS -

    Command  : LIST
    Usage : LIST ALLQUALIFYS
    Example : list allqualifys
    Lists all the multi-class-qualified skills defined in your All-Qualifies list
    in your game, along with the level of the skill, whether it is auto-gained or
    not, the default proficiency, and a qualifying mask.
    +
    Command  : LIST 
    Usage : LIST ALLQUALIFYS
    Example : list allqualifys
    Lists all the multi-class-qualified skills defined in your All-Qualifies list
    in your game, along with the level of the skill, whether it is auto-gained or
    not, the default proficiency, and a qualifying mask.

    LIST_AREA -

    Command  : LIST
    Usage : LIST AREA (ROOM/MOB/ITEM/SHOPS/MOBMASK/ITEMMASK) ([MASK])
    Example : list area
    Example : list area mob creeper
    Example : list area mobmask -race +elf
    Lists all the rooms in the current area, along with the locale type of each
    room. Optionally, a specifier can be added to search for rooms, mobs, items by
    name, or mobs and items by zapper mask using the mobmask/itemmask parameters.
    +
    Command  : LIST 
    Usage : LIST AREA (ROOM/MOB/ITEM/SHOPS/MOBMASK/ITEMMASK) ([MASK])
    Example : list area
    Example : list area mob creeper
    Example : list area mobmask -race +elf
    Lists all the rooms in the current area, along with the locale type of each
    room. Optionally, a specifier can be added to search for rooms, mobs, items by
    name, or mobs and items by zapper mask using the mobmask/itemmask parameters.

    LIST_AREARESOURCES -

    Command  : LIST
    Usage : LIST AREARESOURCES
    Example : list arearesources
    Lists all the rooms int the current area, along with the locale id, and the
    type of raw resource that can be gathered in that room at this moment.
    +
    Command  : LIST 
    Usage : LIST AREARESOURCES
    Example : list arearesources
    Lists all the rooms int the current area, along with the locale id, and the
    type of raw resource that can be gathered in that room at this moment.

    LIST_AREAS -

    Command  : LIST
    Usage : LIST AREAS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
    Example : list areas
    Example : list areas sortby name cols name population
    Example : list areas sortby name
    Lists all the standard areas in your game. By default, it also shows whether
    the area is Hidden, how many rooms are in the area, whether it is in a passive
    or active state, its current population, and the median level. If the sortby
    parameter is used, then you can follow it with the order of columns to sort by.
    Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
    POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
    MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
    INDOOR_ROOMS. If the columns parameter is used, then you can follow it with
    columns to substitute in the table.
    +
    Command  : LIST 
    Usage : LIST AREAS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
    Example : list areas
    Example : list areas sortby name cols name population
    Example : list areas sortby name
    Lists all the standard areas in your game. By default, it also shows whether
    the area is Hidden, how many rooms are in the area, whether it is in a passive
    or active state, its current population, and the median level. If the sortby
    parameter is used, then you can follow it with the order of columns to sort by.
    Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
    POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
    MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
    INDOOR_ROOMS. If the columns parameter is used, then you can follow it with
    columns to substitute in the table.

    LIST_AREATYPES -

    Command  : LIST
    Usage : LIST AREATYPES
    Example : list areatypes
    Shows the list of the area type ids (class ids).
    +
    Command  : LIST 
    Usage : LIST AREATYPES
    Example : list areatypes
    Shows the list of the area type ids (class ids).

    LIST_ARMOR -

    Command  : LIST
    Usage : LIST ARMOR
    Example : list armor
    Shows the armor java classes (item ids) available to archons.
    +
    Command  : LIST 
    Usage : LIST ARMOR
    Example : list armor
    Shows the armor java classes (item ids) available to archons.

    LIST_BANNED -

    Command  : LIST
    Usage : LIST BANNED
    Example : list banned
    Lists the player names, ip addresses, or ip masks that are banned from your
    mud.
    +
    Command  : LIST 
    Usage : LIST BANNED
    Example : list banned
    Lists the player names, ip addresses, or ip masks that are banned from your
    mud.

    LIST_BEHAVIORS -

    Command  : LIST
    Usage : LIST BEHAVIORS
    Example : list behaviors
    Shows the list of behavior java classes (behavior ids) available to archons.
    +
    Command  : LIST 
    Usage : LIST BEHAVIORS
    Example : list behaviors
    Shows the list of behavior java classes (behavior ids) available to archons.

    LIST_BUGS -

    Command  : LIST
    Usage : LIST BUGS (TO)
    Example : list bugs
    Example : list bugs bob
    Lists all the entries in the SYSTEM_BUGS journal. An optional name can be
    appended to show entries assign to that name.
    +
    Command  : LIST 
    Usage : LIST BUGS (TO)
    Example : list bugs
    Example : list bugs bob
    Lists all the entries in the SYSTEM_BUGS journal. An optional name can be
    appended to show entries assign to that name.

    LIST_CHANTS -

    Command  : LIST
    Usage : LIST CHANTS (DOMAIN)
    Example : list chants
    Shows all the chant spell java class names (ability ids) available to your
    archons.
    +
    Command  : LIST 
    Usage : LIST CHANTS (DOMAIN)
    Example : list chants
    Shows all the chant spell java class names (ability ids) available to your
    archons.

    LIST_CLANITEMS -

    Command  : LIST
    Usage : LIST CLANITEMS
    Example : list clanitems
    Shows the list of clan item java classes (item ids) available to archons.
    +
    Command  : LIST 
    Usage : LIST CLANITEMS
    Example : list clanitems
    Shows the list of clan item java classes (item ids) available to archons.

    LIST_CLANS -

    Command  : LIST
    Usage : LIST CLANS
    Example : list clans
    Lists all the clans in your mud, along with the number of members each clan
    has.
    +
    Command  : LIST 
    Usage : LIST CLANS
    Example : list clans
    Lists all the clans in your mud, along with the number of members each clan
    has.

    LIST_CLASSES -

    Command  : LIST CLASSES
    Usage : LIST CLASSES (SHORT)
    Example : list classes
    Example : list classes short
    Shows the list of char class java classes (charclass ids) available to archons.
    Charclasses will have their base classes shown in () next to the ID.
    Charclasses with an * next to them are Generic. Adding the short parameter
    will only show a simple list of char class ids.
    +
    Command  : LIST CLASSES 
    Usage : LIST CLASSES (SHORT)
    Example : list classes
    Example : list classes short
    Shows the list of char class java classes (charclass ids) available to archons.
    Charclasses will have their base classes shown in () next to the ID.
    Charclasses with an * next to them are Generic. Adding the short parameter
    will only show a simple list of char class ids.

    LIST_COMMANDJOURNAL -

    Command  : LIST
    Usage : LIST COMMANDJOURNAL
    Example : list commandjournal
    Further help is not yet available. May be unimplemented.
    +
    Command  : LIST 
    Usage : LIST COMMANDJOURNAL
    Example : list commandjournal
    Further help is not yet available. May be unimplemented.
    +

    + +

    + LIST_COMMANDJOURNALS +

    Command  : LIST  
    Usage : LIST COMMANDJOURNALS
    Example : list commandjournals
    Shows the list of all Command Journals (message/note areas) that exist in your
    system, along with the number of entries in each journal in the database.

    LIST_COMMANDS -

    Command  : LIST
    Usage : LIST COMMANDS ([PLAYER])
    Example : list commands
    Example : list commands bob
    Shows the list of all trigger/command words. A player may optionally be given
    to change the available commands list.
    +
    Command  : LIST 
    Usage : LIST COMMANDS ([PLAYER])
    Example : list commands
    Example : list commands bob
    Shows the list of all trigger/command words. A player may optionally be given
    to change the available commands list.

    LIST_COMMON -

    Command  : LIST 
    Usage : LIST COMMON (DOMAIN)
    Example : list common
    Shows the list of common skill java classes (ability ids) available to archons.
    +
    Command  : LIST  
    Usage : LIST COMMON (DOMAIN)
    Example : list common
    Shows the list of common skill java classes (ability ids) available to archons.

    LIST_COMPONENTS -

    Command  : LIST
    Usage : LIST COMPONENTS
    Example : list components
    Lists all the Ability IDs (skills, spells, etc) for which a physical component
    requirement has been defined using the engine's component system. It will also
    list a friendly description of what those component requirements are.
    +
    Command  : LIST 
    Usage : LIST COMPONENTS
    Example : list components
    Lists all the Ability IDs (skills, spells, etc) for which a physical component
    requirement has been defined using the engine's component system. It will also
    list a friendly description of what those component requirements are.

    LIST_CONQUERED -

    Command  : LIST
    Usage : LIST CONQUERED
    Example : list conqured
    Lists all the areas in the game, along with the names of the clans that control
    them. Areas that list "The Archons" as controllers are un-conquerable (do not
    have the Conquerable behavior on them). Others are as listed, or blank for
    unconquered-at-present.
    +
    Command  : LIST 
    Usage : LIST CONQUERED
    Example : list conqured
    Lists all the areas in the game, along with the names of the clans that control
    them. Areas that list "The Archons" as controllers are un-conquerable (do not
    have the Conquerable behavior on them). Others are as listed, or blank for
    unconquered-at-present.

    LIST_CONTENTS -

    Command  : LIST
    Usage : LIST CONTENTS (AREA/[AREA NAME])
    Example : list contents
    Lists all the mobs and items in the current room, along with their level and
    alignment. Adding an AREA parameter will do this for the whole current area, or
    you can enter the name of a particular area.
    +
    Command  : LIST 
    Usage : LIST CONTENTS (AREA/[AREA NAME])
    Example : list contents
    Lists all the mobs and items in the current room, along with their level and
    alignment. Adding an AREA parameter will do this for the whole current area, or
    you can enter the name of a particular area.

    LIST_CURRENTS -

    Command  : LIST
    Usage : LIST CURRENTS
    Example : list currents
    Lists all the electronic devices receiving electronic current processing in the
    game. This could be groups of computers in a lab, or devices aboard a single
    space ship.
    +
    Command  : LIST 
    Usage : LIST CURRENTS
    Example : list currents
    Lists all the electronic devices receiving electronic current processing in the
    game. This could be groups of computers in a lab, or devices aboard a single
    space ship.

    LIST_DEBUGFLAG -

    Command  : LIST
    Usage : LIST DEBUGFLAG
    Example : list debugflag
    Lists all the debug flags that have been turned on in your system. These flags
    cause extra messaging to appear in your mud log (mud.log), assuming DBGMSGS has
    been appropriately set in your coffeemud.ini file.
    +
    Command  : LIST 
    Usage : LIST DEBUGFLAG
    Example : list debugflag
    Lists all the debug flags that have been turned on in your system. These flags
    cause extra messaging to appear in your mud log (mud.log), assuming DBGMSGS has
    been appropriately set in your coffeemud.ini file.

    LIST_DISABLEFLAG -

    Command  : LIST
    Usage : LIST DISABLEFLAG
    Example : list disableflag
    Lists all the disabled subsystems in your mud.
    +
    Command  : LIST 
    Usage : LIST DISABLEFLAG
    Example : list disableflag
    Lists all the disabled subsystems in your mud.

    LIST_DISEASES -

    Command  : LIST
    Usage : LIST DISEASES
    Example : list diseases
    Shows the list of all diseases (ability ids) available to archons.
    +
    Command  : LIST 
    Usage : LIST DISEASES
    Example : list diseases
    Shows the list of all diseases (ability ids) available to archons.

    LIST_ENABLEFLAG -

    Command  : LIST
    Usage : LIST ENABLEFLAG
    Example : list enableflag
    Lists all the currently enabled (but normally disabled) subsystems in your mud.
    +
    Command  : LIST 
    Usage : LIST ENABLEFLAG
    Example : list enableflag
    Lists all the currently enabled (but normally disabled) subsystems in your mud.

    LIST_ENVRESOURCES -

    Command  : LIST
    Usage : LIST ENVRESOURCES (SHORT) (MASK)
    Example : list envresources
    Example : list envresources short
    Example : list envresources Vegetation
    Lists all the raw material resources defined for your mud, along with its
    material type, money value, frequency of occurrence, strength, and what kinds
    of Locales the resource may be gathered from using the appropriate skill.

    Adding the short parameter just shows a raw list of resource names. Adding a
    mask will limit the list to those things that contain the mask.
    +
    Command  : LIST 
    Usage : LIST ENVRESOURCES (SHORT) (MASK)
    Example : list envresources
    Example : list envresources short
    Example : list envresources Vegetation
    Lists all the raw material resources defined for your mud, along with its
    material type, money value, frequency of occurrence, strength, and what kinds
    of Locales the resource may be gathered from using the appropriate skill.

    Adding the short parameter just shows a raw list of resource names. Adding a
    mask will limit the list to those things that contain the mask.

    LIST_EXITS -

    Command  : LIST
    Usage : LIST EXITS
    Example : list exits
    Shows the list of exit java classes (exit ids) available to archons.
    +
    Command  : LIST 
    Usage : LIST EXITS
    Example : list exits
    Shows the list of exit java classes (exit ids) available to archons.

    LIST_EXPERTISES -

    Command  : LIST
    Usage : LIST EXPERTISES
    Example : list expertises
    Lists all the expertise IDs, along with their friendly names and requirements
    to learn.
    +
    Command  : LIST 
    Usage : LIST EXPERTISES
    Example : list expertises
    Lists all the expertise IDs, along with their friendly names and requirements
    to learn.

    LIST_EXPIRES -

    Command  : LIST
    Usage : LIST EXPIRES
    Example : list expires
    Lists all the rooms in the current area, along with when that room expires (or
    *).
    +
    Command  : LIST 
    Usage : LIST EXPIRES
    Example : list expires
    Lists all the rooms in the current area, along with when that room expires (or
    *).

    LIST_FACTIONS -

    Command  : LIST
    Usage : LIST FACTIONS
    Example : list factions
    Lists the friendly names of all the factions defined in your game, along with
    the file/path that defines that faction.
    +
    Command  : LIST 
    Usage : LIST FACTIONS
    Example : list factions
    Lists the friendly names of all the factions defined in your game, along with
    the file/path that defines that faction.

    LIST_FILEUSE -

    Command  : LIST 
    Usage : LIST FILEUSE [PATH]
    Example : list fileuse progs/knucklebones.script
    Shows the currently loaded objects in the game that are making use of the given
    script. The path may be a full path, or a partial-resources-path.
    +
    Command  : LIST  
    Usage : LIST FILEUSE [PATH]
    Example : list fileuse progs/knucklebones.script
    Shows the currently loaded objects in the game that are making use of the given
    script. The path may be a full path, or a partial-resources-path.

    LIST_GENSTATS -

    Command  : LIST
    Usage : LIST GENSTATS ([CLASS]/[ID]/[ITEM/MOB/WHATEVER NAME])
    Example : list genstats GenWeapon
    Example : list genstats orc
    Example : list genstats GenItem
    Example : list genstats door
    Shows the Generic Item stat names for the given class or item. These names are
    used in scripting, in random area xml, and the gmodify command.
    +
    Command  : LIST 
    Usage : LIST GENSTATS ([CLASS]/[ID]/[ITEM/MOB/WHATEVER NAME])
    Example : list genstats GenWeapon
    Example : list genstats orc
    Example : list genstats GenItem
    Example : list genstats door
    Shows the Generic Item stat names for the given class or item. These names are
    used in scripting, in random area xml, and the gmodify command.

    LIST_GOVERNMENTS -

    Command  : LIST
    Usage : LIST GOVERNMENTS
    Example : list governments
    Lists all the clan governments that have been defined in your mud.
    +
    Command  : LIST 
    Usage : LIST GOVERNMENTS
    Example : list governments
    Lists all the clan governments that have been defined in your mud.

    LIST_HELPFILEREQUESTS -

    Command  : LIST
    Usage : LIST HELPFILEREQUESTS
    Example : list helpfilerequests
    Lists all the entries in your help help log, if your mud is configured to keep
    one.
    +
    Command  : LIST 
    Usage : LIST HELPFILEREQUESTS
    Example : list helpfilerequests
    Lists all the entries in your help help log, if your mud is configured to keep
    one.

    LIST_HOLIDAYS -

    Command  : LIST
    Usage : LIST HOLIDAYS
    Example : list holidays
    Lists all the official Holidays defined in your game, along with the areas that
    they are specified to apply in (or *special* if they are multi-area).
    +
    Command  : LIST 
    Usage : LIST HOLIDAYS
    Example : list holidays
    Lists all the official Holidays defined in your game, along with the areas that
    they are specified to apply in (or *special* if they are multi-area).

    LIST_IDEAS -

    Command  : LIST
    Usage : LIST IDEAS (TO)
    Example : list ideas
    Example : list ideas bob
    Lists all the entries in the SYSTEM_IDEAS journal. An optional name can be
    appended to show entries assign to that name.
    +
    Command  : LIST 
    Usage : LIST IDEAS (TO)
    Example : list ideas
    Example : list ideas bob
    Lists all the entries in the SYSTEM_IDEAS journal. An optional name can be
    appended to show entries assign to that name.

    LIST_ITEMS -

    Command  : LIST
    Usage : LIST ITEMS
    Example : list items
    Shows the item java classes (item ids) available to archons.
    +
    Command  : LIST 
    Usage : LIST ITEMS
    Example : list items
    Shows the item java classes (item ids) available to archons.

    LIST_JOURNALS -

    Command  : LIST 
    Usage : LIST JOURNALS
    Example : list journals
    Shows the list of all Journals (message/note areas) that exist in your
    database, along with the number of entries in each journal.
    +
    Command  : LIST  
    Usage : LIST JOURNALS
    Example : list journals
    Shows the list of all Journals (message/note areas) that exist in your
    database, along with the number of entries in each journal.

    LIST_LANGUAGES -

    Command  : LIST
    Usage : LIST LANGUAGES
    Example : list languages
    Shows the list of all languages (ability ids) available to archons.
    +
    Command  : LIST 
    Usage : LIST LANGUAGES
    Example : list languages
    Shows the list of all languages (ability ids) available to archons.

    LIST_LINKAGES -

    Command  : LIST
    Usage : LIST LINKAGES (WORLD) (SUBSTATS)
    Example : list linkages
    This bizarre command will list area rooms, showing number of rooms, number of
    mobs, average mob levels, and average alignment. It will also show how many
    groups of rooms refer back to other rooms in the area, and which areas rooms in
    this area link to. If you add the WORLD parameter, then all areas are listed.
    If you add the SUBSTATS parameter, then the linking areas stats are shown
    instead of the linking room ids.
    +
    Command  : LIST 
    Usage : LIST LINKAGES (WORLD) (SUBSTATS)
    Example : list linkages
    This bizarre command will list area rooms, showing number of rooms, number of
    mobs, average mob levels, and average alignment. It will also show how many
    groups of rooms refer back to other rooms in the area, and which areas rooms in
    this area link to. If you add the WORLD parameter, then all areas are listed.
    If you add the SUBSTATS parameter, then the linking areas stats are shown
    instead of the linking room ids.

    LIST_LOCALES -

    Command  : LIST
    Usage : LIST LOCALES
    Example : list locales
    Shows the list of room java classes (locale ids) available to archons.
    +
    Command  : LIST 
    Usage : LIST LOCALES
    Example : list locales
    Shows the list of room java classes (locale ids) available to archons.

    LIST_LOG -

    Command  : LIST
    Usage : LIST LOG (FRONT [NUMBER]/BACK [NUMBER]/SKIP [NUMBER])
    Example : list log
    Example : list log first 10
    Example : list log last 20
    Example : list log skip 50
    Displays the server log. If you use the first X param, it will only show the
    first X lines of the log. If you use the last X param, it will only show the
    last X lines. If you use the skip X param, it will show the entire log after
    the first X lines.
    +
    Command  : LIST 
    Usage : LIST LOG (FRONT [NUMBER]/BACK [NUMBER]/SKIP [NUMBER])
    Example : list log
    Example : list log first 10
    Example : list log last 20
    Example : list log skip 50
    Displays the server log. If you use the first X param, it will only show the
    first X lines of the log. If you use the last X param, it will only show the
    last X lines. If you use the skip X param, it will show the entire log after
    the first X lines.

    LIST_MAGIC -

    Command  : LIST
    Usage : LIST MAGIC
    Example : list magic
    Shows the list of magic item java classes (item ids) available to archons.
    +
    Command  : LIST 
    Usage : LIST MAGIC
    Example : list magic
    Shows the list of magic item java classes (item ids) available to archons.

    LIST_MANUFACTURERS -

    Command  : LIST
    Usage : LIST MANUFACTURERS
    Example : list manufacturers
    Lists all the tech manufacturers that have been defined in your mud.
    +
    Command  : LIST 
    Usage : LIST MANUFACTURERS
    Example : list manufacturers
    Lists all the tech manufacturers that have been defined in your mud.

    LIST_MATERIALS -

    Command  : LIST
    Usage : LIST MATERIALS
    Example : list materials
    Lists all the base material types. Use list ENVRESOURCES for what you probably
    want.
    +
    Command  : LIST 
    Usage : LIST MATERIALS
    Example : list materials
    Lists all the base material types. Use list ENVRESOURCES for what you probably
    want.

    LIST_MOBS -

    Command  : LIST
    Usage : LIST MOBS
    Example : list mobs
    Shows the mob java classes (mob ids) available to archons.
    +
    Command  : LIST 
    Usage : LIST MOBS
    Example : list mobs
    Shows the mob java classes (mob ids) available to archons.

    LIST_NEWS -

    Command  : LIST
    Usage : LIST NEWS ([ENTRY NUMBER]/NEW/ALL)
    Example : list news
    Example : list news 5
    Example : list news new
    Example : list news all
    Lists all the news items currently active in your game (these are the bulletins
    seen at login). If a number is specified, only that full news item will be
    shown. If the NEW parameter is used, then only NEW news is shown. If the ALL
    parameter is used, all news is shown.
    +
    Command  : LIST 
    Usage : LIST NEWS ([ENTRY NUMBER]/NEW/ALL)
    Example : list news
    Example : list news 5
    Example : list news new
    Example : list news all
    Lists all the news items currently active in your game (these are the bulletins
    seen at login). If a number is specified, only that full news item will be
    shown. If the NEW parameter is used, then only NEW news is shown. If the ALL
    parameter is used, all news is shown.

    LIST_NOPURGE -

    Command  : LIST
    Usage : LIST NOPURGE
    Example : list nopurge
    Lists the names of accounts or players who are exempt from the account/player
    purging rules defined in your coffeemud.ini file. In short, these users will
    never be deleted, even if they never ever log in again.
    +
    Command  : LIST 
    Usage : LIST NOPURGE
    Example : list nopurge
    Lists the names of accounts or players who are exempt from the account/player
    purging rules defined in your coffeemud.ini file. In short, these users will
    never be deleted, even if they never ever log in again.

    LIST_OBJCOUNTERS -

    Command  : LIST
    Usage : LIST OBJCOUNTERS
    Example : list objcounters
    Deprecated, but may be revived again in the future if I start seeing memory
    consumption issues.
    +
    Command  : LIST 
    Usage : LIST OBJCOUNTERS
    Example : list objcounters
    Deprecated, but may be revived again in the future if I start seeing memory
    consumption issues.

    LIST_ONEWAYDOORS -

    Command  : LIST
    Usage : LIST ONEWAYDOORS (LOG)
    Example : list onewaydoors
    Example : list onewaydoors log
    Lists all the rooms in your world with at least one direction where it links to
    another room, but that room does NOT link back to it. Could be indicative of a
    problem? Adding a log parameter will dump this list to your mud.log.
    +
    Command  : LIST 
    Usage : LIST ONEWAYDOORS (LOG)
    Example : list onewaydoors
    Example : list onewaydoors log
    Lists all the rooms in your world with at least one direction where it links to
    another room, but that room does NOT link back to it. Could be indicative of a
    problem? Adding a log parameter will dump this list to your mud.log.

    LIST_PLANETS -

    Command  : LIST
    Usage : LIST PLANETS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
    Example : list planets
    Example : list planets sortby name cols name population
    Example : list planets sortby name
    Lists all the planets in your game. By default, it also shows whether the
    planet is Hidden, how many rooms are in the planet, whether it is in a passive
    or active state, its current population, and the median level. If the sortby
    parameter is used, then you can follow it with the order of columns to sort by.
    Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
    POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
    MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
    INDOOR_ROOMS. If the columns parameter is used, then you can follow it with
    columns to substitute in the table.
    +
    Command  : LIST 
    Usage : LIST PLANETS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
    Example : list planets
    Example : list planets sortby name cols name population
    Example : list planets sortby name
    Lists all the planets in your game. By default, it also shows whether the
    planet is Hidden, how many rooms are in the planet, whether it is in a passive
    or active state, its current population, and the median level. If the sortby
    parameter is used, then you can follow it with the order of columns to sort by.
    Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
    POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
    MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
    INDOOR_ROOMS. If the columns parameter is used, then you can follow it with
    columns to substitute in the table.

    LIST_POISONS -

    Command  : LIST
    Usage : LIST POISONS
    Example : list poisons
    Shows the list of all poisons (ability ids) available to archons.
    +
    Command  : LIST 
    Usage : LIST POISONS
    Example : list poisons
    Shows the list of all poisons (ability ids) available to archons.

    LIST_POLLS -

    Command  : LIST
    Usage : LIST POLLS
    Example : list polls
    Lists all the player polls currently defined in the game.
    +
    Command  : LIST 
    Usage : LIST POLLS
    Example : list polls
    Lists all the player polls currently defined in the game.

    LIST_PRAYERS -

    Command  : LIST 
    Usage : LIST PRAYERS (DOMAIN)
    Example : list prayers
    Shows the list of prayer java classes (ability ids) available to archons.
    +
    Command  : LIST  
    Usage : LIST PRAYERS (DOMAIN)
    Example : list prayers
    Shows the list of prayer java classes (ability ids) available to archons.

    LIST_PROPERTIES -

    Command  : LIST 
    Usage : LIST PROPERTIES
    Example : list properties
    Shows the list of property java classes (ability ids) available to archons.
    +
    Command  : LIST  
    Usage : LIST PROPERTIES
    Example : list properties
    Shows the list of property java classes (ability ids) available to archons.

    LIST_QUESTNAMES -

    Command  : LIST 
    Usage : LIST QUESTNAMES
    Example : list questNAMEs
    Lists all the quests being managed by the quest manager, along with the display
    name of the quests (if any).
    +
    Command  : LIST  
    Usage : LIST QUESTNAMES
    Example : list questNAMEs
    Lists all the quests being managed by the quest manager, along with the display
    name of the quests (if any).

    LIST_QUESTS -

    Command  : LIST 
    Usage : LIST QUESTS
    Example : list quests
    Lists all the quests being managed by the quest manager, along with the current
    status of the quest (running, or not), and if it is time-delayed, how long
    until the quest will attempt to start again.
    +
    Command  : LIST  
    Usage : LIST QUESTS
    Example : list quests
    Lists all the quests being managed by the quest manager, along with the current
    status of the quest (running, or not), and if it is time-delayed, how long
    until the quest will attempt to start again.

    LIST_QUESTWINNERS -

    Command  : LIST 
    Usage : LIST QUESTWINNERS (NAME)
    Example : list questwinners
    Example : list questwinners myquest
    Lists all the quests being managed by the quest manager, along with all the
    winners of the quests. A name may be optionally given to narrow down which
    quests are shown.
    +
    Command  : LIST  
    Usage : LIST QUESTWINNERS (NAME)
    Example : list questwinners
    Example : list questwinners myquest
    Lists all the quests being managed by the quest manager, along with all the
    winners of the quests. A name may be optionally given to narrow down which
    quests are shown.

    LIST_RACECATS -

    Command  : LIST
    Usage : LIST RACECATS (SHORT)
    Example : list racecats
    Example : list racecats (short)
    Lists the unique racial categories of all the races in coffeemud. Adding the
    short param will just make the list look different.
    +
    Command  : LIST 
    Usage : LIST RACECATS (SHORT)
    Example : list racecats
    Example : list racecats short
    Lists the unique racial categories of all the races in coffeemud. Adding the
    short param will just make the list look different.

    LIST_RACES -

    Command  : LIST
    Usage : LIST RACES (SHORT) (MASK)
    Example : list races
    Example : list races short
    Example : list races avian
    Shows the list of race java classes (race ids) available to archons. Races will
    have their racial categories shown in () next to the ID. Races with an * next
    to them are Generic. Adding the short parameter will only show a simple list
    of race ids. Adding a mask will limit the list to races containing the word.
    +
    Command  : LIST 
    Usage : LIST RACES (SHORT) (MASK)
    Example : list races
    Example : list races short
    Example : list races avian
    Shows the list of race java classes (race ids) available to archons. Races will
    have their racial categories shown in () next to the ID. Races with an * next
    to them are Generic. Adding the short parameter will only show a simple list
    of race ids. Adding a mask will limit the list to races containing the word.

    LIST_REALESTATE -

    Command  : LIST
    Usage : LIST REALESTATE (/AREA/WORLD) ([OWNER NAME])
    Example : list realestate
    Example : list realestate world bob
    Example : list realestate area
    Lists all the rooms for sale in the current area, along with the current name
    of the room, the current owner (if any) and the price.
    +
    Command  : LIST 
    Usage : LIST REALESTATE (/AREA/WORLD) ([OWNER NAME])
    Example : list realestate
    Example : list realestate world bob
    Example : list realestate area
    Lists all the rooms for sale in the current area, along with the current name
    of the room, the current owner (if any) and the price.

    LIST_RECIPES -

    Command  : LIST
    Usage : LIST RECIPES ([SKILL ID])
    Example : list recipes
    Example : list recipes Cooking
    By default, this will list the names of all the common skills (ability ids)
    that have editable recipe lists. If a valid ability id is specified as a
    parmeter, then it will list all the editable recipes for that common skill.
    +
    Command  : LIST 
    Usage : LIST RECIPES ([SKILL ID])
    Example : list recipes
    Example : list recipes Cooking
    By default, this will list the names of all the common skills (ability ids)
    that have editable recipe lists. If a valid ability id is specified as a
    parmeter, then it will list all the editable recipes for that common skill.

    LIST_REPORTS -

    Command  : LIST
    Usage : LIST REPORTS
    Example : list reports
    Shows a brief report on resource usage of your mud, such as memory, total cpu
    times, average cpu times for ticking objects, number of tick groups and ticking
    objects, etc. It will also enumerate the several main service threads of the
    mud, and show their status as well.
    +
    Command  : LIST 
    Usage : LIST REPORTS
    Example : list reports
    Shows a brief report on resource usage of your mud, such as memory, total cpu
    times, average cpu times for ticking objects, number of tick groups and ticking
    objects, etc. It will also enumerate the several main service threads of the
    mud, and show their status as well.

    LIST_RESOURCES -

    Command  : LIST
    Usage : LIST RESOURCES ([MASK])
    Example : list resources
    Example : list resources dragons den
    Lists all the cached binary and text data objects in your mud. This will
    include stuff like parsed MOBPROG programs, MOBPROG variables, text files, help
    files, area statistics, and so forth. Adding a mask parameter will limit the
    view of resources only to those with those keywords.
    +
    Command  : LIST 
    Usage : LIST RESOURCES ([MASK])
    Example : list resources
    Example : list resources dragons den
    Lists all the cached binary and text data objects in your mud. This will
    include stuff like parsed MOBPROG programs, MOBPROG variables, text files, help
    files, area statistics, and so forth. Adding a mask parameter will limit the
    view of resources only to those with those keywords.

    LIST_ROOMS -

    Command  : LIST
    Usage : LIST ROOMS
    Example : list rooms
    Lists all the rooms in the current area, along with the short display name of
    each room.
    +
    Command  : LIST 
    Usage : LIST ROOMS ([FILTER])
    Example : list rooms
    Example : list rooms garden
    Lists all the rooms in the current area, along with the short display name of
    each room. The room id and display name can be filtered by a given string.

    LIST_SCRIPTS -

    Command  : LIST
    Usage : LIST SCRIPTS COUNT/DETAILS/CUSTOM
    Example : list scripts count
    Example : list scripts details
    Example : list scripts custom
    Lists all the scripts in use in your game. The COUNT param will show all the
    scripts, and how many objects are referring to that script. List scripts
    details will show the first part of the script name, the name of the object
    that it is attached to, and the room where that object is located. List
    scripts custom will show all the objects with custom scripts, the objects
    location, and a full listing of the custom script (a custom script is simply
    one that is hard coded into the behavior instead of coming from a file).
    +
    Command  : LIST 
    Usage : LIST SCRIPTS COUNT/DETAILS/CUSTOM
    Example : list scripts count
    Example : list scripts details
    Example : list scripts custom
    Lists all the scripts in use in your game. The COUNT param will show all the
    scripts, and how many objects are referring to that script. List scripts
    details will show the first part of the script name, the name of the object
    that it is attached to, and the room where that object is located. List
    scripts custom will show all the objects with custom scripts, the objects
    location, and a full listing of the custom script (a custom script is simply
    one that is hard coded into the behavior instead of coming from a file).

    LIST_SESSIONS -

    Command  : LIST
    Usage : LIST SESSIONS (STATUS/VALID/NAME/IP/IDLE)
    Example : list sessions
    Example : list sessions name
    Lists the players online, their idle time, status, and ip address. An optional
    parameter may be given to sort by one of the fields.
    +
    Command  : LIST 
    Usage : LIST SESSIONS (STATUS/VALID/NAME/IP/IDLE)
    Example : list sessions
    Example : list sessions name
    Lists the players online, their idle time, status, and ip address. An optional
    parameter may be given to sort by one of the fields.

    LIST_SKILLS -

    Command  : LIST 
    Usage : LIST SKILLS (DOMAIN)
    Example : list skills
    Shows the list of all skills (ability ids) available to archons.
    +
    Command  : LIST  
    Usage : LIST SKILLS (DOMAIN)
    Example : list skills
    Shows the list of all skills (ability ids) available to archons.

    LIST_SOCIALS -

    Command  : LIST
    Usage : LIST SOCIALS
    Example : list socials
    Shows the list of all base socials.
    +
    Command  : LIST 
    Usage : LIST SOCIALS
    Example : list socials
    Shows the list of all base socials.

    LIST_SOFTWARE -

    Command  : LIST 
    Usage : LIST SOFTWARE
    Example : list software
    Shows the list of all software (tech item ids) available to archons.
    +
    Command  : LIST  
    Usage : LIST SOFTWARE
    Example : list software
    Shows the list of all software (tech item ids) available to archons.

    LIST_SONGS -

    Command  : LIST 
    Usage : LIST SONGS (DOMAIN)
    Example : list songs
    Shows the list of song java classes (ability ids) available to archons.
    +
    Command  : LIST  
    Usage : LIST SONGS (DOMAIN)
    Example : list songs
    Shows the list of song java classes (ability ids) available to archons.

    LIST_SPACE -

    Command  : LIST
    Usage : LIST SPACE (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
    Usage : LIST MOONS (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
    Usage : LIST BODIES (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
    Usage : LIST STARS (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
    Usage : LIST SPACESHIPS (ALL)/((WITHIN [DIST]) (AROUND X])) (SORTBY [COL])
    Example : list planets all sortby name
    Example : list space around tattooine within 100 ly
    Shows the objects in space, or just the moons, planetary bodies, stars, or
    spaceships. You can specify to only see the ones within a particular distance
    (in dm, km, ly, lm, lh, etc..of either the current planet/ship or the specified
    space object X. Lastly, you can sort the list by name, coordinates, or
    whatever.
    +
    Command  : LIST 
    Usage : LIST SPACE (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
    Usage : LIST MOONS (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
    Usage : LIST BODIES (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
    Usage : LIST STARS (ALL)/((WITHIN [DIST]) (AROUND [X])) (SORTBY [COL])
    Usage : LIST SPACESHIPS (ALL)/((WITHIN [DIST]) (AROUND X])) (SORTBY [COL])
    Example : list planets all sortby name
    Example : list space around tattooine within 100 ly
    Shows the objects in space, or just the moons, planetary bodies, stars, or
    spaceships. You can specify to only see the ones within a particular distance
    (in dm, km, ly, lm, lh, etc..of either the current planet/ship or the specified
    space object X. Lastly, you can sort the list by name, coordinates, or
    whatever.

    LIST_SPACESHIPAREAS -

    Command  : LIST
    Usage : LIST SPACESHIPS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
    Example : list spaceships
    Example : list spaceships sortby name cols name population
    Example : list spaceships sortby name
    Lists all the spaceships in your game. By default, it also shows whether the
    ship is Hidden, how many rooms are in the ship, whether it is in a passive or
    active state, its current population, and the median level. If the sortby
    parameter is used, then you can follow it with the order of columns to sort by.
    Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
    POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
    MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
    INDOOR_ROOMS. If the columns parameter is used, then you can follow it with
    columns to substitute in the table.
    +
    Command  : LIST 
    Usage : LIST SPACESHIPS (SORTBY [COLUMN]...) (COLS [COLUMN]...))
    Example : list spaceships
    Example : list spaceships sortby name cols name population
    Example : list spaceships sortby name
    Lists all the spaceships in your game. By default, it also shows whether the
    ship is Hidden, how many rooms are in the ship, whether it is in a passive or
    active state, its current population, and the median level. If the sortby
    parameter is used, then you can follow it with the order of columns to sort by.
    Valid columns include: NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN,
    POPULATION, MIN_LEVEL, MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT,
    MED_ALIGNMENT, TOTAL_LEVELS, TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS,
    INDOOR_ROOMS. If the columns parameter is used, then you can follow it with
    columns to substitute in the table.

    LIST_SPELLS -

    Command  : LIST 
    Usage : LIST SPELLS (DOMAIN)
    Example : list spells
    Example : list spells enchantment/charm
    Shows the list of spell java classes (ability ids) available to archons.
    +
    Command  : LIST  
    Usage : LIST SPELLS (DOMAIN)
    Example : list spells
    Example : list spells enchantment/charm
    Shows the list of spell java classes (ability ids) available to archons.

    LIST_STAFF -

    Command  : LIST
    Usage : LIST STAFF
    Example : list staff
    Lists all the areas, along with any Area SubOps defined for those areas.
    +
    Command  : LIST 
    Usage : LIST STAFF
    Example : list staff
    Lists all the areas, along with any Area SubOps defined for those areas.

    LIST_SUPERPOWERS -

    Command  : LIST
    Usage : LIST POWERS (DOMAIN)
    Example : list powers
    Shows all the superpower java class names (ability ids) available to your
    archons.
    +
    Command  : LIST 
    Usage : LIST POWERS (DOMAIN)
    Example : list powers
    Shows all the superpower java class names (ability ids) available to your
    archons.

    LIST_TECH -

    Command  : LIST
    Usage : LIST TECH
    Example : list tech
    Shows the list of tech item java classes (item ids) available to archons.
    +
    Command  : LIST 
    Usage : LIST TECH
    Example : list tech
    Shows the list of tech item java classes (item ids) available to archons.

    LIST_TECHSKILLS -

    Command  : LIST 
    Usage : LIST TECHSKILLS
    Example : list techskills
    Shows the list of tech skill java classes (ability ids) available to archons.
    +
    Command  : LIST  
    Usage : LIST TECHSKILLS
    Example : list techskills
    Shows the list of tech skill java classes (ability ids) available to archons.

    LIST_THIEFSKILLS -

    Command  : LIST 
    Usage : LIST THIEFSKILLS (DOMAIN)
    Example : list thiefskills
    Shows the list of thief skill java classes (ability ids) available to archons.
    +
    Command  : LIST  
    Usage : LIST THIEFSKILLS (DOMAIN)
    Example : list thiefskills
    Shows the list of thief skill java classes (ability ids) available to archons.

    LIST_THREAD -

    Command  : LIST
    Usage : LIST THREAD (NAMED)
    Example : list thread Worker0#12
    This will just give a stack dump of a thread of the given name. See LIST
    THREADS for more information.
    +
    Command  : LIST 
    Usage : LIST THREAD (NAMED)
    Example : list thread Worker0#12
    This will just give a stack dump of a thread of the given name. See LIST
    THREADS for more information.

    LIST_THREADS -

    Command  : LIST
    Usage : LIST THREADS (SHORT)
    Example : list threads
    Example : list threads short
    Lists all the threads running in the mud, along with what they are doing, if
    that information is available. Threads are generally idle, so that should be
    reflected most of the time. The short parameter is mostly useless in later
    versions of CoffeeMud, since all threads are always active.
    +
    Command  : LIST 
    Usage : LIST THREADS (SHORT) (EXTEND)
    Example : list threads
    Example : list threads short
    Lists all the threads running in the mud, along with what they are doing, if
    that information is available. Threads are generally idle, so that should be
    reflected most of the time. The short parameter will filter out those threads
    sleeping, waiting, or parked in an executor. The extend parameter will show a
    little more information about the thread.

    LIST_TICKS -

    Command  : LIST
    Usage : LIST TICKS ([GROUP NUMBER]/ACTIVE/PROBLEMS/[MASK]) (COL)
    Example : list ticks
    Example : list ticks 7
    Example : list ticks active
    Example : list ticks problems
    Shows the list of ticking objects in the game. A ticking object is simply one
    that may get thread time at some point from the engine. By default, each entry
    consists of a group id, the name of the object that is ticking, the ID of the
    tick-type, and a status or ! if the object is not ticking.

    Valid parameters include a tick group number, the word "active" to only show
    ticks that are currently receiving thread time, "problems" to receive a list of
    the ticks that have consumed the most average thread time, or a string mask to
    filter by object name.

    The last column of each report may be replaced by adding a valid column name to
    the end of the list command. Valid columns include: tickername, tickerid,
    tickerstatus, tickerstatusstr, tickercodeword, tickertickdown,
    tickerretickdown, tickermillitotal, tickermilliavg, tickerlaststartmillis,
    tickerlaststopmillis,tickerlaststartdate, tickerlaststopdate,
    tickerlastduration, tickersuspended
    +
    Command  : LIST 
    Usage : LIST TICKS ([GROUP NUMBER]/ACTIVE/PROBLEMS/[MASK]) (COL)
    Example : list ticks
    Example : list ticks 7
    Example : list ticks active
    Example : list ticks problems
    Shows the list of ticking objects in the game. A ticking object is simply one
    that may get thread time at some point from the engine. By default, each entry
    consists of a group id, the name of the object that is ticking, the ID of the
    tick-type, and a status or ! if the object is not ticking.

    Valid parameters include a tick group number, the word "active" to only show
    ticks that are currently receiving thread time, "problems" to receive a list of
    the ticks that have consumed the most average thread time, or a string mask to
    filter by object name.

    The last column of each report may be replaced by adding a valid column name to
    the end of the list command. Valid columns include: tickername, tickerid,
    tickerstatus, tickerstatusstr, tickercodeword, tickertickdown,
    tickerretickdown, tickermillitotal, tickermilliavg, tickerlaststartmillis,
    tickerlaststopmillis,tickerlaststartdate, tickerlaststopdate,
    tickerlastduration, tickersuspended

    LIST_TIMEZONES -

    Command  : LIST
    Usage : LIST TIMEZONES
    Example : list timezones
    Lists all areas grouped by their shared calendar/time.
    +
    Command  : LIST 
    Usage : LIST TIMEZONES
    Example : list timezones
    Lists all areas grouped by their shared calendar/time.

    LIST_TITLES -

    Command  : LIST
    Usage : LIST TITLES
    Example : list titles
    Lists all the auto-applied player titles defined in your game, along with the
    requirements, that is, the trigger, that will make them available.
    +
    Command  : LIST 
    Usage : LIST TITLES
    Example : list titles
    Lists all the auto-applied player titles defined in your game, along with the
    requirements, that is, the trigger, that will make them available.

    LIST_TYPOS -

    Command  : LIST
    Usage : LIST TYPOS (TO)
    Example : list typos
    Example : list typos bob
    Lists all the entries in the SYSTEM_TYPOS journal. An optional name can be
    appended to show entries assign to that name.
    +
    Command  : LIST 
    Usage : LIST TYPOS (TO)
    Example : list typos
    Example : list typos bob
    Lists all the entries in the SYSTEM_TYPOS journal. An optional name can be
    appended to show entries assign to that name.

    LIST_UNLINKEDEXITS -

    Command  : LIST
    Usage : LIST UNLINKEDEXITS (LOG)
    Example : list unlinkedexits
    Example : list unlinkedexits log
    Lists all the rooms which have directions for which an exit has been defined,
    but does not link to any room. Adding the log parameter will dump all that
    stuff to your mud.log
    +
    Command  : LIST 
    Usage : LIST UNLINKEDEXITS (LOG)
    Example : list unlinkedexits
    Example : list unlinkedexits log
    Lists all the rooms which have directions for which an exit has been defined,
    but does not link to any room. Adding the log parameter will dump all that
    stuff to your mud.log

    LIST_USERS -

    Command  : LIST
    Usage : LIST USERS (COLUMN NAME)
    Example : list users
    Example : list users ip
    Lists all the players in your game database, showing by default their race,
    current class, level, hours played, last login time/date, and name. If you
    specify a column name of NAME, CLASS, RACE, LEVEL, AGE, LAST, EMAIL, or IP,
    then that column will be shown if it is not available, and the list will be
    sorted by that column.
    +
    Command  : LIST 
    Usage : LIST USERS (COLUMN NAME)
    Example : list users
    Example : list users ip
    Lists all the players in your game database, showing by default their race,
    current class, level, hours played, last login time/date, and name. If you
    specify a column name of NAME, CLASS, RACE, LEVEL, AGE, LAST, EMAIL, or IP,
    then that column will be shown if it is not available, and the list will be
    sorted by that column.

    LIST_WEAPONS -

    Command  : LIST
    Usage : LIST WEAPONS
    Example : list weapons
    Shows the weapon java classes (item ids) available to archons.
    +
    Command  : LIST 
    Usage : LIST WEAPONS
    Example : list weapons
    Shows the weapon java classes (item ids) available to archons.

    LIST_WORLD -

    Command  : LIST
    Usage : LIST WORLD (SORTBY [COLUMN]...) (COLS [COLUMN]...))
    Example : list world
    Example : list world sortby name cols name population
    Example : list world sortby name
    Lists all the areas in your current world, meaning areas that share the same
    time zone. By default, it also shows whether the area is Hidden, how many
    rooms are in the area, whether it is in a passive or active state, its current
    population, and the median level. If the sortby parameter is used, then you
    can follow it with the order of columns to sort by. Valid columns include:
    NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN, POPULATION, MIN_LEVEL,
    MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT, MED_ALIGNMENT, TOTAL_LEVELS,
    TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS, INDOOR_ROOMS. If the columns
    parameter is used, then you can follow it with columns to substitute in the
    table.
    +
    Command  : LIST 
    Usage : LIST WORLD (SORTBY [COLUMN]...) (COLS [COLUMN]...))
    Example : list world
    Example : list world sortby name cols name population
    Example : list world sortby name
    Lists all the areas in your current world, meaning areas that share the same
    time zone. By default, it also shows whether the area is Hidden, how many
    rooms are in the area, whether it is in a passive or active state, its current
    population, and the median level. If the sortby parameter is used, then you
    can follow it with the order of columns to sort by. Valid columns include:
    NAME, AUTHOR, DESCRIPTION , ROOMS, STATE, HIDDEN, POPULATION, MIN_LEVEL,
    MAX_LEVEL, AVG_LEVEL, MED_LEVEL, AVG_ALIGNMENT, MED_ALIGNMENT, TOTAL_LEVELS,
    TOTAL_INTELLIGENT_LEVELS, VISITABLE_ROOMS, INDOOR_ROOMS. If the columns
    parameter is used, then you can follow it with columns to substitute in the
    table.

    LOAD -

    Command : LOAD
    Usage : LOAD [OBJECT TYPE] [PATH/NAME]
    Example : load resource banned.ini
    Example : load ability /myclasses/blah.class
    Example : load weapon /myclasses/blah2.class
    Example : load class com.planet_ink.coffee_mud.Items.Weapons.Sword.class
    Example : load weapon com/planet_ink/coffee_mud/Items/Weapons/Sword.java
    Short(s):
    A command for the loading of resources, faction ini files, unloaded areas, or
    class files of java or javascript.

    Use LIST RESOURCES to see a list of resources.

    Use LOAD AREA area name re-load areas in the database that have been unloaded.

    For class files, the LIST command can also show whats already loaded. This
    command will automatically attempt to unload a class if it is already loaded.
    If the specified class is a java source file or javascript, it will attempt to
    compile it first. For loading classes, the second parameter may be the word
    "class" and the system will attempt to correct your ambiguity. If it is unable
    to determine the type of class being loaded, however, you may get an error. It
    is therefore better just to use the load [CLASS-TYPE] syntax instead.
    +
    Command : LOAD 
    Usage : LOAD [OBJECT TYPE] [PATH/NAME]
    Example : load resource banned.ini
    Example : load ability /myclasses/blah.class
    Example : load weapon /myclasses/blah2.class
    Example : load class com.planet_ink.coffee_mud.Items.Weapons.Sword.class
    Example : load weapon com/planet_ink/coffee_mud/Items/Weapons/Sword.java
    Short(s):
    A command for the loading of resources, faction ini files, unloaded areas, or
    class files of java or javascript.

    Use LIST RESOURCES to see a list of resources.

    Use LOAD AREA area name re-load areas in the database that have been unloaded.

    For class files, the LIST command can also show whats already loaded. This
    command will automatically attempt to unload a class if it is already loaded.
    If the specified class is a java source file or javascript, it will attempt to
    compile it first. For loading classes, the second parameter may be the word
    "class" and the system will attempt to correct your ambiguity. If it is unable
    to determine the type of class being loaded, however, you may get an error. It
    is therefore better just to use the load [CLASS-TYPE] syntax instead.
    +

    + +

    + MARKOOC +

    Usage    : MARKOOC [PLAYER NAME] 
    Example : MARKOOC gunther
    From anywhere on the map, the player with this skill can render the target
    mob/player unable to receive any further RolePlay experience. Use this skill
    again on the same player to release them.

    MASKS -

    In numerous parameters, places, and input fields, CoffeeMud will ask you for
    something called a "Zapper Mask". The mask is used to help select particular
    mobs, items, etc from the universe of available selections by "filtering out"
    those you don't want. For example, if you wanted to only select mobs named Bob,
    you would compose a mask that Disallows non-mobs, and Disallows things that
    dont have the name Bob. This is done using the Zapper Mask syntax, shown
    below:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
    +
    In numerous parameters, places, and input fields, CoffeeMud will ask you for
    something called a "Zapper Mask". The mask is used to help select particular
    mobs, items, etc from the universe of available selections by "filtering out"
    those you don't want. For example, if you wanted to only select mobs named Bob,
    you would compose a mask that Disallows non-mobs, and Disallows things that
    dont have the name Bob. This is done using the Zapper Mask syntax, shown
    below:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

    MATH_FORMULA -

    In certain fields and specifications, CoffeeMud will allow you to enter a
    mathematical formula in place of a simple number in order to calculate a number
    at run-time. This is useful for occasions where you want the number to have a
    random element, or where the value of the number is calculated based on certain
    variables only available at run-time.

    The formulas can be anything from a simple number, to numbers combined with
    mathematical operators + - \ *, grouped with parenthesis ( ), and may also
    include certain special operators.

    One special operator, ? , is for generating a random number (ex: 2?5 refers to
    a random number between 2 and 5). Another special operator, >, is for bounding
    the result of an operation (ex: 5 * 10 > 10 will evaluate to the greater of 10
    or 5 * 10. The < operator does the opposite.
    +
    In certain fields and specifications, CoffeeMud will allow you to enter a
    mathematical formula in place of a simple number in order to calculate a number
    at run-time. This is useful for occasions where you want the number to have a
    random element, or where the value of the number is calculated based on certain
    variables only available at run-time.

    The formulas can be anything from a simple number, to numbers combined with
    mathematical operators + - \ *, grouped with parenthesis ( ), and may also
    include certain special operators.

    One special operator, ? , is for generating a random number (ex: 2?5 refers to
    a random number between 2 and 5). Another special operator, >, is for bounding
    the result of an operation (ex: 5 * 10 > 10 will evaluate to the greater of 10
    or 5 * 10. The < operator does the opposite.

    MERGE -

    Command  : MERGE
    Usage : MERGE (AREA/ROOM) (CHANGE=[FIELD,..]) (ON=[FIELD,..])
    (IGNORE=[FIELD,..]) [PATH & FILE NAME]
    Usage : MERGE (AREA/ROOM) DATABASE (MOBS/ITEMS/ROOMS) DBCLASS=[JAVACLASS]
    DBSERVICE=[DB SERVICE URL]
    : : DBUSER=[USERNAME] DBPASS=[PASSWORD] (IGNORE=[FIELD,..])
    (MASK=[ZAPPERMASK])
    Example : merge /myfiles/myitems.cmare
    Example : merge change=damage,level,ability /myfiles/myweapons.cmare
    Example : merge area change=material ignore=level /myfiles/myweapons.cmare
    Example : merge change=damage on=name /myfiles/weapons.cmare
    Example : merge area database dbclass=com.mysql.jdbc.Driver
    dbservice=jdbc:mysql://localhost:3306/db
    : : dbuser=username dbpass=password ignore="IMG,ATTACK"
    MASK="-NAMES +Bob"
    Short(s) :
    Allows you to selectively modify all instances of a mob or item in the world
    based on the contents of a CMARE file containing items or mobs, or another
    CoffeeMud database.

    When using CMARE files, the files must be generated using the EXPORT
    (WORLD/AREA/ROOM) (ITEMS/WEAPONS) command. The first parameter specifies
    whether the items in the text file are to be merged with those in the entire
    world, in your current area, or just the room. The second parameter (CHANGE) is
    implied to be ALL unless specified otherwise. It denotes which fields in the
    existing items may be changed based on what changes are seen to the item inside
    the CMARE file. The third parameter (ON) is implied to be ALL unless
    specified otherwise. It denotes how an item in the CMARE file is matched with
    an existing item in your world. If the listed fields from the CMARE file and
    the existing item are equal, the items will be considered a match for the
    purposes of merging. The fourth parameter (IGNORE) is implied to be NONE
    unless specified otherwise. It denotes exceptions to the (ON) parameter,
    namely which fields are allowed to differ between items in the CMARE file and
    an existing item in cases where they would otherwise be considered a match
    according to the (ON) parameter. Matched items in your existing world, in
    every room, will be modified accordingly, and the room will be resaved to your
    database. The log will reflect all changes made to your world. Every room in
    every area in your world will be reloaded from the database prior to any
    evaluations or changes.

    When using a database as a source, the merge command will compare and match the
    database version of the room contents with the local world. The user is then
    given the opportunity to make changes to the local world depending on
    differences. The merge requires DBCLASS, DBSERVICE, DBUSER, and DBPASS
    parameters be set. The IGNORE parameters is a comma delimited list of fields
    to ignore when displaying differences. To mask the types of objects checked,
    the user can specify mobs, items, or the whole rooms after the word database,
    and a zappermask can be included after the mask parameters.
    +
    Command  : MERGE 
    Usage : MERGE (AREA/ROOM) (CHANGE=[FIELD,..]) (ON=[FIELD,..])
    (IGNORE=[FIELD,..]) [PATH & FILE NAME]
    Usage : MERGE (AREA/ROOM) DATABASE (MOBS/ITEMS/ROOMS) DBCLASS=[JAVACLASS]
    DBSERVICE=[DB SERVICE URL]
    : : DBUSER=[USERNAME] DBPASS=[PASSWORD] (IGNORE=[FIELD,..])
    (MASK=[ZAPPERMASK])
    Example : merge /myfiles/myitems.cmare
    Example : merge change=damage,level,ability /myfiles/myweapons.cmare
    Example : merge area change=material ignore=level /myfiles/myweapons.cmare
    Example : merge change=damage on=name /myfiles/weapons.cmare
    Example : merge area database dbclass=com.mysql.jdbc.Driver
    dbservice=jdbc:mysql://localhost:3306/db
    : : dbuser=username dbpass=password ignore="IMG,ATTACK"
    MASK="-NAMES +Bob"
    Short(s) :
    Allows you to selectively modify all instances of a mob or item in the world
    based on the contents of a CMARE file containing items or mobs, or another
    CoffeeMud database.

    When using CMARE files, the files must be generated using the EXPORT
    (WORLD/AREA/ROOM) (ITEMS/WEAPONS) command. The first parameter specifies
    whether the items in the text file are to be merged with those in the entire
    world, in your current area, or just the room. The second parameter (CHANGE) is
    implied to be ALL unless specified otherwise. It denotes which fields in the
    existing items may be changed based on what changes are seen to the item inside
    the CMARE file. The third parameter (ON) is implied to be ALL unless
    specified otherwise. It denotes how an item in the CMARE file is matched with
    an existing item in your world. If the listed fields from the CMARE file and
    the existing item are equal, the items will be considered a match for the
    purposes of merging. The fourth parameter (IGNORE) is implied to be NONE
    unless specified otherwise. It denotes exceptions to the (ON) parameter,
    namely which fields are allowed to differ between items in the CMARE file and
    an existing item in cases where they would otherwise be considered a match
    according to the (ON) parameter. Matched items in your existing world, in
    every room, will be modified accordingly, and the room will be resaved to your
    database. The log will reflect all changes made to your world. Every room in
    every area in your world will be reloaded from the database prior to any
    evaluations or changes.

    When using a database as a source, the merge command will compare and match the
    database version of the room contents with the local world. The user is then
    given the opportunity to make changes to the local world depending on
    differences. The merge requires DBCLASS, DBSERVICE, DBUSER, and DBPASS
    parameters be set. The IGNORE parameters is a comma delimited list of fields
    to ignore when displaying differences. To mask the types of objects checked,
    the user can specify mobs, items, or the whole rooms after the word database,
    and a zappermask can be included after the mask parameters.

    MESSAGE_TYPES -

    The following are valid message codes in CoffeeMud.  They are usable as such in
    Scriptable for the EXECMSG_PROG and CNCLMSG_PROG triggers:

    "AREAAFFECT", "PUSH", "PULL", "RECALL", "OPEN", "CLOSE", "PUT", "GET",
    "UNLOCK", "LOCK", "WIELD", "GIVE", "BUY", "SELL", "DROP", "WEAR", "FILL",
    "DELICATE_HANDS_ACT", "VALUE", "HOLD", "NOISYMOVEMENT", "QUIETMOVEMENT",
    "WEAPONATTACK", "LOOK", "READ", "NOISE", "SPEAK", "CAST_SPELL","LIST", "EAT",
    "ENTER", "FOLLOW", "LEAVE", "SLEEP", "SIT", "STAND", "FLEE", "NOFOLLOW",
    "WRITE", "FIRE", "COLD", "WATER", "GAS", "MIND", "GENERAL", "JUSTICE", "ACID",
    "ELECTRIC", "POISON", "UNDEAD", "MOUNT", "DISMOUNT", "OK_ACTION", "OK_VISUAL",
    "DRINK", "HANDS", "PARALYZE", "WAND_USE", "SERVE", "REBUKE", "ADVANCE",
    "DISEASE", "DEATH", "DEPOSIT", "WITHDRAW", "EMOTE", "QUIT", "SHUTDOWN", "VIEW",
    "RETIRE", "RETREAT","PANIC", "THROW", "EXTINGUISH", "TELL", "SITMOVE", "KNOCK",
    "PRACTICE", "TEACH", "REMOVE", "EXPCHANGE", "DAMAGE", "HEALING", "ROOMRESET",
    "RELOAD", "SNIFF", "ACTIVATE", "DEACTIVATE", "FACTIONCHANGE", "LOGIN", "LEVEL",
    "EXAMINE", "BORROW", "HUH",
    "LIFE","BID","CLANEVENT","UNLOAD","DUELCHALLENGE","LEGALWARRANT".

    And here are some general message code types that may also be used:
    "TO



























    SOUND","GENERAL","MAGIC","DELICATE","MALICIOUS","CHANNEL","OPTIMIZE","INTERMSG"
    +
    The following are valid message codes in CoffeeMud.  They are usable as such in
    Scriptable for the EXECMSG_PROG and CNCLMSG_PROG triggers:

    "AREAAFFECT", "PUSH", "PULL", "RECALL", "OPEN", "CLOSE", "PUT", "GET",
    "UNLOCK", "LOCK", "WIELD", "GIVE", "BUY", "SELL", "DROP", "WEAR", "FILL",
    "DELICATE_HANDS_ACT", "VALUE", "HOLD", "NOISYMOVEMENT", "QUIETMOVEMENT",
    "WEAPONATTACK", "LOOK", "READ", "NOISE", "SPEAK", "CAST_SPELL","LIST", "EAT",
    "ENTER", "FOLLOW", "LEAVE", "SLEEP", "SIT", "STAND", "FLEE", "NOFOLLOW",
    "WRITE", "FIRE", "COLD", "WATER", "GAS", "MIND", "GENERAL", "JUSTICE", "ACID",
    "ELECTRIC", "POISON", "UNDEAD", "MOUNT", "DISMOUNT", "OK_ACTION", "OK_VISUAL",
    "DRINK", "HANDS", "PARALYZE", "WAND_USE", "SERVE", "REBUKE", "ADVANCE",
    "DISEASE", "DEATH", "DEPOSIT", "WITHDRAW", "EMOTE", "QUIT", "SHUTDOWN", "VIEW",
    "RETIRE", "RETREAT","PANIC", "THROW", "EXTINGUISH", "TELL", "SITMOVE", "KNOCK",
    "PRACTICE", "TEACH", "REMOVE", "EXPCHANGE", "DAMAGE", "HEALING", "ROOMRESET",
    "RELOAD", "SNIFF", "ACTIVATE", "DEACTIVATE", "FACTIONCHANGE", "LOGIN", "LEVEL",
    "EXAMINE", "BORROW", "HUH",
    "LIFE","BID","CLANEVENT","UNLOAD","DUELCHALLENGE","LEGALWARRANT".

    And here are some general message code types that may also be used:
    "TO



























    SOUND","GENERAL","MAGIC","DELICATE","MALICIOUS","CHANNEL","OPTIMIZE","INTERMSG"

    METACRAFT -

    Usage    : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
    [FILENAME])
    Usage : METACRAFT ALL [SKILL NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
    [FILENAME])
    Example : metacraft wagon oak
    Example : metacraft wagon
    Example : metacraft "every sword" bronze
    Example : metacraft "every sword"
    Example : metacraft "every sword" iron to file /items.cmare
    Example : metacraft "all carpentry"
    This skill will allow you to create any item that is craftable from the
    numerous common skills. The item created may be made of a material specified,
    or automatically crafted by a random material valid to the appropriate skill.
    You can also specify the destination of the items, whether it be the room, your
    inventory, or an xml file.
    +
    Usage    : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
    [FILENAME])
    Usage : METACRAFT ALL [SKILL NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
    [FILENAME])
    Example : metacraft wagon oak
    Example : metacraft wagon
    Example : metacraft "every sword" bronze
    Example : metacraft "every sword"
    Example : metacraft "every sword" iron to file /items.cmare
    Example : metacraft "all carpentry"
    This skill will allow you to create any item that is craftable from the
    numerous common skills. The item created may be made of a material specified,
    or automatically crafted by a random material valid to the appropriate skill.
    You can also specify the destination of the items, whether it be the room, your
    inventory, or an xml file.

    MODIFY -

    Command : MODIFY
    Usage : MODIFY [ITEM TYPE] ...
    Example : modify room name The Grassy Knole
    Example : modify mob orc
    Example : modify item longsword
    Example : modify item "longsword@an orc"
    Example : modify jscript
    Example : modify news
    Short(s):
    A command for the modification of items, mobs, users, quests, rooms, polls,
    classes, races, news, areas, and exits. Enter MODIFY for more information on
    command usage.
    +
    Command : MODIFY 
    Usage : MODIFY [ITEM TYPE] ...
    Example : modify room name The Grassy Knole
    Example : modify mob orc
    Example : modify item longsword
    Example : modify item "longsword@an orc"
    Example : modify jscript
    Example : modify news
    Short(s):
    A command for the modification of items, mobs, users, quests, rooms, polls,
    classes, races, news, areas, and exits. Enter MODIFY for more information on
    command usage.

    MPRUN -

    Command  : MPRUN
    Usage : MPRUN ([USER]:[PASS]) [SCRIPT]
    Example : mprun once_prog;mpecho hello!;~;
    Example : mprun load=mine.script
    Example : mprun archons:password once_prog;mpecho hello!;~;
    Short(s) :
    Runs the given script as per the Scriptable behavor. Since Scriptable scripts
    are event-triggered, any commands executed must be in a ONCE_PROG trigger (or
    perhaps a RAND_PROG).

    For use as part of automated testing, MPRUN can also be executed by
    unauthorized users so long as they know the username and password of an
    authorized user. Any failed attempts to use this command will cause the user
    to be marked as unable to use this command for two minutes.
    +
    Command  : MPRUN 
    Usage : MPRUN ([USER]:[PASS]) [SCRIPT]
    Example : mprun once_prog;mpecho hello!;~;
    Example : mprun load=mine.script
    Example : mprun archons:password once_prog;mpecho hello!;~;
    Short(s) :
    Runs the given script as per the Scriptable behavor. Since Scriptable scripts
    are event-triggered, any commands executed must be in a ONCE_PROG trigger (or
    perhaps a RAND_PROG).

    For use as part of automated testing, MPRUN can also be executed by
    unauthorized users so long as they know the username and password of an
    authorized user. Any failed attempts to use this command will cause the user
    to be marked as unable to use this command for two minutes.

    MULTIWATCH -

    Ability    : Multiwatch
    Usage : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME])
    Example : multiwatch add playerone playertwo
    Example : multiwatch auto
    Example : multiwatch stop
    Description:
    This is an archon skill to assist in determining if a set of players who are
    connected from the same ip address are the same person. It does this by
    tracking certain pieces of data which together may be taken as rather
    circumstantial evidence of someone multiplaying. The definition of the numbers
    are as follows:
    SYNC - The number of commands entered by more than one member of an IP group
    within a single 4 second period.
    SPEECH - This refers to SAY commands, broken into three sections. The first
    number represents the number of SAY commands done in the same room with a
    player who has the same IP address. The second number represents the number of
    SAY commands directed at another player. The last number is the number of SAY
    commands total.
    SOCIALS - These are also divided into three numbers where, again, the first is
    the number of socials in the same room with a player with the same IP, the
    second being socials directed at another player, and the last being the number
    of total socials.
    CMD - The number of commands entered which are different than the previous
    command entered.
    ORDER - The number of times one of the players in the group gave an ORDER to
    another player in the group. A sure sign indeed.
    +
    Ability    : Multiwatch 
    Usage : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME])
    Example : multiwatch add playerone playertwo
    Example : multiwatch auto
    Example : multiwatch stop
    Description:
    This is an archon skill to assist in determining if a set of players who are
    connected from the same ip address are the same person. It does this by
    tracking certain pieces of data which together may be taken as rather
    circumstantial evidence of someone multiplaying. The definition of the numbers
    are as follows:
    SYNC - The number of commands entered by more than one member of an IP group
    within a single 4 second period.
    SPEECH - This refers to SAY commands, broken into three sections. The first
    number represents the number of SAY commands done in the same room with a
    player who has the same IP address. The second number represents the number of
    SAY commands directed at another player. The last number is the number of SAY
    commands total.
    SOCIALS - These are also divided into three numbers where, again, the first is
    the number of socials in the same room with a player with the same IP, the
    second being socials directed at another player, and the last being the number
    of total socials.
    CMD - The number of commands entered which are different than the previous
    command entered.
    ORDER - The number of times one of the players in the group gave an ORDER to
    another player in the group. A sure sign indeed.

    @@ -1222,27 +1238,32 @@

    CoffeeMud 5.9

    NOPURGE -

    Command : NOPURGE
    Usage : NOPURGE [PLAYER NAME]
    Example : nopurge bob
    Short(s):
    Makes a player inelligible for purging by the autopurge system. Use LIST
    NOPURGE, or DESTROY NOPURGE for maintaining the list.
    +
    Command : NOPURGE 
    Usage : NOPURGE [PLAYER NAME]
    Example : nopurge bob
    Short(s):
    Makes a player inelligible for purging by the autopurge system. Use LIST
    NOPURGE, or DESTROY NOPURGE for maintaining the list.

    NOWIZINFO -

    Command : NOWIZINFO
    Usage : NOWIZINFO
    Example : nowizinfo
    Short(s):
    Turn off the automatic information channel available to admins and area admins.
    +
    Command : NOWIZINFO 
    Usage : NOWIZINFO
    Example : nowizinfo
    Short(s):
    Turn off the automatic information channel available to admins and area admins.

    NOWIZINV -

    Command  : WIZARD INVISIBILITY
    Usage : VISIBLE
    Example : visible
    Short(s) : nowizinv
    Wizard Invisibility makes the invoker completely undetectable by other mobs or
    players. This command turns wizard invisibility off. See WIZINV for more
    information.
    +
    Command  : WIZARD INVISIBILITY 
    Usage : VISIBLE
    Example : visible
    Short(s) : nowizinv
    Wizard Invisibility makes the invoker completely undetectable by other mobs or
    players. This command turns wizard invisibility off. See WIZINV for more
    information.

    ORDER -

    Command : ORDER
    Usage : ORDER [TARGET NAME] [COMMAND(S)]
    Example : order dog flee
    Short(s):
    This command will allow you to force a mob to perform any command listed in the
    COMMANDS or SOCIALS list.
    +
    Command : ORDER 
    Usage : ORDER [TARGET NAME] [COMMAND(S)]
    Example : order dog flee
    Short(s):
    This command will allow you to force a mob to perform any command listed in the
    COMMANDS or SOCIALS list.

    PAUSE -

    Command : PAUSE
    Usage : PAUSE [ROOM/AREA/OBJECTNAME]
    Example : pause
    Example : pause area
    Example : pause orc
    Short(s):
    This very powerful and dangerous command allows you to suspend all thread and
    ticking services in the entire mud. It can be a quick and easy way to discern
    locked up threads, or to free up CPU time for other purposes. Enter PAUSE
    alone to suspend and resume all objects, or specify room, area, or an object
    name to suspend the ticking of just that object.
    +
    Command : PAUSE 
    Usage : PAUSE [ROOM/AREA/OBJECTNAME]
    Example : pause
    Example : pause area
    Example : pause orc
    Short(s):
    This very powerful and dangerous command allows you to suspend all thread and
    ticking services in the entire mud. It can be a quick and easy way to discern
    locked up threads, or to free up CPU time for other purposes. Enter PAUSE
    alone to suspend and resume all objects, or specify room, area, or an object
    name to suspend the ticking of just that object.
    +

    + +

    + PEACEFULLY +

     
    Skill : Peacefully
    Domain : Archon
    Use Cost : Mana (50)
    Quality : Circumstantial
    Targets :
    Range : Touch - Range 10
    Commands : PEACEFULLY
    Usage : PEACEFULLY [COMMAND]
    Example : peacefully kill bob
    Allows the player to issue a command that would start combat, but then
    immediately end combat before things get out of control.

    @@ -1252,17 +1273,17 @@

    CoffeeMud 5.9

    POOF -

    Command : POOF
    Usage : POOF
    Short(s):
    For players with access to the GOTO command, this command will allow the admin
    to change the messages seen when they leave and enter a room via GOTO. The
    S-NAME, S-HIM-HER and other codes may be used so that the admins name is
    properly presented. Remember to surround the codes with the less-than and
    greater-than tag markers!
    +
    Command : POOF 
    Usage : POOF
    Short(s):
    For those with access to the GOTO command, this command will allow the admin to
    change the messages seen when they leave and enter a room via GOTO. The
    S-NAME, S-HIM-HER and other codes may be used so that the admins name is
    properly presented. Remember to surround the codes with the less-than and
    greater-than tag markers! You can also change your death poof. as per the
    non-archon version of this command.

    POSSESS -

    Skill    : POSSESS
    Usage : POSSESS [MOB NAME]
    Example : possess dragon
    Example : possess dragon@MyArea#23
    Example : possess dragon@MyArea
    Short(s) :
    This command will allow your character to possess and control any given mob.
    That mob will be controlled as if it were your own character. Use the QUIT
    command to return to your own characters body. Should the mob die, you will be
    returned automatically. POSSESS does not transfer your security levels to the
    possessed mob UNLESS you have turned on your SYSMSGS flag before possessing.
    +
    Skill    : POSSESS 
    Usage : POSSESS [MOB NAME]
    Example : possess dragon
    Example : possess dragon@MyArea#23
    Example : possess dragon@MyArea
    Short(s) :
    This command will allow your character to possess and control any given mob.
    That mob will be controlled as if it were your own character. Use the QUIT
    command to return to your own characters body. Should the mob die, you will be
    returned automatically. POSSESS does not transfer your security levels to the
    possessed mob UNLESS you have turned on your SYSMSGS flag before possessing.

    PURGE -

    Command : PURGE
    Usage : PURGE [ITEM TYPE] ...
    Example : purge orc
    Example : purge item longsword
    Example : purge item longsword@an orc
    Short(s):
    This command is a weak form of DESTROY, allowing only items and mobs to be
    destroyed. Rejuvinating mobs will still rejuvenate when purge is used, unlike
    destroy.
    +
    Command : PURGE 
    Usage : PURGE [ITEM TYPE] ...
    Example : purge orc
    Example : purge item longsword
    Example : purge item longsword@an orc
    Short(s):
    This command is a weak form of DESTROY, allowing only items and mobs to be
    destroyed. Rejuvinating mobs will still rejuvenate when purge is used, unlike
    destroy.

    @@ -1272,112 +1293,112 @@

    CoffeeMud 5.9

    QUESTS -

    Command : QUESTS
    Usage : QUESTS (WON/[QUEST NAME]/[PLAYER NAME])
    Example : quests
    Example : quests won
    Example : quests bob
    Short(s):
    This command is for listing quests one is either involved in, or were involved
    in. The admin version of this command allows a player name to be specified when
    retreiving information, or if the quest name is supplied, the winners of the
    quest. Enter HELP QUESTS for more information on the mundane use of the
    command.
    +
    Command : QUESTS 
    Usage : QUESTS (WON/[QUEST NAME]/[PLAYER NAME])
    Example : quests
    Example : quests won
    Example : quests bob
    Short(s):
    This command is for listing quests one is either involved in, or were involved
    in. The admin version of this command allows a player name to be specified when
    retreiving information, or if the quest name is supplied, the winners of the
    quest. Enter HELP QUESTS for more information on the mundane use of the
    command.

    RECORD -


    Skill : Record
    Domain : Archon
    Use Cost : Movement (51)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : RECORD
    Usage : RECORD [PLAYER NAME]
    Example : record gunther
    From anywhere on the map, the player with this skill can begin recording all
    activity of the target to a file in the local file system as if they were
    snooping them.
    +
     
    Skill : Record
    Domain : Archon
    Use Cost : Movement (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : RECORD
    Usage : RECORD [PLAYER NAME]
    Example : record gunther
    From anywhere on the map, the player with this skill can begin recording all
    activity of the target to a file in the local file system as if they were
    snooping them.

    RESET -

    Command  : RESET
    Usage : RESET (REJUV) ROOM/AREA (ITEMS/MOBS)
    Usage : RESET MOBSTATS ROOM/AREA/WORLD/CATALOG (NOSAVE) ([AREANAME])
    Usage : RESET ITEMSTATS ROOM/AREA/WORLD/CATALOG (NOSAVE) ([AREANAME])
    Usage : RESET INIFILE
    Usage : RESET PASSWORD [NAME]
    Usage : RESET RELEVEL
    Example : reset room
    Example : reset area
    Example : reset rejuv area items
    Example : reset mobstats world
    Example : reset itemstats catalog nosave midgaard
    Example : reset password krogon
    Short(s) :
    The reset room or area command will revive any wandered or dead mobs whose
    location is the same as the invokers. Any removed items which are resettable
    will also return. Any items or mobs which do not belong in the location will
    be returned to their proper homes.

    The reset rejuv room or area command will revive any dead mobs or resettable
    items at the location of the invoker. Mobs that have wandered away will not be
    returned. No other mobs or items in the room will be affected.

    The reset itemstats and reset mobstats commands serve a similar purpose. Both
    will modify the vital statistics of all the mobs or items in the room, area,
    world, or catalog specified. The statistics will be "normalizations" of vital
    combat scores based on the mob or items level, and the game engine's definition
    of nominal ratings for that level. They will allow a "preview" of changes to
    be made by specifying the "nosave" parameter on the command line, which
    prevents permanent changes. Area names may also be specified on the command
    line to cause the command to skip certain areas (for use with WORLD parameter
    only).

    Reset relevel is a dangerous but potentially time saving command to change the
    levels of all mobs and items in the same area as the user from falling within
    its current range of levels to a new range. See help [areaname] to see the
    existing minimum and maximum levels of the area.
    The reset password command will let you generate a random password for the
    given player or account and email it to their address on file, or change it to
    a neutral word when no email address is on file.

    You can also reload your ini settings, or the lists.ini file using reset
    inifile.
    +
    Command  : RESET 
    Usage : RESET (REJUV) ROOM/AREA (ITEMS/MOBS)
    Usage : RESET MOBSTATS ROOM/AREA/WORLD/CATALOG (NOSAVE) ([AREANAME])
    Usage : RESET ITEMSTATS ROOM/AREA/WORLD/CATALOG (NOSAVE) ([AREANAME])
    Usage : RESET INIFILE
    Usage : RESET PASSWORD [NAME]
    Usage : RESET RELEVEL
    Example : reset room
    Example : reset area
    Example : reset rejuv area items
    Example : reset mobstats world
    Example : reset itemstats catalog nosave midgaard
    Example : reset password krogon
    Short(s) :
    The reset room or area command will revive any wandered or dead mobs whose
    location is the same as the invokers. Any removed items which are resettable
    will also return. Any items or mobs which do not belong in the location will
    be returned to their proper homes.

    The reset rejuv room or area command will revive any dead mobs or resettable
    items at the location of the invoker. Mobs that have wandered away will not be
    returned. No other mobs or items in the room will be affected.

    The reset itemstats and reset mobstats commands serve a similar purpose. Both
    will modify the vital statistics of all the mobs or items in the room, area,
    world, or catalog specified. The statistics will be "normalizations" of vital
    combat scores based on the mob or items level, and the game engine's definition
    of nominal ratings for that level. They will allow a "preview" of changes to
    be made by specifying the "nosave" parameter on the command line, which
    prevents permanent changes. Area names may also be specified on the command
    line to cause the command to skip certain areas (for use with WORLD parameter
    only).

    Reset relevel is a dangerous but potentially time saving command to change the
    levels of all mobs and items in the same area as the user from falling within
    its current range of levels to a new range. See help [areaname] to see the
    existing minimum and maximum levels of the area.
    The reset password command will let you generate a random password for the
    given player or account and email it to their address on file, or change it to
    a neutral word when no email address is on file.

    You can also reload your ini settings, or the lists.ini file using reset
    inifile.

    RESTRING -

    Command : RESTRING
    Usage : RESTRING [ITEM NAME]
    Example : restring longsword
    Example : restring "longsword@an orc"
    Short(s):
    This command is a weak for of MODIFY. It allows you to modify an items name,
    display text, and description.
    +
    Command : RESTRING 
    Usage : RESTRING [ITEM NAME]
    Example : restring longsword
    Example : restring "longsword@an orc"
    Short(s):
    This command is a weak for of MODIFY. It allows you to modify an items name,
    display text, and description.

    SAVE -

    Command : SAVE
    Usage : SAVE [ROOM, MOBS, ITEMS, QUESTS, FACTION, USERS]
    Example : save room
    Example : save users
    Example : save quests
    Example : save faction area_my_area
    Short(s):
    A command to permanently save the contents of a room, the mobs in the room, the
    current quests list, a specific faction, or the users who are logged in. The
    command will apply to the room in which your Character is located.
    +
    Command : SAVE 
    Usage : SAVE [ROOM, MOBS, ITEMS, QUESTS, FACTION, USERS]
    Example : save room
    Example : save users
    Example : save quests
    Example : save faction area_my_area
    Short(s):
    A command to permanently save the contents of a room, the mobs in the room, the
    current quests list, a specific faction, or the users who are logged in. The
    command will apply to the room in which your Character is located.

    SECURITY -

    SECURITY in CoffeeMud is on a player by player basis.  
    SYSOP status is defined as the ultimate security to do anything, anywhere, at
    any time. Access to all commands in all areas will be available. SYSOP status
    is defined in the CoffeeMud ini file entry SYSOPMASK which establishes the
    player characteristics that designate SYSOPS. All players who meet the
    requirements of the mask are automatically SYSOPS.

    Players who are not SYSOPS may also be granted specific privileges. Each of
    the privileges may be limited to specific areas, or available globally.
    Privileges are defined in the Security section of a players settings. Each
    security code listed for a player may be either a list of security Groups, or a
    specific security code.

    Security GROUPS are also defined in the ini file. A Security GROUP consists of
    a group name, and a set of strings or codes representing privileges for that
    group. Each group is prefixed in the INI file with the "GROUP_". However, you
    should not use the "GROUP_" when adding group priviledges to the Security field
    of a player. For instance, if you have "GROUP_BUILDER" defined in the INI
    file, then you would add "BUILDER" to Security when modifying a player in order
    to make that user part of the BUILDER group. The security codes which make up
    each group are implicitly global, but can be qualified as area-only using the
    keyword "AREA".

    The following are the default strings or codes which, when found in a players
    security settings or in a group definition, confer the listed privileges. Each
    of these settings may be entered as listed below, or prefixed with the word
    "AREA" followed by a space, followed by the key. This has the effect of making
    that privilege only available in or at areas where the Player is listed in the
    areas "Staff" setting. For example, the security code "ANNOUNCE" by itself
    confers the global ability to use the ANNOUNCE command. The security code
    "AREA ANNOUNCE" means that the ANNOUNCE command can only be used inside areas
    where the player is listed as Staff.


    ABOVELAW=Immunity to the Arrest behavior.
    AFTER=The ability to use the command of the same name.
    AHELP=The ability to access administrative help files.
    ALLSKILLS=This code gives the player access to ALL skills,songs,prayers,spells
    at their next login.
    ANNOUNCE=The ability to use the command of the same name.
    AS=The ability to use the command of the same name.
    AT=The ability to use the command of the same name.
    BAN=The ability to use the command of the same name, as well as DESTROY BAN,
    LIST BAN, and access the BAN MUDGrinder feature.
    BEACON=The ability to use the command of the same name.
    BOOT=The ability to use the command of the same name.
    CHARGEN=The ability to use the command of the same name.
    CLOAK=The ability to use the command of the same name, as well as see those who
    are cloaked.
    CMDAREAS=The ability to Create, Modify, and Destroy areas. Also gains access
    to the MUDGrinder area tool.
    CMDCLANS=The ability to Modify or Destroy clans.
    CMDCLASSES=The Ability to Create, Modify, Destroy custom classes.
    CMDABILITIES=The Ability to Create, Modify, Destroy custom abilities.
    CMDEXITS=The Ability to Create, Modify, Link, Unlink, or Destroy exits.
    CMDITEMS=The Ability to Create, Modify, Destroy items in rooms.
    CMDMOBS=The Ability to Create, Modify, Destroy mobs in rooms. This code also
    prevents Mobile mobs from wandering away and confers other similar priviledges.
    CMDRECIPES=The Ability to Create, Modify, Destroy Common Skill recipe items.
    CMDPLAYERS=The Ability to Modify or Destroy players. Also has the ability to
    view Player settings in the MUDGrinder.
    CMDQUESTS=The Ability to Create, Modify, Destroy quests. Also has the ability
    to access the quests and file editors in the MUDGrinder.
    CMDRACES=The Ability to Create, Modify, Destroy custom races.
    CMDFACTIONS=The Ability to Create, Modify, and Destroy factions.
    CMDROOMS=The ability to Create, Modify, and Destroy rooms. Also gains access
    to the MUDGrinder area tool.
    CMDSOCIALS=The Ability to Create, Modify, Destroy socials.
    COMPONENTS=The Ability to Create, Modify, Destroy spell/skill components.
    EXPERTISE=The Ability to Create, Modify, Destroy spell/skill expertises.
    TITLES=The Ability to Create, Modify, Destroy player auto-titles.
    CARRYALL=Overrides item carrying restrictions.
    CATALOG=The ability to use the catalog command of mobs and items.
    COPYITEMS=The Ability to copy existing items.
    COPYMOBS=The Ability to copy existing items.
    COPYROOMS=The ability to copy existing rooms.
    DUMPFILE=The ability to use the command of the same name.
    EXPORT=The ability to export mobs, items, or rooms.
    EXPORTFILE=The ability to export to a file. Requires EXPORT or EXPORTPLAYERS.
    EXPORTPLAYERS=The ability to export player data.
    FS: <path>=The ability to read/write files in the local path given. No
    preceding / chars!
    GMODIFY=The ability to use the command of the same name.
    GOTO=The ability to use the command of the same name, as well as walk through
    doors.
    IDLEOK=This code makes the player exempt from any idletimer settings from the
    coffeemud.ini file.
    I3=The ability to manage the CHANNELS aspect of I3.
    IMMORT=Players with this code never ever die.
    IMPORTITEMS=The ability to import items into a room.
    IMPORTMOBS=The ability to import mobs into a room.
    IMPORTPLAYERS=The ability to import players from a file.
    IMPORTROOMS=The ability to import rooms or areas from a file.
    JOURNALS=The ability to administer all journals.
    JSCRIPTS=The ability to approve javascript in Scriptabler behaviors.
    KILLASSIST=The ability to LIST and DESTROY entries in the ASSIST list.
    KILLBUGS=The ability to LIST and DESTROY entries in the BUG list.
    KILLDEAD=The ability to kill anyone by entering 'kill [name] dead'
    KILLIDEAS=The ability to LIST and DESTROY entries in the IDEAS list.
    KILLTYPOS=The ability to LIST and DESTROY entries in the TYPOS list.
    LISTADMIN=The ability to LIST ticks, the log, reports, or threads.
    LOADUNLOAD=The ability to load and unload resources. Also gains access to
    resource manager in MUDGrinder.
    MERGE=The ability to merge mob or item changes from a file or database.
    MXPTAGS=The ability to insert MXP tags using the ^< ^> ^& syntax.
    NOEXPIRE=This character never expires, but always remains active.
    NOPURGE=The ability to add, LIST, or DESTROY entries on the NOPURGE list.
    ORDER=The ability to order mobs around. Also grants the ability to GIVE
    without failure, and use Take and Dress without failure. The global version of
    this code also allows ordering players.
    PKILL=The ability to override PKILL flag settings.
    POSSESS=The ability to use the command of the same name.
    PURGE=The ability to use the command of the same name.
    RESET=The ability to use the command of the same name as it applies to rooms or
    areas.
    RESETUTILS=The ability to use the command of the same name as it applies to the
    miscellaneous RESET tools.
    RESTRING=The ability to use the command of the same name.
    SESSIONS=The ability to use the command of the same name.
    SHUTDOWN=The ability to use the command of the same name.
    SNOOP=The ability to use the command of the same name.
    STAT=The ability to use the command of the same name.
    SUPERSKILL=This code makes it impossible for the player to fumble a spell or
    skill that they have.
    SYSMSGS=The ability to use the command of the same name.
    TASKS=The ability to ADD, LIST and DESTROY entries in the TASKS list.
    TICKTOCK=The ability to use the command of the same name.
    TRAILTO=The ability to use the command of the same name.
    TRANSFER=The ability to use the command of the same name.
    VFS: <path>=The ability to read/write files in the vfs path given. No preceding
    / chars!
    WHERE=The ability to use the command of the same name.
    WIZINV=The ability to use the command of the same name, as well as see those
    who are WIZINV.

    Here is an example Security setting for a player:
    Security: BUILDER, AREA GOTO, SNOOP, VFS: RESOURCES/TEXT/
    The above would give a player access to the BUILDER group defined by
    GROUP_BUILDER in your INI file. It would also give access to the GOTO command,
    but only insofar as it relates to areas where the player is listed as Staff.
    Lastly, it gives global access to the Snoop command.
    +
    SECURITY in CoffeeMud is on a player by player basis.   
    SYSOP status is defined as the ultimate security to do anything, anywhere, at
    any time. Access to all commands in all areas will be available. SYSOP status
    is defined in the CoffeeMud ini file entry SYSOPMASK which establishes the
    player characteristics that designate SYSOPS. All players who meet the
    requirements of the mask are automatically SYSOPS.

    Players who are not SYSOPS may also be granted specific privileges. Each of
    the privileges may be limited to specific areas, or available globally.
    Privileges are defined in the Security section of a players settings. Each
    security code listed for a player may be either a list of security Groups, or a
    specific security code.

    Security GROUPS are also defined in the ini file. A Security GROUP consists of
    a group name, and a set of strings or codes representing privileges for that
    group. Each group is prefixed in the INI file with the "GROUP_". However, you
    should not use the "GROUP_" when adding group priviledges to the Security field
    of a player. For instance, if you have "GROUP_BUILDER" defined in the INI
    file, then you would add "BUILDER" to Security when modifying a player in order
    to make that user part of the BUILDER group. The security codes which make up
    each group are implicitly global, but can be qualified as area-only using the
    keyword "AREA".

    The following are the default strings or codes which, when found in a players
    security settings or in a group definition, confer the listed privileges. Each
    of these settings may be entered as listed below, or prefixed with the word
    "AREA" followed by a space, followed by the key. This has the effect of making
    that privilege only available in or at areas where the Player is listed in the
    areas "Staff" setting. For example, the security code "ANNOUNCE" by itself
    confers the global ability to use the ANNOUNCE command. The security code
    "AREA ANNOUNCE" means that the ANNOUNCE command can only be used inside areas
    where the player is listed as Staff.


    ABOVELAW=Immunity to the Arrest behavior.
    AFTER=The ability to use the command of the same name.
    AHELP=The ability to access administrative help files.
    ALLSKILLS=This code gives the player access to ALL skills,songs,prayers,spells
    at their next login.
    ANNOUNCE=The ability to use the command of the same name.
    AS=The ability to use the command of the same name.
    AT=The ability to use the command of the same name.
    BAN=The ability to use the command of the same name, as well as DESTROY BAN,
    LIST BAN, and access the BAN MUDGrinder feature.
    BEACON=The ability to use the command of the same name.
    BOOT=The ability to use the command of the same name.
    CHARGEN=The ability to use the command of the same name.
    CLOAK=The ability to use the command of the same name, as well as see those who
    are cloaked.
    CMDAREAS=The ability to Create, Modify, and Destroy areas. Also gains access
    to the MUDGrinder area tool.
    CMDCLANS=The ability to Modify or Destroy clans.
    CMDCLASSES=The Ability to Create, Modify, Destroy custom classes.
    CMDABILITIES=The Ability to Create, Modify, Destroy custom abilities.
    CMDEXITS=The Ability to Create, Modify, Link, Unlink, or Destroy exits.
    CMDITEMS=The Ability to Create, Modify, Destroy items in rooms.
    CMDMOBS=The Ability to Create, Modify, Destroy mobs in rooms. This code also
    prevents Mobile mobs from wandering away and confers other similar priviledges.

    CMDRECIPES=The Ability to Create, Modify, Destroy Common Skill recipe items.
    CMDPLAYERS=The Ability to Modify or Destroy players. Also has the ability to
    view Player settings in the MUDGrinder.
    CMDQUESTS=The Ability to Create, Modify, Destroy quests. Also has the ability
    to access the quests and file editors in the MUDGrinder.
    CMDRACES=The Ability to Create, Modify, Destroy custom races.
    CMDFACTIONS=The Ability to Create, Modify, and Destroy factions.
    CMDROOMS=The ability to Create, Modify, and Destroy rooms. Also gains access
    to the MUDGrinder area tool.
    CMDSOCIALS=The Ability to Create, Modify, Destroy socials.
    COMPONENTS=The Ability to Create, Modify, Destroy spell/skill components.
    EXPERTISE=The Ability to Create, Modify, Destroy spell/skill expertises.
    TITLES=The Ability to Create, Modify, Destroy player auto-titles.
    CARRYALL=Overrides item carrying restrictions.
    CATALOG=The ability to use the catalog command of mobs and items.
    COPYITEMS=The Ability to copy existing items.
    COPYMOBS=The Ability to copy existing items.
    COPYROOMS=The ability to copy existing rooms.
    DUMPFILE=The ability to use the command of the same name.
    EXPORT=The ability to export mobs, items, or rooms.
    EXPORTFILE=The ability to export to a file. Requires EXPORT or EXPORTPLAYERS.
    EXPORTPLAYERS=The ability to export player data.
    FS: <path>=The ability to read/write files in the local path given. No
    preceding / chars!
    GMODIFY=The ability to use the command of the same name.
    GOTO=The ability to use the command of the same name, as well as walk through
    doors.
    IDLEOK=This code makes the player exempt from any idletimer settings from the
    coffeemud.ini file.
    I3=The ability to manage the CHANNELS aspect of I3.
    IMMORT=Players with this code never ever die.
    IMPORTITEMS=The ability to import items into a room.
    IMPORTMOBS=The ability to import mobs into a room.
    IMPORTPLAYERS=The ability to import players from a file.
    IMPORTROOMS=The ability to import rooms or areas from a file.
    JOURNALS=The ability to administer all journals.
    JSCRIPTS=The ability to approve javascript in Scriptabler behaviors.
    KILLASSIST=The ability to LIST and DESTROY entries in the ASSIST list.
    KILLBUGS=The ability to LIST and DESTROY entries in the BUG list.
    KILLDEAD=The ability to kill anyone by entering 'kill [name] dead'
    KILLIDEAS=The ability to LIST and DESTROY entries in the IDEAS list.
    KILLTYPOS=The ability to LIST and DESTROY entries in the TYPOS list.
    LISTADMIN=The ability to LIST ticks, the log, reports, or threads.
    LOADUNLOAD=The ability to load and unload resources. Also gains access to
    resource manager in MUDGrinder.
    MERGE=The ability to merge mob or item changes from a file or database.
    MXPTAGS=The ability to insert MXP tags using the ^< ^> ^& syntax.
    NOEXPIRE=This character never expires, but always remains active.
    NOPURGE=The ability to add, LIST, or DESTROY entries on the NOPURGE list.
    ORDER=The ability to order mobs around. Also grants the ability to GIVE
    without failure, and use Take and Dress without failure. The global version of
    this code also allows ordering players.
    PKILL=The ability to override PKILL flag settings.
    POSSESS=The ability to use the command of the same name.
    PURGE=The ability to use the command of the same name.
    RESET=The ability to use the command of the same name as it applies to rooms or
    areas.
    RESETUTILS=The ability to use the command of the same name as it applies to the
    miscellaneous RESET tools.
    RESTRING=The ability to use the command of the same name.
    SESSIONS=The ability to use the command of the same name.
    SHUTDOWN=The ability to use the command of the same name.
    SNOOP=The ability to use the command of the same name.
    STAT=The ability to use the command of the same name.
    SUPERSKILL=This code makes it impossible for the player to fumble a spell or
    skill that they have.
    SYSMSGS=The ability to use the command of the same name.
    TASKS=The ability to ADD, LIST and DESTROY entries in the TASKS list.
    TICKTOCK=The ability to use the command of the same name.
    TRAILTO=The ability to use the command of the same name.
    TRANSFER=The ability to use the command of the same name.
    VFS: <path>=The ability to read/write files in the vfs path given. No preceding
    / chars!
    WHERE=The ability to use the command of the same name.
    WIZINV=The ability to use the command of the same name, as well as see those
    who are WIZINV.

    Here is an example Security setting for a player:
    Security: BUILDER, AREA GOTO, SNOOP, VFS: RESOURCES/TEXT/
    The above would give a player access to the BUILDER group defined by
    GROUP_BUILDER in your INI file. It would also give access to the GOTO command,
    but only insofar as it relates to areas where the player is listed as Staff.
    Lastly, it gives global access to the Snoop command.

    SHELL -

    Command : SHELL
    Usage : SHELL [COMMAND] [PARAMETERS]
    Example : shell
    Example : shell ?
    Example : shell directory
    Example : shell cd /resources/text
    Example : shell copy thisfile.txt ::
    Example : shell del ::thisfile.txt
    Example : shell edit thisfile.txt
    Short(s): .
    This command allows the archon, and users with appropriate FS: and/or VFS:
    security flags to access the file system and/or the virtual file system. See
    help on CMFS or VFS for the difference between the two.

    The commands are case-insensitive, except where dealing with the local file
    system, where it may be case-sensitive depending upon the host system. As
    mentioned in the CMFS docs, filenames and paths may be preceded by a :: string
    to denote forced VFS access, or // to denote forced local file-system access.
    When neither is specified for a given shell command, the VFS file is always
    preferred. The / character is always used to separate directory paths and
    folders, such as /resources/text/down.txt would refer to the file down.txt in
    the text folder, which in turn is in the resources folder, which in turn is
    located in the root directory.

    The shell command may be entered with no parameter to see the players current
    directory. When viewing directories, a "-" character will precede a file which
    exists only in the VFS system. A "+" character will precede a file which
    exists in both the local file system and the VFS system. Since folders always
    exist in the VFS, they will always be seen with the "+" character preceding
    them.

    The shell command can be used to create directories, delete files or
    directories, copy files, search for files with given names, search inside text
    files for a text string, display a text file, or edit a text file. Many
    commands support a mask to limit the files displayed. The mask may include "*"
    characters anywhere in the string to match 0 or more unknown characters in the
    filenames. A "?" character always matches a single unknown character in a
    filename.

    See HELP CMFS for more information on CoffeeMuds file system.
    +
    Command : SHELL 
    Usage : SHELL [COMMAND] [PARAMETERS]
    Example : shell
    Example : shell ?
    Example : shell directory
    Example : shell cd /resources/text
    Example : shell copy thisfile.txt ::
    Example : shell del ::thisfile.txt
    Example : shell edit thisfile.txt
    Short(s): .
    This command allows the archon, and users with appropriate FS: and/or VFS:
    security flags to access the file system and/or the virtual file system. See
    help on CMFS or VFS for the difference between the two.

    The commands are case-insensitive, except where dealing with the local file
    system, where it may be case-sensitive depending upon the host system. As
    mentioned in the CMFS docs, filenames and paths may be preceded by a :: string
    to denote forced VFS access, or // to denote forced local file-system access.
    When neither is specified for a given shell command, the VFS file is always
    preferred. The / character is always used to separate directory paths and
    folders, such as /resources/text/down.txt would refer to the file down.txt in
    the text folder, which in turn is in the resources folder, which in turn is
    located in the root directory.

    The shell command may be entered with no parameter to see the players current
    directory. When viewing directories, a "-" character will precede a file which
    exists only in the VFS system. A "+" character will precede a file which
    exists in both the local file system and the VFS system. Since folders always
    exist in the VFS, they will always be seen with the "+" character preceding
    them.

    The shell command can be used to create directories, delete files or
    directories, copy files, search for files with given names, search inside text
    files for a text string, display a text file, or edit a text file. Many
    commands support a mask to limit the files displayed. The mask may include "*"
    characters anywhere in the string to match 0 or more unknown characters in the
    filenames. A "?" character always matches a single unknown character in a
    filename.

    See HELP CMFS for more information on CoffeeMuds file system.

    SHUTDOWN -

    Command : SHUTDOWN
    Usage : SHUTDOWN (IN [NUMBER] [MINS/HOURS..]) (RESTART) (NOPROMPT)
    Example : shutdown
    Example : shutdown noprompt
    Example : shutdown in 10 minutes restart
    Short(s):
    With no argument, this command will bring down the CoffeeMud server. With the
    restart argument, it will "bounce" (restart) the server. You can also specify
    how long before the shutdown will begin. This will also cause periodic
    warnings to your players.
    +
    Command : SHUTDOWN 
    Usage : SHUTDOWN (IN [NUMBER] [MINS/HOURS..]) (RESTART) (NOPROMPT)
    Example : shutdown
    Example : shutdown noprompt
    Example : shutdown in 10 minutes restart
    Short(s):
    With no argument, this command will bring down the CoffeeMud server. With the
    restart argument, it will "bounce" (restart) the server. You can also specify
    how long before the shutdown will begin. This will also cause periodic
    warnings to your players.

    SNOOP -

    Command : SNOOP
    Usage : SNOOP [TARGET NAME]
    Example : snoop player
    Short(s):
    This command will allow you to watch a player play -- seeing everything they
    type in, and everything they read on their screen.
    +
    Command : SNOOP 
    Usage : SNOOP [TARGET NAME]
    Example : snoop player
    Short(s):
    This command will allow you to watch a player play -- seeing everything they
    type in, and everything they read on their screen.

    STAT -

    Command : STAT
    Usage : STAT ((SKILL/STAT TYPE) [TARGET NAME])/([NUMBER]
    [DAYS/WEEKS/MONTHS/YEARS]
    Usage : ... (/SKILLUSE/QUEST))
    Example : stat
    Example : stat 2 weeks
    Example : stat tom
    Example : stat equipment bob
    Example : stat combat bob
    Example : stat inventory bob
    Example : stat questwins bob
    Example : stat tattoos bob
    Example : stat titles bob
    Example : stat scripts bob
    Example : stat charstats bob
    Example : stat roomsexplored bob
    Example : stat factions bob
    Example : stat spell bob
    Example : stat skill hassan
    Example : stat chant hassan
    Example : stat prayer hassan
    Example : stat area midgaard
    Example : stat item my longsword
    Example : stat fountain
    Short(s):
    This command serves two purposes. The first is to allow you to view a usage
    statistics report on your mud. Entering STAT alone allows you to see
    information gathered since midnight. You may also enter a number and a scale
    (days, weeks, months, or years) to view information going farther back.

    STAT will also allow you to retrieve basic stat information on a player, mob,
    item, room, or exit in the game. Entering STAT and the objects name brings up
    the most basic information. Specifying AREA, MOB, ITEM, ROOM, or EXIT before
    the name will make the search more specific. Including a skill type before a
    mob or player name will list their abilities of that type. Valid skill types
    include: SKILL, SPELL, PRAYER, SONG, TRAP, PROPERTY, "THIEF SKILL", LANGUAGE,
    CHANT, "COMMON SKILL", DISEASE, POISON. You can also get special reports by
    entering one of the following before the name: EQUIPMENT, COMBAT, INVENTORY,
    QUESTWINS, TATTOOS, TITLES, SCRIPTS, WORLDEXPLORED, AREASEXPLORED,
    ROOMSEXPLORED, FACTIONS, LEVELTIMES, and CHARSTATS. As per the player version
    of this command, you can also use basic stats, such as: HITS, MANA, MOVE,
    HUNGER, THIRST, FATIGUE, MAXHITS, MAXMANA, MAXMOVE, MAXHUNGER, MAXTHIRST,
    MAXFATIGUE, STRENGTH, INTELLIGENCE, DEXTERITY, CONSTITUTION, CHARISMA, WISDOM,
    GENDER, PARALYSIS, FIRE, COLD, WATER, GAS, MIND, GENERAL, JUSTICE, ACID,
    ELECTRICITY, POISON, UNDEAD, MAGIC, DISEASE, TRAPS, MAXSTRENGTH,
    MAXINTELLIGENCE, MAXDEXTERITY, MAXCONSTITUTION, MAXCHARISMA, MAXWISDOM, AGE,
    DETECTION, CONVERSION, WEIGHTADJ, LEVEL, SENSES, ARMOR, DAMAGE, ATTACK,
    DISPOSITION, REJUV, WEIGHT, ABILITY, HEIGHT, XP (experience), XPFNL (experience
    for next level), and XPTNL (experience to next level), QUESTPOINTS, TRAINS,
    PRACTICES, and any factions shown in the score command, such as ALIGNMENT.
    +
    Command : STAT 
    Usage : STAT ((SKILL/STAT TYPE) [TARGET NAME])/([NUMBER]
    [DAYS/WEEKS/MONTHS/YEARS]
    Usage : ... (/SKILLUSE/QUEST/AREA))
    Example : stat
    Example : stat 2 weeks
    Example : stat tom
    Example : stat equipment bob
    Example : stat combat bob
    Example : stat inventory bob
    Example : stat questwins bob
    Example : stat tattoos bob
    Example : stat titles bob
    Example : stat scripts bob
    Example : stat charstats bob
    Example : stat roomsexplored bob
    Example : stat factions bob
    Example : stat spell bob
    Example : stat skill hassan
    Example : stat chant hassan
    Example : stat prayer hassan
    Example : stat area midgaard
    Example : stat item my longsword
    Example : stat fountain
    Short(s):
    This command serves two purposes. The first is to allow you to view a usage
    statistics report on your mud. Entering STAT alone allows you to see
    information gathered since midnight. You may also enter a number and a scale
    (days, weeks, months, or years) to view information going farther back.

    STAT will also allow you to retrieve basic stat information on a player, mob,
    item, room, or exit in the game. Entering STAT and the objects name brings up
    the most basic information. Specifying AREA, MOB, ITEM, ROOM, or EXIT before
    the name will make the search more specific. Including a skill type before a
    mob or player name will list their abilities of that type. Valid skill types
    include: SKILL, SPELL, PRAYER, SONG, TRAP, PROPERTY, "THIEF SKILL", LANGUAGE,
    CHANT, "COMMON SKILL", DISEASE, POISON. You can also get special reports by
    entering one of the following before the name: EQUIPMENT, COMBAT, INVENTORY,
    STINK, QUESTWINS, TATTOOS, TITLES, SCRIPTS, WORLDEXPLORED, AREASEXPLORED,
    ROOMSEXPLORED, FACTIONS, LEVELTIMES, and CHARSTATS. As per the player version
    of this command, you can also use basic stats, such as: HITS, MANA, MOVE,
    HUNGER, THIRST, FATIGUE, MAXHITS, MAXMANA, MAXMOVE, MAXHUNGER, MAXTHIRST,
    MAXFATIGUE, STRENGTH, INTELLIGENCE, DEXTERITY, CONSTITUTION, CHARISMA, WISDOM,
    GENDER, PARALYSIS, FIRE, COLD, WATER, GAS, MIND, GENERAL, JUSTICE, ACID,
    ELECTRICITY, POISON, UNDEAD, MAGIC, DISEASE, TRAPS, MAXSTRENGTH,
    MAXINTELLIGENCE, MAXDEXTERITY, MAXCONSTITUTION, MAXCHARISMA, MAXWISDOM, AGE,
    DETECTION, CONVERSION, WEIGHTADJ, LEVEL, SENSES, ARMOR, DAMAGE, ATTACK,
    DISPOSITION, REJUV, WEIGHT, ABILITY, HEIGHT, XP (experience), XPFNL (experience
    for next level), and XPTNL (experience to next level), QUESTPOINTS, TRAINS,
    PRACTICES, and any factions shown in the score command, such as ALIGNMENT.

    STINKIFY -


    Skill : Stinkify
    Domain : Archon
    Use Cost : Movement (51)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : STINKIFY
    Usage : STINKIFY [PLAYER NAME]
    Example : stinkify gunther
    From anywhere on the map, the player with this skill can cause the target to
    become 1 level stinkier than they were before.
    +
     
    Skill : Stinkify
    Domain : Archon
    Use Cost : Movement (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : STINKIFY
    Usage : STINKIFY [PLAYER NAME]
    Example : stinkify gunther
    From anywhere on the map, the player with this skill can cause the target to
    become 1 level stinkier than they were before.

    SYSMSGS -

    Command : SYSMSGS
    Usage : SYSMSGS
    Example : sysmsgs
    Short(s):
    A command to toggle debug mode, or extended messages. A mobile NPC will not be
    able to enter or leave a room if a player in this mode is present.
    +
    Command : SYSMSGS 
    Usage : SYSMSGS
    Example : sysmsgs
    Short(s):
    A command to toggle debug mode, or extended messages. A mobile NPC will not be
    able to enter or leave a room if a player in this mode is present.

    TAKE -

    Command : TAKE
    Usage : TAKE (ALL) [ITEM NAME] ([MOB NAME])
    Example : take all dagger Horice
    Example : take qp Horice
    Example : take all Horice
    Example : take pie Horice
    Short(s):
    This is A command that forces the specified mob or character to give item that
    is in his or her inventory or equipment to you. If the item is inside a
    specified container, it will be retrieved from the container. The very special
    item name "qp" may be used to take Quest Points from players using this
    command.
    +
    Command : TAKE 
    Usage : TAKE (ALL) [ITEM NAME] ([MOB NAME])
    Example : take all dagger Horice
    Example : take qp Horice
    Example : take all Horice
    Example : take pie Horice
    Short(s):
    This is A command that forces the specified mob or character to give item that
    is in his or her inventory or equipment to you. If the item is inside a
    specified container, it will be retrieved from the container. The very special
    item name "qp" may be used to take Quest Points from players using this
    command.

    TASK -

    Command : TASK
    Usage : TASK [MESSAGE]/REVIEW (FILTER) (STARTING MSG)
    Usage : TASK TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
    Example : task nothing is spelled right in this room!
    Example : task review
    Example : task review 7
    Example : task review bob 7
    Short(s):
    This command can be used to submit builder tasks to the system. When the
    REVIEW parameter is given, the tasks will be iterated through one at a time to
    give the builder a chance to delete, comment on, or email each one. An
    optional starting number can be given to REVIEW. An optional filter can be
    given to list only messages assigned to a particular user. The player must be
    either an Archon, or a player with the TASKS security string to use this
    feature.
    +
    Command : TASK 
    Usage : TASK [MESSAGE]/REVIEW (FILTER) (STARTING MSG)
    Usage : TASK TRANSFER (FILTER) [MESSAGE NUMBER] [TARGET]
    Example : task nothing is spelled right in this room!
    Example : task review
    Example : task review 7
    Example : task review bob 7
    Short(s):
    This command can be used to submit builder tasks to the system. When the
    REVIEW parameter is given, the tasks will be iterated through one at a time to
    give the builder a chance to delete, comment on, or email each one. An
    optional starting number can be given to REVIEW. An optional filter can be
    given to list only messages assigned to a particular user. The player must be
    either an Archon, or a player with the TASKS security string to use this
    feature.

    TATTOO -

    Tattoo's are intended to act as miscellaneous flags which players may obtain,
    not unlike a quest point. These tattoo's can then be checked for as
    requirements to enter rooms or exits, or to possess certain items. If the
    common account system is used, accounts can also have tattoos on them as well.
    An example would be like this: The completion of a specific quest occurs when
    Gunther defeats the evil sorcerer Nunder and enters his inner chamber (where
    all the treasure is hidden). Entering this inner chamber automatically grants
    Gunther a Tatto called "NUNDERKILLER". Now, elsewhere in the realm is the
    second quest where Nunder's apprentice has escaped with an ancient artifact and
    is up to no good. However, to even ENTER the area where Nunder's apprentice is
    operating, the system (via the Prop_ReqTattoo property on this other Area)
    requires that Gunther already have the "NUNDERKILLER" Tattoo. If Gunther had
    not defeated Nunder and obtained the "NUNDERKILLER" Tattoo, he would not be
    allowed into the realm of Nunder's apprentice.
    +
    Tattoo's are intended to act as miscellaneous flags which players may obtain,
    not unlike a quest point. These tattoo's can then be checked for as
    requirements to enter rooms or exits, or to possess certain items. If the
    common account system is used, accounts can also have tattoos on them as well.

    An example would be like this: The completion of a specific quest occurs when
    Gunther defeats the evil sorcerer Nunder and enters his inner chamber (where
    all the treasure is hidden). Entering this inner chamber automatically grants
    Gunther a Tatto called "NUNDERKILLER". Now, elsewhere in the realm is the
    second quest where Nunder's apprentice has escaped with an ancient artifact and
    is up to no good. However, to even ENTER the area where Nunder's apprentice is
    operating, the system (via the Prop_ReqTattoo property on this other Area)
    requires that Gunther already have the "NUNDERKILLER" Tattoo. If Gunther had
    not defeated Nunder and obtained the "NUNDERKILLER" Tattoo, he would not be
    allowed into the realm of Nunder's apprentice.

    TEST -

    Command  : TEST
    Usage : TEST ALL/[TEST NAME]
    Example : test all
    Short(s) :
    Runs a series of internal tests. This command is only for code developers, and
    takes a lot of time and resources to complete, so use it only if you know why
    you are doing it.
    +
    Command  : TEST 
    Usage : TEST ALL/[TEST NAME]
    Example : test all
    Short(s) :
    Runs a series of internal tests. This command is only for code developers, and
    takes a lot of time and resources to complete, so use it only if you know why
    you are doing it.

    TICKTOCK -

    Command : TickTock
    Usage : [NUM HOURS]/CLANTICK/[THREAD NAME]
    Example : ticktock 10
    Example : ticktock -4
    Example : ticktock CLANTICK
    Example : ticktock THPLAYERS0
    Advance the time by specified number of hours, or cause one of the specified
    maintenance threads to immediately go through a cycle. Use LIST REPORTS to get
    a list of maintenance threads. The CLANTICK argument forces the timed clan
    maintenance.
    +
    Command : TickTock 
    Usage : [NUM HOURS]/CLANTICK/[THREAD NAME]
    Example : ticktock 10
    Example : ticktock -4
    Example : ticktock CLANTICK
    Example : ticktock THPLAYERS0
    Advance the time by specified number of hours, or cause one of the specified
    maintenance threads to immediately go through a cycle. Use LIST REPORTS to get
    a list of maintenance threads. The CLANTICK argument forces the timed clan
    maintenance.

    TRAILTO -

    Command : TRAILTO
    Usage : TRAILTO (CONFIRM) (AREANAMES) (IGNOREROOMS=[ROOMS LIST]) [AREA NAME]
    /[ROOM ID] /EVERYROOM /EVERYAREA
    Example : trailto MyArea#394
    Example : trailto everyarea
    Example : trailto confirm areanames "ignorerooms=myarea#10,myarea#20" everyarea
    Short(s):
    This command shows the directions one must travel to get from their current
    position to the destination given. You can end the areas with 'areanames',
    'ignorerooms=', and 'confirm!' flags. You can also include one of these flags:
    NOHOMES, OPENONLY, UNLOCKEDONLY, AREAONLY, NOHIDDENAREAS, NOEMPTYGRIDS, NOAIR,
    NOWATER, WATERSURFACEONLY, UNDERWATERONLY, FLOORSONLY, CEILINGSSONLY, NOCLIMB,
    NOCRAWL, OUTDOORONLY, FALLBACK, RADIUS=X, or MINSIZE=X. MINSIZE will change the
    minimum area size for use with EVERYAREA, FALLBACK will remove flags in reverse
    order until a trail is found. RADIUS changes the width of the space to look for
    trails in.
    +
    Command : TRAILTO 
    Usage : TRAILTO (CONFIRM) (AREANAMES) (IGNOREROOMS=[ROOMS LIST]) [AREA NAME]
    /[ROOM ID] /EVERYROOM /EVERYAREA
    Example : trailto MyArea#394
    Example : trailto everyarea
    Example : trailto confirm areanames "ignorerooms=myarea#10,myarea#20" everyarea

    Short(s):
    This command shows the directions one must travel to get from their current
    position to the destination given. You can end the areas with 'areanames',
    'ignorerooms=', and 'confirm!' flags. You can also include one of these flags:
    NOHOMES, OPENONLY, UNLOCKEDONLY, AREAONLY, NOHIDDENAREAS, NOEMPTYGRIDS, NOAIR,
    NOWATER, WATERSURFACEONLY, UNDERWATERONLY, FLOORSONLY, CEILINGSSONLY, NOCLIMB,
    NOCRAWL, OUTDOORONLY, FALLBACK, RADIUS=X, or MINSIZE=X. MINSIZE will change the
    minimum area size for use with EVERYAREA, FALLBACK will remove flags in reverse
    order until a trail is found. RADIUS changes the width of the space to look for
    trails in.

    TRANSFER -

    Skill    : TRANSFER
    Usage : TRANSFER [ALL/[MOB NAME]/"ITEMS X"] [ROOM ID/DESC/MOB/AREA]
    Example : transfer all Midgaard#3001
    Example : transfer all midgaard
    Example : transfer all north
    Example : transfer bob #3001
    Example : transfer smurf hassan
    Example : transfer bobbyjoe temple of mota
    Example : transfer "item sword" north
    Example : transfer "all item sword" north
    Example : transfer "all items" north
    Short(s) :
    The targets and their followers will be transported, with very little fanfare,
    to the destination listed. This ability is not magical in nature, and is thus
    not affected by no-teleport areas and rooms. If all or item is used, it will
    refer only to those in the same room as the admin. Otherwise, the admins
    present area will be checked for all instances of the name and transfers all of
    them. If none are found in the same area, the whole world will be checked. If
    the word items is used, then an item can also be transported to a room
    destination, though the word INVENTORY is also a valid destination to move the
    item into your inventory.
    +
    Skill    : TRANSFER 
    Usage : TRANSFER [ALL/[MOB NAME]/"ITEMS X"] [ROOM ID/DESC/MOB/AREA]
    Example : transfer all Midgaard#3001
    Example : transfer all midgaard
    Example : transfer all north
    Example : transfer bob #3001
    Example : transfer smurf hassan
    Example : transfer bobbyjoe temple of mota
    Example : transfer "item sword" north
    Example : transfer "all item sword" north
    Example : transfer "all items" north
    Short(s) :
    The targets and their followers will be transported, with very little fanfare,
    to the destination listed. This ability is not magical in nature, and is thus
    not affected by no-teleport areas and rooms. If all or item is used, it will
    refer only to those in the same room as the admin. Otherwise, the admins
    present area will be checked for all instances of the name and transfers all of
    them. If none are found in the same area, the whole world will be checked. If
    the word items is used, then an item can also be transported to a room
    destination, though the word INVENTORY is also a valid destination to move the
    item into your inventory.

    TYPO -

    Command : TYPO
    Usage : TYPO [MESSAGE]/REVIEW (STARTING MSG)
    Example : typo nothing is spelled right in this room!
    Example : typo review
    Example : typo review 7
    Short(s):
    This command can be used to submit typos to the system. When the REVIEW
    parameter is given, the typos will be iterated through one at a time to give
    the archon a chance to delete, comment on, or email each one. An optional
    starting number can be given to REVIEW.
    +
    Command : TYPO 
    Usage : TYPO [MESSAGE]/REVIEW (STARTING MSG)
    Example : typo nothing is spelled right in this room!
    Example : typo review
    Example : typo review 7
    Short(s):
    This command can be used to submit typos to the system. When the REVIEW
    parameter is given, the typos will be iterated through one at a time to give
    the archon a chance to delete, comment on, or email each one. An optional
    starting number can be given to REVIEW.

    UNLINK -

    Command : UNLINK
    Usage : UNLINK [DIRECTION]
    Example : unlink north
    Short(s):
    A command for the unlinking of rooms from each other.
    +
    Command : UNLINK 
    Usage : UNLINK [DIRECTION]
    Example : unlink north
    Short(s):
    A command for the unlinking of rooms from each other.

    UNLOAD -

    Command  : UNLOAD
    Usage : UNLOAD HELP/CLASS/USER/FACTION/AREA
    Usage : UNLOAD INIFILE/ALL/[RESOURCE NAME]
    Example : unload help
    Example : unload all
    Example : unload armorsmith
    Example : unload class Thief_Search
    Example : unload user joe
    Short(s) :
    Unloads most resource text, cached users, class objects, areas, coffeemud.ini,
    lists.ini, and help files for easy refreshing.
    +
    Command  : UNLOAD 
    Usage : UNLOAD HELP/CLASS/USER/FACTION/AREA
    Usage : UNLOAD INIFILE/ALL/[RESOURCE NAME]
    Example : unload help
    Example : unload all
    Example : unload armorsmith
    Example : unload class Thief_Search
    Example : unload user joe
    Short(s) :
    Unloads most resource text, cached users, class objects, areas, coffeemud.ini,
    lists.ini, and help files for easy refreshing.

    @@ -1387,42 +1408,42 @@

    CoffeeMud 5.9

    WHERE -

    Command : WHERE
    Usage : WHERE (AREA) (ROOM/MOB/ITEM/MOBMASK/ITEMMASK) ([MASK])
    Example : where
    Example : where dog
    Example : where area item knife
    Example : where area mobmask -race +orc -levels +>=10
    Example : where !
    Short(s):
    Without an argument, this command displays the names and locations of all
    players online. With the ROOM, MOB, ITEM, or no argument, it will show all
    mobs, rooms, and/or items the match the given key words in the mask, along with
    room locations. With the MOBMASK, ITEMMASK arguments, it will show all mobs or
    items that match the given Zapper Mask (See ZAPPERMASKS). The arguments may be
    qualified with AREA to show only the Archons current area. The argument ! will
    show the mundane/player version of the WHERE command.
    +
    Command : WHERE 
    Usage : WHERE (AREA) (ROOM/MOB/ITEM/MOBMASK/ITEMMASK) ([MASK])
    Example : where
    Example : where dog
    Example : where area item knife
    Example : where area mobmask -race +orc -levels +>=10
    Example : where !
    Short(s):
    Without an argument, this command displays the names and locations of all
    players online. With the ROOM, MOB, ITEM, or no argument, it will show all
    mobs, rooms, and/or items the match the given key words in the mask, along with
    room locations. With the MOBMASK, ITEMMASK arguments, it will show all mobs or
    items that match the given Zapper Mask (See ZAPPERMASKS). The arguments may be
    qualified with AREA to show only the Archons current area. The argument ! will
    show the mundane/player version of the WHERE command.

    WHO -

    Command : WHO
    Usage : WHO ([OPTIONAL PARAMETER])
    Example : who
    Example : who @CoffeeMud
    Example : who friends
    Example : who account
    Example : who playerkill
    Short(s):
    This command will list all of the characters presently online, regardless of
    where they are. If an @ sign is used, this command will list all the players
    at a particular MUD. If "friends" is given, then the list will consist only of
    those from the players friends list (see the FRIENDS command). If "Playerkill"
    is given, then the list will consist only of those players who have their
    playerkill flags on. If account is given, then a list of players with the
    account they belong to is shown.
    +
    Command : WHO 
    Usage : WHO ([OPTIONAL PARAMETER])
    Example : who
    Example : who @CoffeeMud
    Example : who friends
    Example : who account
    Example : who playerkill
    Short(s):
    This command will list all of the characters presently online, regardless of
    where they are. If an @ sign is used, this command will list all the players
    at a particular MUD. If "friends" is given, then the list will consist only of
    those from the players friends list (see the FRIENDS command). If "Playerkill"
    is given, then the list will consist only of those players who have their
    playerkill flags on. If account is given, then a list of players with the
    account they belong to is shown.

    WIZEMOTE -

    Command : WIZEMOTE
    Usage : WIZEMOTE [ALL/HERE/ROOM NAME/AREA NAME/CLAN NAME/PLAYER NAME] message
    Example : wizemote all You are having fun!
    Example : wizemote here We are having fun!
    Example : wizemote bob You are having more fun though.
    Example : wizemote "Death Area" Something bad happened here!
    Example : wizemote "Death Area#5320" Something bad happened there!
    Example : wizemote "The Artisans" Something bad happened to your clan!
    Short(s):
    A command to send emote-type messages to everyone in an area, a room, a clan,
    or to a specific player, or to everyone everywhere.
    +
    Command : WIZEMOTE 
    Usage : WIZEMOTE [ALL/HERE/ROOM NAME/AREA NAME/CLAN NAME/PLAYER NAME] message

    Example : wizemote all You are having fun!
    Example : wizemote here We are having fun!
    Example : wizemote bob You are having more fun though.
    Example : wizemote "Death Area" Something bad happened here!
    Example : wizemote "Death Area#5320" Something bad happened there!
    Example : wizemote "The Artisans" Something bad happened to your clan!
    Short(s):
    A command to send emote-type messages to everyone in an area, a room, a clan,
    or to a specific player, or to everyone everywhere.

    WIZINFO -

    Command : WIZINFO
    Short(s):
    The automatic information channel available to admins and area admins. Turned
    off with NOWIZINFO
    +
    Command : WIZINFO 
    Short(s):
    The automatic information channel available to admins and area admins. Turned
    off with NOWIZINFO

    WIZINV -

    Skill    : WIZARD INVISIBILITY
    Usage : WIZINV (OFF/NOCLOAK)
    Example : wizinv
    Example : wizinv nocloak
    Short(s) :
    Wizard Invisibility makes the invoker completely undetectable by other mobs or
    players. In addition, the invoker will not hunger or thirst, may pass through
    any terrain unhindered (except doors), and is invulnerable to sleep spells.
    Lastly, unless the nocloak parameter is specified, the Archon is completely
    cloaked as per the CLOAK command.
    +
    Skill    : WIZARD INVISIBILITY 
    Usage : WIZINV (OFF/NOCLOAK)
    Example : wizinv
    Example : wizinv nocloak
    Short(s) :
    Wizard Invisibility makes the invoker completely undetectable by other mobs or
    players. In addition, the invoker will not hunger or thirst, may pass through
    any terrain unhindered (except doors), and is invulnerable to sleep spells.
    Lastly, unless the nocloak parameter is specified, the Archon is completely
    cloaked as per the CLOAK command.

    WRATH -


    Skill : Wrath
    Domain : Archon
    Use Cost : Movement (51)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : WRATH
    Usage : WRATH [PLAYER NAME] (!)
    Example : wrath gunther
    Example : wrath gunther !
    From anywhere on the map, the player with this skill can immediately knock
    another mob out of their shoes, depriving them of half of their hit points,
    mana, and movement in the process. If the "!" flag is added, an announcement of
    the wrath will also be made.
    +
     
    Skill : Wrath
    Domain : Archon
    Use Cost : Movement (50)
    Quality : Malicious
    Targets : Creatures
    Range : Touch - Range 1
    Commands : WRATH
    Usage : WRATH [PLAYER NAME] (!)
    Example : wrath gunther
    Example : wrath gunther !
    From anywhere on the map, the player with this skill can immediately knock
    another mob out of their shoes, depriving them of half of their hit points,
    mana, and movement in the process. If the "!" flag is added, an announcement of
    the wrath will also be made.

    XML -

    Command  : 
    Usage : By MUDGrinder only
    Example :
    Short(s) :
    This command exist to fascillitate the transfer of information between
    MUDGrinder and CoffeeMud. Do not use this command for any reason.
    +
    Command  :  
    Usage : By MUDGrinder only
    Example :
    Short(s) :
    This command exist to fascillitate the transfer of information between
    MUDGrinder and CoffeeMud. Do not use this command for any reason.

    ZAPPERMASKS -

    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
    +
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons) 
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

    diff --git a/guides/refs/behav.html b/guides/refs/behav.html index 8cac320d23b..7983d792c80 100644 --- a/guides/refs/behav.html +++ b/guides/refs/behav.html @@ -309,427 +309,427 @@

    CoffeeMud 5.9

    ActiveTicker -

    Behavior   : ActiveTicker
    Targets : MOBs
    Parameters :
    Example :
    Description:
    A base class for mobile type behaviors. Do not use.
    +
    Behavior   : ActiveTicker 
    Targets : MOBs
    Parameters :
    Example :
    Description:
    A base class for mobile type behaviors. Do not use.

    Aggressive -

    Behavior   : Aggressive
    Targets : MOBs
    Parameters : aggression flags (MESSAGE=[msg]) aggression masks
    Example : +elf -fighter
    Example : message="All must die!!" -elf +fighter
    Example : MOBKILL MISBEHAVE +elf -fighter
    Description:
    Makes the mob attack any player mob it can detect in the same room, from the
    moment the new mob enters. Horribly wounded mobs are not aggressive. Mobs will
    also not be aggressive towards Archons and builders with the CMDMOBS security
    flag.If no other parameters are given, the mob will attack anyone.
    Valid aggressive masks include:
    message=[msg] something for the mob to say whenever he's fixing to attack
    delay=x (makes the mob delay x ticks before looking for a victim)
    mobkill (makes this behavior attack mobs as well as players)
    misbehave (makes this mob attack even when wounded or a follower)
    checklevel (makes this mob attack only those within 5 levels below him)
    +SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
    -PLAYER (spare all players), -MOB (spare all mobs/npcs)
    -CHANCE 50 (spare the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
    -CLASS +thief +mage +ranger (spare all but excepted char classes)
    +CLASS -thief -mage -ranger (spare only listed classes)
    -BASECLASS +thief +mage (spare all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (spare only listed base char classes)
    -RACE +elf +dwarf (spare all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (spare only listed races)
    -RACECAT +elf +insect +humanoid (spare all but listed racial categories)
    +RACECAT -elf -humanoid (spare only listed racial categories)
    -ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (spare only listed alignments)
    -GENDER (spare genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (spare only listed genders)
    -FACTION (spare all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (spare only faction range code)
    -NAMES +bob "+my name" (spare all except those with given names)
    +NAMES -bob "-my name" (spare only those with one of the given names)
    -SUBNAMES +*ending +*inside* (spare all except those with partial name)
    +SUBNAMES -*ending -*insid* (spare only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (spare those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
    +ANYCLASS -thief -mage (spare only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
    -MOOD +grumpy +normal (spare all except those with given moods)
    +MOOD -grumpy -normal (spare only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (spare all except those in listed clan)
    +CLAN -Killers "-Avengers" (spare only those in a listed clan)
    -DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (spare all except those with a multi-class)
    -STR X (spare those with strength greater than X)
    +STR X (spare those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (spare those in groups larger than X)
    +GROUPSIZE X (spare those in groups smaller than X)
    -AREA +thatarea "+my areaname" (spare all except those in listed area)
    +AREA -thatarea "-my areaname" (spare only those in listed area)
    -HOME "+area name" (spare all except those from listed home/beacon area)
    +HOME "-my areaname" (spare only those from listed home/beacon area)
    -ISHOME (spare all npcs not currently in their home/beacon areas)
    +ISHOME (spare all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (spare only those with an item name)
    -WORN "+item name" etc... (spare only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (spare only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
    -RESOURCES "+OAK" etc.. (spare only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not spare items of -resources)
    -IF <CONDITION> (spare, unless they meet Scriptable conditions)
    +IF <CONDITION> (never spare anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
    -VALUE X (spare those with value or money less than X)
    +VALUE X (spare those with value or money greater than X)
    -WEIGHT X (spare those weighing less than X)
    +WEIGHT X (spare those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (spare only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
    -ABILITY X (spare those with magical ability less than X)
    +ABILITY X (spare those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
    -SEASON +FALL (spare those only when season is FALL)
    +SEASON -SPRING (spare those whenever the season is SPRING)
    -WEATHER +DROUGHT (spare those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
    -SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
    +
    Behavior   : Aggressive 
    Targets : MOBs
    Parameters : aggression flags (MESSAGE=[msg]) aggression masks
    Example : +elf -fighter
    Example : message="All must die!!" -elf +fighter
    Example : MOBKILL MISBEHAVE +elf -fighter
    Description:
    Makes the mob attack any player mob it can detect in the same room, from the
    moment the new mob enters. Horribly wounded mobs are not aggressive. Mobs will
    also not be aggressive towards Archons and builders with the CMDMOBS security
    flag.If no other parameters are given, the mob will attack anyone.
    Valid aggressive masks include:
    message=[msg] something for the mob to say whenever he's fixing to attack
    delay=x (makes the mob delay x ticks before looking for a victim)
    mobkill (makes this behavior attack mobs as well as players)
    misbehave (makes this mob attack even when wounded or a follower)
    checklevel (makes this mob attack only those within 5 levels below him)
    +SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
    -PLAYER (spare all players), -MOB (spare all mobs/npcs)
    -CHANCE 50 (spare the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
    -CLASS +thief +mage +ranger (spare all but excepted char classes)
    +CLASS -thief -mage -ranger (spare only listed classes)
    -BASECLASS +thief +mage (spare all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (spare only listed base char classes)
    -RACE +elf +dwarf (spare all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (spare only listed races)
    -RACECAT +elf +insect +humanoid (spare all but listed racial categories)
    +RACECAT -elf -humanoid (spare only listed racial categories)
    -ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (spare only listed alignments)
    -GENDER (spare genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (spare only listed genders)
    -FACTION (spare all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (spare only faction range code)
    -NAMES +bob "+my name" (spare all except those with given names)
    +NAMES -bob "-my name" (spare only those with one of the given names)
    -SUBNAMES +*ending +*inside* (spare all except those with partial name)
    +SUBNAMES -*ending -*insid* (spare only those with partial name mask)
    -ACCOUNTS +bob "+my name" (spare all except those in the given accts)
    +ACCOUNTS -bob "-my name" (spare only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (spare those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
    +ANYCLASS -thief -mage (spare only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
    -MOOD +grumpy +normal (spare all except those with given moods)
    +MOOD -grumpy -normal (spare only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (spare all except those in listed clan)
    +CLAN -Killers "-Avengers" (spare only those in a listed clan)
    -DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (spare all except those with a multi-class)
    -STR X (spare those with strength greater than X)
    +STR X (spare those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (spare those in groups larger than X)
    +GROUPSIZE X (spare those in groups smaller than X)
    -AREA +thatarea "+my areaname" (spare all except those in listed area)
    +AREA -thatarea "-my areaname" (spare only those in listed area)
    -HOME "+area name" (spare all except those from listed home/beacon area)
    +HOME "-my areaname" (spare only those from listed home/beacon area)
    -ISHOME (spare all npcs not currently in their home/beacon areas)
    +ISHOME (spare all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (spare all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (spare listed)
    -ITEM "+item name" etc... (spare only those with an item name)
    -WORN "+item name" etc... (spare only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (spare only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
    -RESOURCES "+OAK" etc.. (spare only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not spare items of -resources)
    -IF <CONDITION> (spare, unless they meet Scriptable conditions)
    +IF <CONDITION> (never spare anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
    -VALUE X (spare those with value or money less than X)
    +VALUE X (spare those with value or money greater than X)
    -WEIGHT X (spare those weighing less than X)
    +WEIGHT X (spare those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (spare only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
    -ABILITY X (spare those with magical ability less than X)
    +ABILITY X (spare those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
    -SEASON +FALL (spare those only when season is FALL)
    +SEASON -SPRING (spare those whenever the season is SPRING)
    -WEATHER +DROUGHT (spare those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
    -SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)

    AlignHelper -

    Behavior   : AlignHelper
    Targets : MOBs
    Parameters :
    Example :
    Description:
    Joins a fight on the side of anyone who is the same alignment as the mob.
    +
    Behavior   : AlignHelper 
    Targets : MOBs
    Parameters :
    Example :
    Description:
    Joins a fight on the side of anyone who is the same alignment as the mob.

    AntiVagrant -

    Behavior   : AntiVagrant
    Targets : MOBs
    Parameters : min, max ticks, a percent chance, anywhere and/or kickout flag
    Example : min=2 max=3 chance=99
    Example : min=2 max=3 chance=99 KICKOUT
    Example : min=2 max=3 chance=75 ANYWHERE
    Example : min=2 max=3 chance=75 ANYWHERE KICKOUT
    Description:
    Wakes up any MOB that is sleeping on a CityStreet type locale. Will also stand
    up anyone sitting on a city street. The locale type can be overridden by
    including the ANYWHERE flag. You may also get the person kicked out of the
    current room by using the KICKOUT flag. All of the parameters are optional.
    +
    Behavior   : AntiVagrant 
    Targets : MOBs
    Parameters : min, max ticks, a percent chance, anywhere and/or kickout flag
    Example : min=2 max=3 chance=99
    Example : min=2 max=3 chance=99 KICKOUT
    Example : min=2 max=3 chance=75 ANYWHERE
    Example : min=2 max=3 chance=75 ANYWHERE KICKOUT
    Description:
    Wakes up any MOB that is sleeping on a CityStreet type locale. Will also stand
    up anyone sitting on a city street. The locale type can be overridden by
    including the ANYWHERE flag. You may also get the person kicked out of the
    current room by using the KICKOUT flag. All of the parameters are optional.

    Arrest -

    Behavior   : Arrest
    Targets : Areas
    Parameters : (/CUSTOM/[FILENAME])(;[LAW KEY]=[LAW VALUE] ...)
    Example :
    Example : custom
    Example : laws_mycity.ini
    Example : custom;JUDGE="justice judge" OFFICERS="cityguard police"
    Description:
    This powerful behavior allows you to set up the enforcement of laws inside of a
    city. The only parameter is the name of an ini file in the resources directory.
    If left blank, the default laws.ini file will be used. The ini file specifies
    the judges, enforcement mobs, the laws and their punishments, and the location
    of jails. The messages seen by the criminals is also contained therein. The
    word custom may also be placed in the parameters in order to make the area laws
    changeable using either a StdLawBook or a GenLawBook.
    +
    Behavior   : Arrest 
    Targets : Areas
    Parameters : (/CUSTOM/[FILENAME])(;[LAW KEY]=[LAW VALUE] ...)
    Example :
    Example : custom
    Example : laws_mycity.ini
    Example : custom;JUDGE="justice judge" OFFICERS="cityguard police"
    Description:
    This powerful behavior allows you to set up the enforcement of laws inside of a
    city. The only parameter is the name of an ini file in the resources directory.
    If left blank, the default laws.ini file will be used. The ini file specifies
    the judges, enforcement mobs, the laws and their punishments, and the location
    of jails. The messages seen by the criminals is also contained therein. The
    word custom may also be placed in the parameters in order to make the area laws
    changeable using either a StdLawBook or a GenLawBook.

    Bardness -

    Behavior   : Bardness
    Targets : MOBs
    Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
    Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
    Example :
    Example : Bard
    Example : Dancer MIXEDOFFENSIVE
    Description:
    An extension of CombatAbilities, this behavior makes the mob a Bard by class,
    and gives the mob bard songs appropriate to its level. After this behavior has
    triggered, it will often require a RESET for any level changes to the mob to
    take over.
    Use the proficient flag to make all skills at 100% instead of level-based. Use
    the offensive/.../mixeddefensive flags to influence skill choices. This
    behavior should not be used WITH any of the other CombatAbilities behaviors,
    such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
    CombatAbilities. It should be used alone on a mob.
    Also, be aware that this behavior will modify the mobs stats to better reflect
    the class, so any additions or removals of this behavior should be accompanied
    by a room reset after saving, and manually checking to make sure the combat
    stats are as desired.
    +
    Behavior   : Bardness 
    Targets : MOBs
    Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
    Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
    Example :
    Example : Bard
    Example : Dancer MIXEDOFFENSIVE
    Description:
    An extension of CombatAbilities, this behavior makes the mob a Bard by class,
    and gives the mob bard songs appropriate to its level. After this behavior has
    triggered, it will often require a RESET for any level changes to the mob to
    take over.
    Use the proficient flag to make all skills at 100% instead of level-based. Use
    the offensive/.../mixeddefensive flags to influence skill choices. This
    behavior should not be used WITH any of the other CombatAbilities behaviors,
    such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
    CombatAbilities. It should be used alone on a mob.
    Also, be aware that this behavior will modify the mobs stats to better reflect
    the class, so any additions or removals of this behavior should be accompanied
    by a room reset after saving, and manually checking to make sure the combat
    stats are as desired.

    Beggar -

    Behavior   : Beggar
    Targets : MOBs
    Parameters :
    Example :
    Description:
    The mob with this behavior will beg for money from players, and say thank you
    when rewarded.
    +
    Behavior   : Beggar 
    Targets : MOBs
    Parameters :
    Example :
    Description:
    The mob with this behavior will beg for money from players, and say thank you
    when rewarded.

    BribeGateGuard -

    Behavior   : BribeGateGuard
    Targets : MOBs
    Parameters : Price of entry, Gate System
    Example : price=5 gates=Avalon
    Description:
    The mob will work akin to a gate guard, but you have to have at least the price
    on your tab for the guard to open it (or let you open it from that side) Any
    payment made over the price is retained, in a manner akin to a bank chain, so
    if any other guards are in the same Gate System, they will all use the same
    tab. DO NOT put one on each side - unlike Gate Guards, these guys don't play
    well with others. If you want players to be able to sneak by them, merely make
    sure they can't see sneaking or invis - whichever. The hiding player will have
    to wait for another player to get the door open to sneak through.
    +
    Behavior   : BribeGateGuard 
    Targets : MOBs
    Parameters : Price of entry, Gate System
    Example : price=5 gates=Avalon
    Description:
    The mob will work akin to a gate guard, but you have to have at least the price
    on your tab for the guard to open it (or let you open it from that side) Any
    payment made over the price is retained, in a manner akin to a bank chain, so
    if any other guards are in the same Gate System, they will all use the same
    tab. DO NOT put one on each side - unlike Gate Guards, these guys don't play
    well with others. If you want players to be able to sneak by them, merely make
    sure they can't see sneaking or invis - whichever. The hiding player will have
    to wait for another player to get the door open to sneak through.

    BrotherHelper -

    Behavior   : BrotherHelper
    Targets : MOBs
    Parameters : optional max fighters, nameonly flag
    Example :
    Example : 5
    Example : 5 nameonly
    Description:
    Joins a fight on the side of an identical mob, or a mob from the same starting
    room. You may optionally specify the maximum number of brothers who may
    assault a single target. You may also put the word nameonly to not utilize the
    "same starting room" criteria.

    This behavior works differently on official legal enforcers specified by an
    Arrest or Conquerable behavior. Legal enforcers will only trigger this
    behavior if he is coming to the aid of another legal official, or if he is sure
    that he is not coming to the aid of an aggressive mob.
    +
    Behavior   : BrotherHelper 
    Targets : MOBs
    Parameters : optional max fighters, nameonly flag
    Example :
    Example : 5
    Example : 5 nameonly
    Description:
    Joins a fight on the side of an identical mob, or a mob from the same starting
    room. You may optionally specify the maximum number of brothers who may
    assault a single target. You may also put the word nameonly to not utilize the
    "same starting room" criteria.

    This behavior works differently on official legal enforcers specified by an
    Arrest or Conquerable behavior. Legal enforcers will only trigger this
    behavior if he is coming to the aid of another legal official, or if he is sure
    that he is not coming to the aid of an aggressive mob.

    ClanHelper -

    Behavior   : ClanHelper
    Targets : MOBs
    Parameters : Clan to make this mob a member of
    Example : McElvy
    Description:
    Joins a fight on the side of a mob of the same clan as specified in the
    parameters.
    +
    Behavior   : ClanHelper 
    Targets : MOBs
    Parameters : Clan to make this mob a member of
    Example : McElvy
    Description:
    Joins a fight on the side of a mob of the same clan as specified in the
    parameters.

    Clericness -

    Behavior   : Clericness
    Targets : MOBs
    Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
    Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
    Example :
    Example : Templar
    Example : Doomsayer OFFENSIVE
    Description:
    An extension of CombatAbilities, this behavior makes the mob a Cleric by class,
    and gives the mob clerical prayers appropriate to its alignment and level.
    After this behavior has triggered, it will often require a RESET for any
    alignment or level changes to the mob to take over.
    Use the proficient flag to make all skills at 100% instead of level-based. Use
    the offensive/.../mixeddefensive flags to influence skill choices. This
    behavior should not be used WITH any of the other CombatAbilities behaviors,
    such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
    CombatAbilities. It should be used alone on a mob.
    Also, be aware that this behavior will modify the mobs stats to better reflect
    the class, so any additions or removals of this behavior should be accompanied
    by a room reset after saving, and manually checking to make sure the combat
    stats are as desired.
    +
    Behavior   : Clericness 
    Targets : MOBs
    Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
    Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
    Example :
    Example : Templar
    Example : Doomsayer OFFENSIVE
    Description:
    An extension of CombatAbilities, this behavior makes the mob a Cleric by class,
    and gives the mob clerical prayers appropriate to its alignment and level.
    After this behavior has triggered, it will often require a RESET for any
    alignment or level changes to the mob to take over.
    Use the proficient flag to make all skills at 100% instead of level-based. Use
    the offensive/.../mixeddefensive flags to influence skill choices. This
    behavior should not be used WITH any of the other CombatAbilities behaviors,
    such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
    CombatAbilities. It should be used alone on a mob.
    Also, be aware that this behavior will modify the mobs stats to better reflect
    the class, so any additions or removals of this behavior should be accompanied
    by a room reset after saving, and manually checking to make sure the combat
    stats are as desired.

    CombatAbilities -

    Behavior   : CombatAbilities
    Targets : MOBs
    Parameters : (as derived class) and +SKILLID -SKILLID
    Example : (as derived class) -Spell_Sleep
    Description:
    Gives the mob the urge to use their skills, spells, prayers, songs, and other
    abilities during combat.
    This behavior should not be used WITH any of the other CombatAbilities
    behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
    CombatAbilities. It should be used alone on a mob.

    The parameters are as described in one of the derived classes, but in addition,
    you can also specify the IDs of certain skills that the behavior will either be
    allowed to be used in combat even if it is not normally allowed, or be
    disallowed to be used in combat even if the mob has the skill and it would
    normally be allowed, depending on whether the ID is preceded by + or -.
    +
    Behavior   : CombatAbilities 
    Targets : MOBs
    Parameters : (as derived class) and +SKILLID -SKILLID
    Example : (as derived class) -Spell_Sleep
    Description:
    Gives the mob the urge to use their skills, spells, prayers, songs, and other
    abilities during combat.
    This behavior should not be used WITH any of the other CombatAbilities
    behaviors, such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
    CombatAbilities. It should be used alone on a mob.

    The parameters are as described in one of the derived classes, but in addition,
    you can also specify the IDs of certain skills that the behavior will either be
    allowed to be used in combat even if it is not normally allowed, or be
    disallowed to be used in combat even if the mob has the skill and it would
    normally be allowed, depending on whether the ID is preceded by + or -.

    CombatAssister -

    Behavior   : CombatAssister
    Targets : MOBs
    Parameters : mask of mobs to assist
    Example : -RACE +Elf
    Example : -NAME "+My Buddies"
    Example : -CLANS "+My Clan"
    Description:
    The mob with this behavior will come to the defence of any other mob which is
    attacked in its presence and meets the mask defined above.
    Valid masks include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (ignore archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (ignore)
    -PLAYER (ignore all players), -MOB (ignore all mobs/npcs)
    -CHANCE 50 (ignore the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)
    -CLASS +thief +mage +ranger (ignore all but excepted char classes)
    +CLASS -thief -mage -ranger (ignore only listed classes)
    -BASECLASS +thief +mage (ignore all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (ignore only listed base char classes)
    -RACE +elf +dwarf (ignore all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (ignore only listed races)
    -RACECAT +elf +insect +humanoid (ignore all but listed racial categories)
    +RACECAT -elf -humanoid (ignore only listed racial categories)
    -ALIGNMENT +evil +neutral +good (ignore all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (ignore only listed alignments)
    -GENDER (ignore genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (ignore only listed genders)
    -FACTION (ignore all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (ignore only faction range code)
    -NAMES +bob "+my name" (ignore all except those with given names)
    +NAMES -bob "-my name" (ignore only those with one of the given names)
    -SUBNAMES +*ending +*inside* (ignore all except those with partial name)
    +SUBNAMES -*ending -*insid* (ignore only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (ignore all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (ignore only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (ignore all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (ignore those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (ignore all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (ignore all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (ignore only those with current class level range)
    +ANYCLASS -thief -mage (ignore only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (ignore all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (ignore only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (ignore all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(ignore only those with listed flags)
    -MOOD +grumpy +normal (ignore all except those with given moods)
    +MOOD -grumpy -normal (ignore only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (ignore all except those in listed clan)
    +CLAN -Killers "-Avengers" (ignore only those in a listed clan)
    -DEITY +Apollo "+Grothon" (ignore all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (ignore only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (ignore all except those with a multi-class)
    -STR X (ignore those with strength greater than X)
    +STR X (ignore those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (ignore those in groups larger than X)
    +GROUPSIZE X (ignore those in groups smaller than X)
    -AREA +thatarea "+my areaname" (ignore all except those in listed area)
    +AREA -thatarea "-my areaname" (ignore only those in listed area)
    -HOME "+area name" (ignore all except those from listed home/beacon area)
    +HOME "-my areaname" (ignore only those from listed home/beacon area)
    -ISHOME (ignore all npcs not currently in their home/beacon areas)
    +ISHOME (ignore all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (ignore only those with an item name)
    -WORN "+item name" etc... (ignore only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (ignore only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)
    -RESOURCES "+OAK" etc.. (ignore only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not ignore items of -resources)
    -IF <CONDITION> (ignore, unless they meet Scriptable conditions)
    +IF <CONDITION> (never ignore anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (ignore, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (ignore those with a stat value)
    -VALUE X (ignore those with value or money less than X)
    +VALUE X (ignore those with value or money greater than X)
    -WEIGHT X (ignore those weighing less than X)
    +WEIGHT X (ignore those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (ignore armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (ignore armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (ignore only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)
    -ABILITY X (ignore those with magical ability less than X)
    +ABILITY X (ignore those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (ignore always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (ignore those only when the hour/month/day is X)
    -SEASON +FALL (ignore those only when season is FALL)
    +SEASON -SPRING (ignore those whenever the season is SPRING)
    -WEATHER +DROUGHT (ignore those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (ignore all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (ignore only those with listed effect)
    -SKILLS +Spell_Sleep(75) (ignore all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (ignore only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (ignore all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (ignore only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (ignore all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (ignore only those with listed achievements)
    +
    Behavior   : CombatAssister 
    Targets : MOBs
    Parameters : mask of mobs to assist
    Example : -RACE +Elf
    Example : -NAME "+My Buddies"
    Example : -CLANS "+My Clan"
    Description:
    The mob with this behavior will come to the defence of any other mob which is
    attacked in its presence and meets the mask defined above.
    Valid masks include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (ignore archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (ignore)
    -PLAYER (ignore all players), -MOB (ignore all mobs/npcs)
    -CHANCE 50 (ignore the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)
    -CLASS +thief +mage +ranger (ignore all but excepted char classes)
    +CLASS -thief -mage -ranger (ignore only listed classes)
    -BASECLASS +thief +mage (ignore all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (ignore only listed base char classes)
    -RACE +elf +dwarf (ignore all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (ignore only listed races)
    -RACECAT +elf +insect +humanoid (ignore all but listed racial categories)
    +RACECAT -elf -humanoid (ignore only listed racial categories)
    -ALIGNMENT +evil +neutral +good (ignore all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (ignore only listed alignments)
    -GENDER (ignore genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (ignore only listed genders)
    -FACTION (ignore all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (ignore only faction range code)
    -NAMES +bob "+my name" (ignore all except those with given names)
    +NAMES -bob "-my name" (ignore only those with one of the given names)
    -SUBNAMES +*ending +*inside* (ignore all except those with partial name)
    +SUBNAMES -*ending -*insid* (ignore only those with partial name mask)
    -ACCOUNTS +bob "+my name" (ignore all except those in the given accts)
    +ACCOUNTS -bob "-my name" (ignore only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (ignore all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (ignore only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (ignore all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (ignore those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (ignore all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (ignore all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (ignore only those with current class level range)
    +ANYCLASS -thief -mage (ignore only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (ignore all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (ignore only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (ignore all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(ignore only those with listed flags)
    -MOOD +grumpy +normal (ignore all except those with given moods)
    +MOOD -grumpy -normal (ignore only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (ignore all except those in listed clan)
    +CLAN -Killers "-Avengers" (ignore only those in a listed clan)
    -DEITY +Apollo "+Grothon" (ignore all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (ignore only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (ignore all except those with a multi-class)
    -STR X (ignore those with strength greater than X)
    +STR X (ignore those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (ignore those in groups larger than X)
    +GROUPSIZE X (ignore those in groups smaller than X)
    -AREA +thatarea "+my areaname" (ignore all except those in listed area)
    +AREA -thatarea "-my areaname" (ignore only those in listed area)
    -HOME "+area name" (ignore all except those from listed home/beacon area)
    +HOME "-my areaname" (ignore only those from listed home/beacon area)
    -ISHOME (ignore all npcs not currently in their home/beacon areas)
    +ISHOME (ignore all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (ignore all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (ignore listed)
    -ITEM "+item name" etc... (ignore only those with an item name)
    -WORN "+item name" etc... (ignore only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (ignore only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)
    -RESOURCES "+OAK" etc.. (ignore only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not ignore items of -resources)
    -IF <CONDITION> (ignore, unless they meet Scriptable conditions)
    +IF <CONDITION> (never ignore anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (ignore, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (ignore those with a stat value)
    -VALUE X (ignore those with value or money less than X)
    +VALUE X (ignore those with value or money greater than X)
    -WEIGHT X (ignore those weighing less than X)
    +WEIGHT X (ignore those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (ignore armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (ignore armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (ignore only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)
    -ABILITY X (ignore those with magical ability less than X)
    +ABILITY X (ignore those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (ignore always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (ignore those only when the hour/month/day is X)
    -SEASON +FALL (ignore those only when season is FALL)
    +SEASON -SPRING (ignore those whenever the season is SPRING)
    -WEATHER +DROUGHT (ignore those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (ignore all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (ignore only those with listed effect)
    -SKILLS +Spell_Sleep(75) (ignore all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (ignore only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (ignore all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (ignore only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (ignore all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (ignore only those with listed achievements)

    CommonSpeaker -

    Behavior   : CommonSpeaker
    Targets : MOBs
    Parameters : ([LANGUAGEID])
    Example :
    Example : Orcish
    Description:
    Without parameters, this behavior makes sure that a mob is always speaking
    Common, even if it should be a race other than Human, or it should be
    polymorphed. Another language may also optionally be specified.
    +
    Behavior   : CommonSpeaker 
    Targets : MOBs
    Parameters : ([LANGUAGEID])
    Example :
    Example : Orcish
    Description:
    Without parameters, this behavior makes sure that a mob is always speaking
    Common, even if it should be a race other than Human, or it should be
    polymorphed. Another language may also optionally be specified.

    Concierge -

    Behavior   : Conceirge
    Targets : MOBs, Items, Rooms, Areas
    Parameters : [ALL PRICE]/[AREA/ROOM]=[PRICE]/[PARAM]=[VALUE]; ... ;
    Example : 1.5
    Example : Midgaard#3001=1.5; Smurfville=2.0; =70 ; AREAONLY=true
    Example : Midgaard#3032; =100 ; AREAONLY=false; MAXRANGE=100
    Description:
    This behavior makes the mob a deliverer of information to players, specifically
    the directions to rooms or areas. The mob will charge for his services if you
    specify a price in the parameters, or he will do it for free if you don't, or
    if the last price specified was 0. The parameters can include a comma
    delimited set of room IDs, area names, or even short title descriptions for
    quickly entering rooms within short range of the mob.

    The parameters may also include certain other variables as part of the
    parameter list. These include AREAONLY = true or false, to specify whether the
    concierge knows anything about places outside his area. MAXRANGE=number for
    the maximum number of rooms away from the concierge that is known.
    GREETING=message will give a special concierge greeting message for all players
    who enter the room its in. ENTERMSG will give a message to players who mount
    the concierge (rideables only). TALKERNAME=name will change the apparent name
    of the speaker. PERROOM=number will set a per-room price for the distance from
    the current room to the one sought. NOWATER=true to prevent trails over water.
    NOAIR=true, to prevent trails through the air. NOLOCKS=true to prevent trails
    through locked doors. NOHOMES=true to prevent trails through private homes.
    NOINDOOR=true to prevent finding or trailing through indoor rooms. NOCLIMB to
    prevent trails through climbable exits. NOCRAWL to prevent trails through
    crawlable exits. Use PORTAL=true to have the concierge create a magical portal
    instead of giving directions.
    +
    Behavior   : Conceirge 
    Targets : MOBs, Items, Rooms, Areas
    Parameters : [ALL PRICE]/[AREA/ROOM]=[PRICE]/[PARAM]=[VALUE]; ... ;
    Example : 1.5
    Example : Midgaard#3001=1.5; Smurfville=2.0; =70 ; AREAONLY=true
    Example : Midgaard#3032; =100 ; AREAONLY=false; MAXRANGE=100
    Description:
    This behavior makes the mob a deliverer of information to players, specifically
    the directions to rooms or areas. The mob will charge for his services if you
    specify a price in the parameters, or he will do it for free if you don't, or
    if the last price specified was 0. The parameters can include a comma
    delimited set of room IDs, area names, or even short title descriptions for
    quickly entering rooms within short range of the mob.

    The parameters may also include certain other variables as part of the
    parameter list. These include AREAONLY = true or false, to specify whether the
    concierge knows anything about places outside his area. MAXRANGE=number for
    the maximum number of rooms away from the concierge that is known.
    GREETING=message will give a special concierge greeting message for all players
    who enter the room its in. ENTERMSG will give a message to players who mount
    the concierge (rideables only). TALKERNAME=name will change the apparent name
    of the speaker. PERROOM=number will set a per-room price for the distance from
    the current room to the one sought. NOWATER=true to prevent trails over water.
    NOAIR=true, to prevent trails through the air. NOLOCKS=true to prevent trails
    through locked doors. NOHOMES=true to prevent trails through private homes.
    NOINDOOR=true to prevent finding or trailing through indoor rooms. NOCLIMB to
    prevent trails through climbable exits. NOCRAWL to prevent trails through
    crawlable exits. Use PORTAL=true to have the concierge create a magical portal
    instead of giving directions.

    Conquerable -

    Behavior   : Conquerable
    Targets : AREAs
    Parameters : (JOURNAL="[JOURNAL NAME]") (LAW=(TRUE/FALSE))
    Parameters : (OWNERSHIP=(TRUE/FALSE))
    Example : JOURNAL="The Conquest Times" LAW=FALSE OWNERSHIP=FALSE
    Description:
    This behavior makes the area conquerable by clans using items put together
    using ClanCraft. See the general help on CONQUEST for more information on what
    this means and how it works. The JOURNAL entry, if given, will log conquest
    events to a journal of that name. The LAW entry is required in order to allow
    an area to be set up by conquering clans with a system of law. The OWNERSHIP
    entry is true if All private property is automatically signed over to the
    conquering clan, and false if it is left alone.
    +
    Behavior   : Conquerable 
    Targets : AREAs
    Parameters : (JOURNAL="[JOURNAL NAME]") (LAW=(TRUE/FALSE))
    Parameters : (OWNERSHIP=(TRUE/FALSE))
    Example : JOURNAL="The Conquest Times" LAW=FALSE OWNERSHIP=FALSE
    Description:
    This behavior makes the area conquerable by clans using items put together
    using ClanCraft. See the general help on CONQUEST for more information on what
    this means and how it works. The JOURNAL entry, if given, will log conquest
    events to a journal of that name. The LAW entry is required in order to allow
    an area to be set up by conquering clans with a system of law. The OWNERSHIP
    entry is true if All private property is automatically signed over to the
    conquering clan, and false if it is left alone.

    CorpseEater -

    Behavior   : CorpseEater
    Targets : MOBs
    Parameters : min, max ticks, a percent chance, eatitems flag, corpse masks
    Example : min=10 max=20 chance=75
    Example : min=10 max=20 chance=75 -LEVEL +<17
    Example : min=10 max=20 chance=75 -RACE +Elf
    Description:
    The mob will appear to eat any corpse it comes across. It will not eat the
    item contents of the corpse unless the EATITEMS flag is given. It will also
    ignore player corpses unless the +PLAYER flag is included. You may also
    specify masks to give the mob a more specific diet. The following are valid
    masks:
    +SYSOP (allow archons to bypass the rules), -SYSOP (dont eat archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (dont eat)
    -PLAYER (dont eat all players), -MOB (dont eat all mobs/npcs)
    -CHANCE 50 (dont eat the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (dont eat only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not dont eat objs of -classes)
    -CLASS +thief +mage +ranger (dont eat all but excepted char classes)
    +CLASS -thief -mage -ranger (dont eat only listed classes)
    -BASECLASS +thief +mage (dont eat all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (dont eat only listed base char classes)
    -RACE +elf +dwarf (dont eat all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (dont eat only listed races)
    -RACECAT +elf +insect +humanoid (dont eat all but listed racial categories)
    +RACECAT -elf -humanoid (dont eat only listed racial categories)
    -ALIGNMENT +evil +neutral +good (dont eat all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (dont eat only listed alignments)
    -GENDER (dont eat genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (dont eat only listed genders)
    -FACTION (dont eat all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (dont eat only faction range code)
    -NAMES +bob "+my name" (dont eat all except those with given names)
    +NAMES -bob "-my name" (dont eat only those with one of the given names)
    -SUBNAMES +*ending +*inside* (dont eat all except those with partial name)
    +SUBNAMES -*ending -*insid* (dont eat only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (dont eat all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (dont eat only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (dont eat all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (dont eat those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (dont eat all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (dont eat only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (dont eat all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (dont eat only those with current class level range)
    +ANYCLASS -thief -mage (dont eat only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (dont eat all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (dont eat only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (dont eat all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(dont eat only those with listed flags)
    -MOOD +grumpy +normal (dont eat all except those with given moods)
    +MOOD -grumpy -normal (dont eat only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (dont eat all except those in listed clan)
    +CLAN -Killers "-Avengers" (dont eat only those in a listed clan)
    -DEITY +Apollo "+Grothon" (dont eat all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (dont eat only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (dont eat all except those with a multi-class)
    -STR X (dont eat those with strength greater than X)
    +STR X (dont eat those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (dont eat those in groups larger than X)
    +GROUPSIZE X (dont eat those in groups smaller than X)
    -AREA +thatarea "+my areaname" (dont eat all except those in listed area)
    +AREA -thatarea "-my areaname" (dont eat only those in listed area)
    -HOME "+area name" (dont eat all except those from listed home/beacon area)
    +HOME "-my areaname" (dont eat only those from listed home/beacon area)
    -ISHOME (dont eat all npcs not currently in their home/beacon areas)
    +ISHOME (dont eat all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (dont eat only those with an item name)
    -WORN "+item name" etc... (dont eat only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (dont eat only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not dont eat items of -materials)
    -RESOURCES "+OAK" etc.. (dont eat only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not dont eat items of -resources)
    -IF <CONDITION> (dont eat, unless they meet Scriptable conditions)
    +IF <CONDITION> (never dont eat anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (dont eat, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (dont eat those with a stat value)
    -VALUE X (dont eat those with value or money less than X)
    +VALUE X (dont eat those with value or money greater than X)
    -WEIGHT X (dont eat those weighing less than X)
    +WEIGHT X (dont eat those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (dont eat armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (dont eat armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (dont eat only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not dont eat items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (dont eat only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not dont eat only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (dont eat only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not dont eat those with -senses)
    -ABILITY X (dont eat those with magical ability less than X)
    +ABILITY X (dont eat those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (dont eat always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (dont eat those only when the hour/month/day is X)
    -SEASON +FALL (dont eat those only when season is FALL)
    +SEASON -SPRING (dont eat those whenever the season is SPRING)
    -WEATHER +DROUGHT (dont eat those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (dont eat those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (dont eat those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (dont eat those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (dont eat all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (dont eat only those with listed effect)
    -SKILLS +Spell_Sleep(75) (dont eat all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (dont eat only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (dont eat all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (dont eat only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (dont eat all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (dont eat only those with listed achievements)
    +
    Behavior   : CorpseEater 
    Targets : MOBs
    Parameters : min, max ticks, a percent chance, eatitems flag, corpse masks
    Example : min=10 max=20 chance=75
    Example : min=10 max=20 chance=75 -LEVEL +<17
    Example : min=10 max=20 chance=75 -RACE +Elf
    Description:
    The mob will appear to eat any corpse it comes across. It will not eat the
    item contents of the corpse unless the EATITEMS flag is given. It will also
    ignore player corpses unless the +PLAYER flag is included. You may also
    specify masks to give the mob a more specific diet. The following are valid
    masks:
    +SYSOP (allow archons to bypass the rules), -SYSOP (dont eat archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (dont eat)
    -PLAYER (dont eat all players), -MOB (dont eat all mobs/npcs)
    -CHANCE 50 (dont eat the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (dont eat only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not dont eat objs of -classes)
    -CLASS +thief +mage +ranger (dont eat all but excepted char classes)
    +CLASS -thief -mage -ranger (dont eat only listed classes)
    -BASECLASS +thief +mage (dont eat all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (dont eat only listed base char classes)
    -RACE +elf +dwarf (dont eat all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (dont eat only listed races)
    -RACECAT +elf +insect +humanoid (dont eat all but listed racial categories)
    +RACECAT -elf -humanoid (dont eat only listed racial categories)
    -ALIGNMENT +evil +neutral +good (dont eat all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (dont eat only listed alignments)
    -GENDER (dont eat genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (dont eat only listed genders)
    -FACTION (dont eat all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (dont eat only faction range code)
    -NAMES +bob "+my name" (dont eat all except those with given names)
    +NAMES -bob "-my name" (dont eat only those with one of the given names)
    -SUBNAMES +*ending +*inside* (dont eat all except those with partial name)
    +SUBNAMES -*ending -*insid* (dont eat only those with partial name mask)
    -ACCOUNTS +bob "+my name" (dont eat all except those in the given accts)
    +ACCOUNTS -bob "-my name" (dont eat only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (dont eat all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (dont eat only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (dont eat all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (dont eat those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (dont eat all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (dont eat only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (dont eat all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (dont eat only those with current class level range)
    +ANYCLASS -thief -mage (dont eat only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (dont eat all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (dont eat only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (dont eat all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(dont eat only those with listed flags)
    -MOOD +grumpy +normal (dont eat all except those with given moods)
    +MOOD -grumpy -normal (dont eat only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (dont eat all except those in listed clan)
    +CLAN -Killers "-Avengers" (dont eat only those in a listed clan)
    -DEITY +Apollo "+Grothon" (dont eat all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (dont eat only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (dont eat all except those with a multi-class)
    -STR X (dont eat those with strength greater than X)
    +STR X (dont eat those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (dont eat those in groups larger than X)
    +GROUPSIZE X (dont eat those in groups smaller than X)
    -AREA +thatarea "+my areaname" (dont eat all except those in listed area)
    +AREA -thatarea "-my areaname" (dont eat only those in listed area)
    -HOME "+area name" (dont eat all except those from listed home/beacon area)
    +HOME "-my areaname" (dont eat only those from listed home/beacon area)
    -ISHOME (dont eat all npcs not currently in their home/beacon areas)
    +ISHOME (dont eat all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (dont eat all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (dont eat listed)
    -ITEM "+item name" etc... (dont eat only those with an item name)
    -WORN "+item name" etc... (dont eat only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (dont eat only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not dont eat items of -materials)
    -RESOURCES "+OAK" etc.. (dont eat only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not dont eat items of -resources)
    -IF <CONDITION> (dont eat, unless they meet Scriptable conditions)
    +IF <CONDITION> (never dont eat anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (dont eat, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (dont eat those with a stat value)
    -VALUE X (dont eat those with value or money less than X)
    +VALUE X (dont eat those with value or money greater than X)
    -WEIGHT X (dont eat those weighing less than X)
    +WEIGHT X (dont eat those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (dont eat armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (dont eat armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (dont eat only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not dont eat items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (dont eat only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not dont eat only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (dont eat only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not dont eat those with -senses)
    -ABILITY X (dont eat those with magical ability less than X)
    +ABILITY X (dont eat those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (dont eat always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (dont eat those only when the hour/month/day is X)
    -SEASON +FALL (dont eat those only when season is FALL)
    +SEASON -SPRING (dont eat those whenever the season is SPRING)
    -WEATHER +DROUGHT (dont eat those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (dont eat those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (dont eat those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (dont eat those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (dont eat all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (dont eat only those with listed effect)
    -SKILLS +Spell_Sleep(75) (dont eat all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (dont eat only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (dont eat all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (dont eat only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (dont eat all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (dont eat only those with listed achievements)

    CorpseLooter -

    Behavior   : CorpseLooter
    Targets : MOBs
    Parameters :
    Example :
    Description:
    This behavior makes a mob loot the corpses killed by it of items only. It does
    this by turning on the mobs AUTOLOOT flag.
    +
    Behavior   : CorpseLooter 
    Targets : MOBs
    Parameters :
    Example :
    Description:
    This behavior makes a mob loot the corpses killed by it of items only. It does
    this by turning on the mobs AUTOLOOT flag.

    Decay -

    Behavior   : Decay
    Targets : MOBs, Items
    Parameters : min, max ticks, a percent chance, trigger masks
    Example : min=10 max=20 chance=75 answer=" goes poof!"
    Example : min=10 max=20 chance=75 -LEVEL +<17
    Example : notrigger answer=" "
    Example : min=10 max=20 chance=75 -CLASS +Paladin
    Description:
    According to the timing and percent chance described by the parameters, the mob
    or item with this behavior will vanish at the expired time. MOBs do not begin
    their countdown until attacked, items when they are picked up, weapons when
    they are first wielded, or armor when it is first worn. The countdown may also
    depend on whether the mob or player triggering the countdown meets any masks
    specified. You may force the object to decay immediately by placing the
    NOTRIGGER mask inside your parameter string. The message seen when the object
    decays can also be modified by changing the ANSWER parameter. Value masks to
    determine whether a countdown begins include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (ignore archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (ignore)
    -PLAYER (ignore all players), -MOB (ignore all mobs/npcs)
    -CHANCE 50 (ignore the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)
    -CLASS +thief +mage +ranger (ignore all but excepted char classes)
    +CLASS -thief -mage -ranger (ignore only listed classes)
    -BASECLASS +thief +mage (ignore all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (ignore only listed base char classes)
    -RACE +elf +dwarf (ignore all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (ignore only listed races)
    -RACECAT +elf +insect +humanoid (ignore all but listed racial categories)
    +RACECAT -elf -humanoid (ignore only listed racial categories)
    -ALIGNMENT +evil +neutral +good (ignore all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (ignore only listed alignments)
    -GENDER (ignore genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (ignore only listed genders)
    -FACTION (ignore all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (ignore only faction range code)
    -NAMES +bob "+my name" (ignore all except those with given names)
    +NAMES -bob "-my name" (ignore only those with one of the given names)
    -SUBNAMES +*ending +*inside* (ignore all except those with partial name)
    +SUBNAMES -*ending -*insid* (ignore only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (ignore all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (ignore only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (ignore all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (ignore those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (ignore all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (ignore all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (ignore only those with current class level range)
    +ANYCLASS -thief -mage (ignore only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (ignore all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (ignore only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (ignore all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(ignore only those with listed flags)
    -MOOD +grumpy +normal (ignore all except those with given moods)
    +MOOD -grumpy -normal (ignore only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (ignore all except those in listed clan)
    +CLAN -Killers "-Avengers" (ignore only those in a listed clan)
    -DEITY +Apollo "+Grothon" (ignore all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (ignore only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (ignore all except those with a multi-class)
    -STR X (ignore those with strength greater than X)
    +STR X (ignore those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (ignore those in groups larger than X)
    +GROUPSIZE X (ignore those in groups smaller than X)
    -AREA +thatarea "+my areaname" (ignore all except those in listed area)
    +AREA -thatarea "-my areaname" (ignore only those in listed area)
    -HOME "+area name" (ignore all except those from listed home/beacon area)
    +HOME "-my areaname" (ignore only those from listed home/beacon area)
    -ISHOME (ignore all npcs not currently in their home/beacon areas)
    +ISHOME (ignore all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (ignore only those with an item name)
    -WORN "+item name" etc... (ignore only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (ignore only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)
    -RESOURCES "+OAK" etc.. (ignore only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not ignore items of -resources)
    -IF <CONDITION> (ignore, unless they meet Scriptable conditions)
    +IF <CONDITION> (never ignore anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (ignore, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (ignore those with a stat value)
    -VALUE X (ignore those with value or money less than X)
    +VALUE X (ignore those with value or money greater than X)
    -WEIGHT X (ignore those weighing less than X)
    +WEIGHT X (ignore those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (ignore armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (ignore armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (ignore only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)
    -ABILITY X (ignore those with magical ability less than X)
    +ABILITY X (ignore those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (ignore always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (ignore those only when the hour/month/day is X)
    -SEASON +FALL (ignore those only when season is FALL)
    +SEASON -SPRING (ignore those whenever the season is SPRING)
    -WEATHER +DROUGHT (ignore those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (ignore all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (ignore only those with listed effect)
    -SKILLS +Spell_Sleep(75) (ignore all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (ignore only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (ignore all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (ignore only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (ignore all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (ignore only those with listed achievements)
    +
    Behavior   : Decay 
    Targets : MOBs, Items
    Parameters : min, max ticks, a percent chance, trigger masks
    Example : min=10 max=20 chance=75 answer=" goes poof!"
    Example : min=10 max=20 chance=75 -LEVEL +<17
    Example : notrigger answer=" "
    Example : min=10 max=20 chance=75 -CLASS +Paladin
    Description:
    According to the timing and percent chance described by the parameters, the mob
    or item with this behavior will vanish at the expired time. MOBs do not begin
    their countdown until attacked, items when they are picked up, weapons when
    they are first wielded, or armor when it is first worn. The countdown may also
    depend on whether the mob or player triggering the countdown meets any masks
    specified. You may force the object to decay immediately by placing the
    NOTRIGGER mask inside your parameter string. The message seen when the object
    decays can also be modified by changing the ANSWER parameter. Value masks to
    determine whether a countdown begins include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (ignore archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (ignore)
    -PLAYER (ignore all players), -MOB (ignore all mobs/npcs)
    -CHANCE 50 (ignore the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)
    -CLASS +thief +mage +ranger (ignore all but excepted char classes)
    +CLASS -thief -mage -ranger (ignore only listed classes)
    -BASECLASS +thief +mage (ignore all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (ignore only listed base char classes)
    -RACE +elf +dwarf (ignore all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (ignore only listed races)
    -RACECAT +elf +insect +humanoid (ignore all but listed racial categories)
    +RACECAT -elf -humanoid (ignore only listed racial categories)
    -ALIGNMENT +evil +neutral +good (ignore all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (ignore only listed alignments)
    -GENDER (ignore genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (ignore only listed genders)
    -FACTION (ignore all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (ignore only faction range code)
    -NAMES +bob "+my name" (ignore all except those with given names)
    +NAMES -bob "-my name" (ignore only those with one of the given names)
    -SUBNAMES +*ending +*inside* (ignore all except those with partial name)
    +SUBNAMES -*ending -*insid* (ignore only those with partial name mask)
    -ACCOUNTS +bob "+my name" (ignore all except those in the given accts)
    +ACCOUNTS -bob "-my name" (ignore only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (ignore all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (ignore only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (ignore all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (ignore those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (ignore all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (ignore all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (ignore only those with current class level range)
    +ANYCLASS -thief -mage (ignore only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (ignore all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (ignore only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (ignore all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(ignore only those with listed flags)
    -MOOD +grumpy +normal (ignore all except those with given moods)
    +MOOD -grumpy -normal (ignore only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (ignore all except those in listed clan)
    +CLAN -Killers "-Avengers" (ignore only those in a listed clan)
    -DEITY +Apollo "+Grothon" (ignore all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (ignore only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (ignore all except those with a multi-class)
    -STR X (ignore those with strength greater than X)
    +STR X (ignore those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (ignore those in groups larger than X)
    +GROUPSIZE X (ignore those in groups smaller than X)
    -AREA +thatarea "+my areaname" (ignore all except those in listed area)
    +AREA -thatarea "-my areaname" (ignore only those in listed area)
    -HOME "+area name" (ignore all except those from listed home/beacon area)
    +HOME "-my areaname" (ignore only those from listed home/beacon area)
    -ISHOME (ignore all npcs not currently in their home/beacon areas)
    +ISHOME (ignore all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (ignore all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (ignore listed)
    -ITEM "+item name" etc... (ignore only those with an item name)
    -WORN "+item name" etc... (ignore only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (ignore only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)
    -RESOURCES "+OAK" etc.. (ignore only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not ignore items of -resources)
    -IF <CONDITION> (ignore, unless they meet Scriptable conditions)
    +IF <CONDITION> (never ignore anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (ignore, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (ignore those with a stat value)
    -VALUE X (ignore those with value or money less than X)
    +VALUE X (ignore those with value or money greater than X)
    -WEIGHT X (ignore those weighing less than X)
    +WEIGHT X (ignore those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (ignore armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (ignore armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (ignore only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)
    -ABILITY X (ignore those with magical ability less than X)
    +ABILITY X (ignore those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (ignore always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (ignore those only when the hour/month/day is X)
    -SEASON +FALL (ignore those only when season is FALL)
    +SEASON -SPRING (ignore those whenever the season is SPRING)
    -WEATHER +DROUGHT (ignore those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (ignore all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (ignore only those with listed effect)
    -SKILLS +Spell_Sleep(75) (ignore all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (ignore only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (ignore all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (ignore only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (ignore all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (ignore only those with listed achievements)

    DelayedTransporter -

    Behavior   : Delayed Transporter
    Targets : Rooms, Mobs, Items
    Parameters : Max and min ticks, pct chance, room ids separated by ';'.
    Example : min=10 max=20 chance=25;Midgaard#3001;Sewers#6020;Midgaard#3020
    Description:
    This behavior defines a serious of random rooms. All rooms are separated by
    the semicolons shown above. The first parameter can me empty for defaults, or
    may contain a setting for minimum ticks, maximum ticks, and the percept chance
    of occurrence after the random number of ticks has expired. In the above
    example every 10-20 ticks, there is a 25% chance that every mob in the same
    room as the behaving object will be teleported to one of the three listed rooms
    (at random).
    +
    Behavior   : Delayed Transporter 
    Targets : Rooms, Mobs, Items
    Parameters : Max and min ticks, pct chance, room ids separated by ';'.
    Example : min=10 max=20 chance=25;Midgaard#3001;Sewers#6020;Midgaard#3020
    Description:
    This behavior defines a serious of random rooms. All rooms are separated by
    the semicolons shown above. The first parameter can me empty for defaults, or
    may contain a setting for minimum ticks, maximum ticks, and the percept chance
    of occurrence after the random number of ticks has expired. In the above
    example every 10-20 ticks, there is a 25% chance that every mob in the same
    room as the behaving object will be teleported to one of the three listed rooms
    (at random).

    DoorwayGuardian -

    Behavior   : DoorwayGuardian
    Targets : MOBs
    Parameters : NOSNEAK, ALWAYS, a doorway direction, followed by an optional list

    Parameters : of masking parameters described below, followed by an optional
    Parameters : semicolon and an override of the rejection message to the user.
    Example : always north
    Example : nosneak east -class +mage -race +elf -evil
    Example : east north;<S-NAME> smack(s) <T-NAME> and push(es) <T-HIM-HER> back!
    Description:
    The mob will not allow any other mob or player to open or move through a doored
    exit. The mob must be killed to get by! If a direction is not specified, the
    mob will protect all exits, otherwise only the one in the direction specified.
    The guard will also behave according to whether the player trying to move meets
    the other parameter mask requirements. If no masks are given, the guard will
    always block the players. The guardian is subject to being sneaked by, unless
    the NOSNEAK string is included in the parameters. The guardian can also be
    bypassed if in combat or badly hurt, unless the ALWAYS flag is included.

    Valid mask parameters include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
    +
    Behavior   : DoorwayGuardian 
    Targets : MOBs
    Parameters : NOSNEAK, ALWAYS, a doorway direction, followed by an optional list

    Parameters : of masking parameters described below, followed by an optional
    Parameters : semicolon and an override of the rejection message to the user.
    Example : always north
    Example : nosneak east -class +mage -race +elf -evil
    Example : east north;<S-NAME> smack(s) <T-NAME> and push(es) <T-HIM-HER> back!

    Description:
    The mob will not allow any other mob or player to open or move through a doored
    exit. The mob must be killed to get by! If a direction is not specified, the
    mob will protect all exits, otherwise only the one in the direction specified.
    The guard will also behave according to whether the player trying to move meets
    the other parameter mask requirements. If no masks are given, the guard will
    always block the players. The guardian is subject to being sneaked by, unless
    the NOSNEAK string is included in the parameters. The guardian can also be
    bypassed if in combat or badly hurt, unless the ALWAYS flag is included.

    Valid mask parameters include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

    Drowness -

    Behavior   : Drowness
    Targets : MOBs
    Parameters :
    Example :
    Description:
    The behavior of the drow differs slightly between males and females. This
    behavior is therefore an entire kit, including weapons, armor, spells, and
    combat behavior. DO NOT (I repeat) DO NOT use this behavior with any
    CombatAbilities derivitive, unless you want an unfair and utterly deadly
    opponent. Also, do NOT add any equipment to the mob with this behavior. The
    kit will supply the mob with weapons and armor.
    +
    Behavior   : Drowness 
    Targets : MOBs
    Parameters :
    Example :
    Description:
    The behavior of the drow differs slightly between males and females. This
    behavior is therefore an entire kit, including weapons, armor, spells, and
    combat behavior. DO NOT (I repeat) DO NOT use this behavior with any
    CombatAbilities derivitive, unless you want an unfair and utterly deadly
    opponent. Also, do NOT add any equipment to the mob with this behavior. The
    kit will supply the mob with weapons and armor.

    Druidness -

    Behavior   : Druidness
    Targets : MOBs
    Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
    Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
    Example :
    Example : Druid
    Example : SkyWatcher DEFENSIVE
    Description:
    An extension of CombatAbilities, this behavior makes the mob a Druid by class,
    and gives the mob druid skills appropriate to its level. After this behavior
    has triggered, it will often require a RESET for any level changes to the mob
    to take over.
    Use the proficient flag to make all skills at 100% instead of level-based. Use
    the offensive/.../mixeddefensive flags to influence skill choices. This
    behavior should not be used WITH any of the other CombatAbilities behaviors,
    such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
    CombatAbilities. It should be used alone on a mob.
    Also, be aware that this behavior will modify the mobs stats to better reflect
    the class, so any additions or removals of this behavior should be accompanied
    by a room reset after saving, and manually checking to make sure the combat
    stats are as desired.
    +
    Behavior   : Druidness 
    Targets : MOBs
    Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
    Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
    Example :
    Example : Druid
    Example : SkyWatcher DEFENSIVE
    Description:
    An extension of CombatAbilities, this behavior makes the mob a Druid by class,
    and gives the mob druid skills appropriate to its level. After this behavior
    has triggered, it will often require a RESET for any level changes to the mob
    to take over.
    Use the proficient flag to make all skills at 100% instead of level-based. Use
    the offensive/.../mixeddefensive flags to influence skill choices. This
    behavior should not be used WITH any of the other CombatAbilities behaviors,
    such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
    CombatAbilities. It should be used alone on a mob.
    Also, be aware that this behavior will modify the mobs stats to better reflect
    the class, so any additions or removals of this behavior should be accompanied
    by a room reset after saving, and manually checking to make sure the combat
    stats are as desired.

    Emoter -

    Behavior   : Emoter
    Targets : Room, MOBs, Items, Areas
    Parameters : Flags, Max/Min ticks, pct chance, expires, emote strings, ';'
    separated.
    Example : min=10 max=20 chance=25;wiggles his bottom.;smiles evilly.;burps!
    Example : smell chance=25 expires=10;smells horrible!;is really stinky!
    Example : chance=100 inroom="Here#1,Here#2";looks horrible!;is bad!
    Example : broadcast sound chance=25;grumbles!;eeeks!
    Example : min=1 max=2 chance=25;sound grumbles!;visual leers broadly.;social
    smile
    Description:
    This behavior defines a serious of random emotes. All emote strings are
    separated by the semicolons shown above. The first parameter can be empty for
    defaults, or may contain a setting for minimum ticks (min=10), maximum ticks
    (max=20), the percent chance of occurrence after the random number of ticks has
    expired (chance=25), a total number of occurrences before expiration
    (expires=0), a list of rooms where the emoter MUST be for the emoter to work
    (inroom=...), a tag to make the emote sound based (sound), a tag to make the
    emote smell based (smell), or a tag to make the emote broadcast to adjacent
    rooms (broadcast). In the first example every 10-20 ticks, there is a 25%
    chance that the object with this property will select one of the emotes
    randomly and perform it for all those in the same room who can see it. In the
    second example, a smell based emote will be performed 25% of the time, but will
    only emote 10 times before the behavior is removed from the object. In the
    third example, there is a 100% chance that, if the object is in room Here#1 or
    Here#2, it will emote one of the two choices. In the fourth example, a sound
    based emote will be performed 25% of the time in the room of the behavior, and
    in any adjacent rooms.

    You can also mix and match the types of emotes by putting the keywords SIGHT,
    SMELL, NOISE, and SOCIAL as the first word in each emote string. This denotes
    the type of emote for the rest of the string. The last example shows how to
    enter a mixed emote.
    +
    Behavior   : Emoter 
    Targets : Room, MOBs, Items, Areas
    Parameters : Flags, Max/Min ticks, pct chance, expires, emote strings, ';'
    separated.
    Example : min=10 max=20 chance=25;wiggles his bottom.;smiles evilly.;burps!
    Example : smell chance=25 expires=10;smells horrible!;is really stinky!
    Example : chance=100 inroom="Here#1,Here#2";looks horrible!;is bad!
    Example : broadcast sound chance=25;grumbles!;eeeks!
    Example : min=1 max=2 chance=25;sound grumbles!;visual leers broadly.;social
    smile
    Description:
    This behavior defines a serious of random emotes. All emote strings are
    separated by the semicolons shown above. The first parameter can be empty for
    defaults, or may contain a setting for minimum ticks (min=10), maximum ticks
    (max=20), the percent chance of occurrence after the random number of ticks has
    expired (chance=25), a total number of occurrences before expiration
    (expires=0), a list of rooms where the emoter MUST be for the emoter to work
    (inroom=...), a tag to make the emote sound based (sound), a tag to make the
    emote smell based (smell), or a tag to make the emote broadcast to adjacent
    rooms (broadcast). In the first example every 10-20 ticks, there is a 25%
    chance that the object with this property will select one of the emotes
    randomly and perform it for all those in the same room who can see it. In the
    second example, a smell based emote will be performed 25% of the time, but will
    only emote 10 times before the behavior is removed from the object. In the
    third example, there is a 100% chance that, if the object is in room Here#1 or
    Here#2, it will emote one of the two choices. In the fourth example, a sound
    based emote will be performed 25% of the time in the room of the behavior, and
    in any adjacent rooms.

    You can also mix and match the types of emotes by putting the keywords SIGHT,
    SMELL, NOISE, and SOCIAL as the first word in each emote string. This denotes
    the type of emote for the rest of the string. The last example shows how to
    enter a mixed emote.

    EvilExecutioner -

    Behavior   : EvilExecutioner
    Targets : MOBs
    Parameters : PLAYERS
    Example :
    Description:
    The mob with this behavior will attack any good or paladin non-player mob it
    detects. With the Players parameter, it will even attack players as well.
    +
    Behavior   : EvilExecutioner 
    Targets : MOBs
    Parameters : PLAYERS
    Example :
    Description:
    The mob with this behavior will attack any good or paladin non-player mob it
    detects. With the Players parameter, it will even attack players as well.

    FaithHelper -

    Behavior   : FaithHelper
    Targets : MOBs
    Parameters : Faith to make this mob a member of
    Example : Odin
    Description:
    Joins a fight on the side of a mob of the same faith as specified in the
    parameters.
    +
    Behavior   : FaithHelper 
    Targets : MOBs
    Parameters : Faith to make this mob a member of
    Example : Odin
    Description:
    Joins a fight on the side of a mob of the same faith as specified in the
    parameters.

    FasterRecovery -

    Behavior   : FasterRecovery
    Targets : Rooms, Areas, Items, MOBs
    Parameters : (HEALTH=[NUM BURST TICKS]) (BURST=[NUM]) (HITS=[NUM]) (MOVE=[NUM])
    (MANA=[NUM])
    Example : burst=2
    Example : health=5
    Example : hits=2
    Example : mana=5 hits=10
    Example : burst=2 health=5
    Description:
    This allows the room, possessed item, or ridden mob or item to give an extra
    burst of speed to all affected mobs. The parameters are all optional. If the
    "health" parameter is given, then the mob will get a number of regen ticks
    equal to the number given. For instance, if the value is 2, then the mob will
    regen twice per tick, a value of 3 means 3 times per tick, etc. Values of 1 or
    less mean no extra regen ticks. The "burst" parameter refers to bursts of
    extra speed to the benefiting mobs equal to the number given. For instance, if
    the value is 2, the mob will move twice as fast per tick, a value of 3 means 3
    times as fast, etc. Values of 1 or less mean normal ticking applies. Values
    for hits, move, and mana are similar to health, but will only give a burst or
    rejuvenation to that particular stat.
    +
    Behavior   : FasterRecovery 
    Targets : Rooms, Areas, Items, MOBs
    Parameters : (HEALTH=[NUM BURST TICKS]) (BURST=[NUM]) (HITS=[NUM]) (MOVE=[NUM])
    (MANA=[NUM])
    Example : burst=2
    Example : health=5
    Example : hits=2
    Example : mana=5 hits=10
    Example : burst=2 health=5
    Description:
    This allows the room, possessed item, or ridden mob or item to give an extra
    burst of speed to all affected mobs. The parameters are all optional. If the
    "health" parameter is given, then the mob will get a number of regen ticks
    equal to the number given. For instance, if the value is 2, then the mob will
    regen twice per tick, a value of 3 means 3 times per tick, etc. Values of 1 or
    less mean no extra regen ticks. The "burst" parameter refers to bursts of
    extra speed to the benefiting mobs equal to the number given. For instance, if
    the value is 2, the mob will move twice as fast per tick, a value of 3 means 3
    times as fast, etc. Values of 1 or less mean normal ticking applies. Values
    for hits, move, and mana are similar to health, but will only give a burst or
    rejuvenation to that particular stat.

    FieryRoom -

    Behavior   : FieryRoom
    Targets : Rooms
    Parameters : min, max ticks, a percent chance, flags and strings
    Example : min=5 max=10 chance=100;damage=77 Title="A Horribly
    Blackened Spot" Description="This place was once just like
    any part of the road. Now it is nothing more than a sooty pit."
    NOSTOP eqchance=50
    Description:
    This behavior makes a room operate like it is on fire. This can include
    dealing direct damage to players, burning flammable equipment and making
    non-flammable equipment heat up (i.e. is dropped), emote that it is burning,
    and eventually turn into a burnt-out room.
    The first parameter can be empty for defaults, or may contain a setting for
    minimum ticks (min=10), maximum ticks (max=20), and the percept chance of
    occurrence after the random number of ticks has expired (chance=25).

    Additional Settings and Flags:
    DAMAGE=XXX - The amount of damage dealt to inhabitants every behavior
    tick
    TITLE=[text] - The Room Display to change the room to when done burning
    DESCRIPTION=[text] - The Room Desc to change the room to when done burning
    EQCHANCE=XXX - The unlikeliness of EQ bursting into flames or heating up.
    BURNTICKS=XXX - How many behavior ticks to keep burning (Moot with NOSTOP)
    NOSTOP - Prevent the room from ever burning up. TITLE, DESCRIPTION
    and
    BURNTICKS become irrelevant
    NONPC - Don't deal damage or eq burn/drop to NPC's
    NOFIRETEXT - Don't display burning emotes while the room is burning.

    All of the parameters are optional. Defaults are:
    DAMAGE=10
    TITLE="A Charred Ruin"
    DESCRIPTION="Whatever was once here is now nothing more than ash."
    EQCHANCE=0 (no default Eq destruction)
    BURNTICKS=12
    +
    Behavior   : FieryRoom 
    Targets : Rooms
    Parameters : min, max ticks, a percent chance, flags and strings
    Example : min=5 max=10 chance=100;damage=77 Title="A Horribly
    Blackened Spot" Description="This place was once just like
    any part of the road. Now it is nothing more than a sooty pit."
    NOSTOP eqchance=50
    Description:
    This behavior makes a room operate like it is on fire. This can include
    dealing direct damage to players, burning flammable equipment and making
    non-flammable equipment heat up (i.e. is dropped), emote that it is burning,
    and eventually turn into a burnt-out room.
    The first parameter can be empty for defaults, or may contain a setting for
    minimum ticks (min=10), maximum ticks (max=20), and the percept chance of
    occurrence after the random number of ticks has expired (chance=25).

    Additional Settings and Flags:
    DAMAGE=XXX - The amount of damage dealt to inhabitants every behavior
    tick
    TITLE=[text] - The Room Display to change the room to when done burning
    DESCRIPTION=[text] - The Room Desc to change the room to when done burning
    EQCHANCE=XXX - The unlikeliness of EQ bursting into flames or heating up.

    BURNTICKS=XXX - How many behavior ticks to keep burning (Moot with NOSTOP)

    NOSTOP - Prevent the room from ever burning up. TITLE, DESCRIPTION
    and
    BURNTICKS become irrelevant
    NONPC - Don't deal damage or eq burn/drop to NPC's
    NOFIRETEXT - Don't display burning emotes while the room is burning.

    All of the parameters are optional. Defaults are:
    DAMAGE=10
    TITLE="A Charred Ruin"
    DESCRIPTION="Whatever was once here is now nothing more than ash."
    EQCHANCE=0 (no default Eq destruction)
    BURNTICKS=12

    Fighterness -

    Behavior   : Fighterness
    Targets : MOBs
    Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
    Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
    Example : Fighter
    Example : Paladin
    Description:
    An extension of CombatAbilities, this behavior makes the mob a Fighter by
    class, and gives the mob fighter skills appropriate to its level. After this
    behavior has triggered, it will often require a RESET for any level changes to
    the mob to take over.
    Use the proficient flag to make all skills at 100% instead of level-based. Use
    the offensive/.../mixeddefensive flags to influence skill choices. This
    behavior should not be used WITH any of the other CombatAbilities behaviors,
    such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
    CombatAbilities. It should be used alone on a mob.
    Also, be aware that this behavior will modify the mobs stats to better reflect
    the class, so any additions or removals of this behavior should be accompanied
    by a room reset after saving, and manually checking to make sure the combat
    stats are as desired.
    +
    Behavior   : Fighterness 
    Targets : MOBs
    Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
    Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
    Example : Fighter
    Example : Paladin
    Description:
    An extension of CombatAbilities, this behavior makes the mob a Fighter by
    class, and gives the mob fighter skills appropriate to its level. After this
    behavior has triggered, it will often require a RESET for any level changes to
    the mob to take over.
    Use the proficient flag to make all skills at 100% instead of level-based. Use
    the offensive/.../mixeddefensive flags to influence skill choices. This
    behavior should not be used WITH any of the other CombatAbilities behaviors,
    such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
    CombatAbilities. It should be used alone on a mob.
    Also, be aware that this behavior will modify the mobs stats to better reflect
    the class, so any additions or removals of this behavior should be accompanied
    by a room reset after saving, and manually checking to make sure the combat
    stats are as desired.

    FightFlee -

    Behavior   : FightFlee
    Targets : MOBs
    Parameters : min, max ticks, and a percent chance
    Example : min=10 max=20 chance=75
    Description:
    According to the timing and percent chance described by the parameters, the mob
    or item with this behavior will flee during combat.
    +
    Behavior   : FightFlee 
    Targets : MOBs
    Parameters : min, max ticks, and a percent chance
    Example : min=10 max=20 chance=75
    Description:
    According to the timing and percent chance described by the parameters, the mob
    or item with this behavior will flee during combat.

    Follower -

    Behavior   : Follower
    Targets : MOBs, Items
    Parameters : min, max, pct (inv) (group) (nofollowers) (wander)
    Parameters : (follow mask) (name=[name])
    Example :
    Example : min=1 max=1 chance=50 -race +elf
    Example : group nofollowers -race +elf +gnome
    Example : min=4 max=20 chance=100 inv -race +elf +gnome
    Description:
    The mob with this behavior will follow any other mob that leaves the room.
    Following normally happens on the tick, but if minticks and maxticks are -1, it
    will be instant. A chance percentage (1-100) parameter may be given to better
    randomize the opportunity. A GROUP flag may also be included to make the mob
    join the targets group instead of merely following them out of the room. The
    rate of non-grouping following is dictated by the min and max ticks. The
    NOFOLLOWERS flag will make sure that this behavior does not trigger when the
    mob has someone following him/her. The WANDER flag may be added to allow the
    mob to leave their home area.

    An item with this behavior will also follow mobs around, depending upon whether
    the INVENTORY flag is in the parameters or not. If it is, then the item will
    reappear in the inventory of the first person to pick it up whenever it is
    dispensed with. If the INVENTORY flag is not used, it will always appear in
    the same room as the first it comes across. The rate of reappearance is
    dictated by the min and max ticks. Items with this behavior can not be sold to
    shopkeepers.

    A NAME may be given to limit the person followed to only that name. A mask may
    also be given to define what sort of targets are elligible to be followed by
    the mob or item. Valid masks include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (ignore archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (ignore)
    -PLAYER (ignore all players), -MOB (ignore all mobs/npcs)
    -CHANCE 50 (ignore the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)
    -CLASS +thief +mage +ranger (ignore all but excepted char classes)
    +CLASS -thief -mage -ranger (ignore only listed classes)
    -BASECLASS +thief +mage (ignore all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (ignore only listed base char classes)
    -RACE +elf +dwarf (ignore all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (ignore only listed races)
    -RACECAT +elf +insect +humanoid (ignore all but listed racial categories)
    +RACECAT -elf -humanoid (ignore only listed racial categories)
    -ALIGNMENT +evil +neutral +good (ignore all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (ignore only listed alignments)
    -GENDER (ignore genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (ignore only listed genders)
    -FACTION (ignore all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (ignore only faction range code)
    -NAMES +bob "+my name" (ignore all except those with given names)
    +NAMES -bob "-my name" (ignore only those with one of the given names)
    -SUBNAMES +*ending +*inside* (ignore all except those with partial name)
    +SUBNAMES -*ending -*insid* (ignore only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (ignore all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (ignore only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (ignore all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (ignore those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (ignore all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (ignore all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (ignore only those with current class level range)
    +ANYCLASS -thief -mage (ignore only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (ignore all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (ignore only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (ignore all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(ignore only those with listed flags)
    -MOOD +grumpy +normal (ignore all except those with given moods)
    +MOOD -grumpy -normal (ignore only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (ignore all except those in listed clan)
    +CLAN -Killers "-Avengers" (ignore only those in a listed clan)
    -DEITY +Apollo "+Grothon" (ignore all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (ignore only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (ignore all except those with a multi-class)
    -STR X (ignore those with strength greater than X)
    +STR X (ignore those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (ignore those in groups larger than X)
    +GROUPSIZE X (ignore those in groups smaller than X)
    -AREA +thatarea "+my areaname" (ignore all except those in listed area)
    +AREA -thatarea "-my areaname" (ignore only those in listed area)
    -HOME "+area name" (ignore all except those from listed home/beacon area)
    +HOME "-my areaname" (ignore only those from listed home/beacon area)
    -ISHOME (ignore all npcs not currently in their home/beacon areas)
    +ISHOME (ignore all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (ignore only those with an item name)
    -WORN "+item name" etc... (ignore only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (ignore only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)
    -RESOURCES "+OAK" etc.. (ignore only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not ignore items of -resources)
    -IF <CONDITION> (ignore, unless they meet Scriptable conditions)
    +IF <CONDITION> (never ignore anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (ignore, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (ignore those with a stat value)
    -VALUE X (ignore those with value or money less than X)
    +VALUE X (ignore those with value or money greater than X)
    -WEIGHT X (ignore those weighing less than X)
    +WEIGHT X (ignore those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (ignore armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (ignore armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (ignore only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)
    -ABILITY X (ignore those with magical ability less than X)
    +ABILITY X (ignore those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (ignore always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (ignore those only when the hour/month/day is X)
    -SEASON +FALL (ignore those only when season is FALL)
    +SEASON -SPRING (ignore those whenever the season is SPRING)
    -WEATHER +DROUGHT (ignore those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (ignore all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (ignore only those with listed effect)
    -SKILLS +Spell_Sleep(75) (ignore all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (ignore only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (ignore all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (ignore only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (ignore all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (ignore only those with listed achievements)
    +
    Behavior   : Follower 
    Targets : MOBs, Items
    Parameters : min, max, pct (inv) (group) (nofollowers) (wander)
    Parameters : (follow mask) (name=[name])
    Example :
    Example : min=1 max=1 chance=50 -race +elf
    Example : group nofollowers -race +elf +gnome
    Example : min=4 max=20 chance=100 inv -race +elf +gnome
    Description:
    The mob with this behavior will follow any other mob that leaves the room.
    Following normally happens on the tick, but if minticks and maxticks are -1, it
    will be instant. A chance percentage (1-100) parameter may be given to better
    randomize the opportunity. A GROUP flag may also be included to make the mob
    join the targets group instead of merely following them out of the room. The
    rate of non-grouping following is dictated by the min and max ticks. The
    NOFOLLOWERS flag will make sure that this behavior does not trigger when the
    mob has someone following him/her. The WANDER flag may be added to allow the
    mob to leave their home area.

    An item with this behavior will also follow mobs around, depending upon whether
    the INVENTORY flag is in the parameters or not. If it is, then the item will
    reappear in the inventory of the first person to pick it up whenever it is
    dispensed with. If the INVENTORY flag is not used, it will always appear in
    the same room as the first it comes across. The rate of reappearance is
    dictated by the min and max ticks. Items with this behavior can not be sold to
    shopkeepers.

    A NAME may be given to limit the person followed to only that name. A mask may
    also be given to define what sort of targets are elligible to be followed by
    the mob or item. Valid masks include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (ignore archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (ignore)
    -PLAYER (ignore all players), -MOB (ignore all mobs/npcs)
    -CHANCE 50 (ignore the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (ignore only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not ignore objs of -classes)
    -CLASS +thief +mage +ranger (ignore all but excepted char classes)
    +CLASS -thief -mage -ranger (ignore only listed classes)
    -BASECLASS +thief +mage (ignore all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (ignore only listed base char classes)
    -RACE +elf +dwarf (ignore all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (ignore only listed races)
    -RACECAT +elf +insect +humanoid (ignore all but listed racial categories)
    +RACECAT -elf -humanoid (ignore only listed racial categories)
    -ALIGNMENT +evil +neutral +good (ignore all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (ignore only listed alignments)
    -GENDER (ignore genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (ignore only listed genders)
    -FACTION (ignore all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (ignore only faction range code)
    -NAMES +bob "+my name" (ignore all except those with given names)
    +NAMES -bob "-my name" (ignore only those with one of the given names)
    -SUBNAMES +*ending +*inside* (ignore all except those with partial name)
    +SUBNAMES -*ending -*insid* (ignore only those with partial name mask)
    -ACCOUNTS +bob "+my name" (ignore all except those in the given accts)
    +ACCOUNTS -bob "-my name" (ignore only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (ignore all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (ignore only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (ignore all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (ignore those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (ignore all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (ignore only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (ignore all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (ignore only those with current class level range)
    +ANYCLASS -thief -mage (ignore only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (ignore all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (ignore only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (ignore all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(ignore only those with listed flags)
    -MOOD +grumpy +normal (ignore all except those with given moods)
    +MOOD -grumpy -normal (ignore only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (ignore all except those in listed clan)
    +CLAN -Killers "-Avengers" (ignore only those in a listed clan)
    -DEITY +Apollo "+Grothon" (ignore all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (ignore only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (ignore all except those with a multi-class)
    -STR X (ignore those with strength greater than X)
    +STR X (ignore those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (ignore those in groups larger than X)
    +GROUPSIZE X (ignore those in groups smaller than X)
    -AREA +thatarea "+my areaname" (ignore all except those in listed area)
    +AREA -thatarea "-my areaname" (ignore only those in listed area)
    -HOME "+area name" (ignore all except those from listed home/beacon area)
    +HOME "-my areaname" (ignore only those from listed home/beacon area)
    -ISHOME (ignore all npcs not currently in their home/beacon areas)
    +ISHOME (ignore all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (ignore all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (ignore listed)
    -ITEM "+item name" etc... (ignore only those with an item name)
    -WORN "+item name" etc... (ignore only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (ignore only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not ignore items of -materials)
    -RESOURCES "+OAK" etc.. (ignore only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not ignore items of -resources)
    -IF <CONDITION> (ignore, unless they meet Scriptable conditions)
    +IF <CONDITION> (never ignore anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (ignore, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (ignore those with a stat value)
    -VALUE X (ignore those with value or money less than X)
    +VALUE X (ignore those with value or money greater than X)
    -WEIGHT X (ignore those weighing less than X)
    +WEIGHT X (ignore those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (ignore armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (ignore armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (ignore only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not ignore items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (ignore only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not ignore only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (ignore only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not ignore those with -senses)
    -ABILITY X (ignore those with magical ability less than X)
    +ABILITY X (ignore those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (ignore always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (ignore those only when the hour/month/day is X)
    -SEASON +FALL (ignore those only when season is FALL)
    +SEASON -SPRING (ignore those whenever the season is SPRING)
    -WEATHER +DROUGHT (ignore those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (ignore those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (ignore those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (ignore those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (ignore all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (ignore only those with listed effect)
    -SKILLS +Spell_Sleep(75) (ignore all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (ignore only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (ignore all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (ignore only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (ignore all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (ignore only those with listed achievements)

    GateGuard -

    Behavior   : GateGuard
    Targets : MOBs
    Parameters : a list of masking parameters described below
    Example : -class +mage -race +elf -evil
    Description:
    When this mob is standing next to a doorway and a player enters, the mob will
    open the door for the player, and close it after them. The guard will also
    lock the door at night, if the door has a lock. The guard will behave
    according to whether any players in the room meet the parameters. If no
    parameter is given, the guard will always follow the behavior. Valid parameters
    include:
    keeplocked (if the door has a lock, the mob will make sure it remains so
    allnight (does not operate differently at night than the day)
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
    +
    Behavior   : GateGuard 
    Targets : MOBs
    Parameters : a list of masking parameters described below
    Example : -class +mage -race +elf -evil
    Description:
    When this mob is standing next to a doorway and a player enters, the mob will
    open the door for the player, and close it after them. The guard will also
    lock the door at night, if the door has a lock. The guard will behave
    according to whether any players in the room meet the parameters. If no
    parameter is given, the guard will always follow the behavior. Valid parameters
    include:
    keeplocked (if the door has a lock, the mob will make sure it remains so
    allnight (does not operate differently at night than the day)
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

    GetsAllEquipped -

    Behavior   : GetsAllEquipped
    Targets : MOBs
    Parameters :
    Example :
    Description:
    This is a deprecated behavior, but listed here in case someone can think of a
    new use for it. This behavior causes the mob, on reset, to grab everything in
    its default room, and attempt to wear it. He also does this whenever someone
    in the room dies, so its also good for making the mob autoloot.
    +
    Behavior   : GetsAllEquipped 
    Targets : MOBs
    Parameters :
    Example :
    Description:
    This is a deprecated behavior, but listed here in case someone can think of a
    new use for it. This behavior causes the mob, on reset, to grab everything in
    its default room, and attempt to wear it. He also does this whenever someone
    in the room dies, so its also good for making the mob autoloot.

    GoldLooter -

    Behavior   : GoldLooter
    Targets : MOBs
    Parameters :
    Example :
    Description:
    This behavior makes a mob loot the gold from corpses killed by it. It does
    this by turning on the mobs AUTOGOLD flag.
    +
    Behavior   : GoldLooter 
    Targets : MOBs
    Parameters :
    Example :
    Description:
    This behavior makes a mob loot the gold from corpses killed by it. It does
    this by turning on the mobs AUTOGOLD flag.

    GoodExecutioner -

    Behavior   : GoodExecutioner
    Targets : MOBs
    Parameters : (PLAYERS)
    Example :
    Description:
    The mob with this behavior will attack any evil or thief non-player mob it
    detects. With the Players parameter, it will even attack players as well.
    +
    Behavior   : GoodExecutioner 
    Targets : MOBs
    Parameters : (PLAYERS)
    Example :
    Description:
    The mob with this behavior will attack any evil or thief non-player mob it
    detects. With the Players parameter, it will even attack players as well.

    GoodGuardian -

    Behavior   : GoodGuardian
    Targets : MOBs
    Parameters :
    Example :
    Description:
    This is a very active behavior. If the mob detects any evil mob attacking a
    good mob in the same room, or an adjacent room, it will attack the evil mob.
    If evil mobs are fighting, it will do nothing. If two good or neutral mobs are
    fighting, it will stop the fight.
    +
    Behavior   : GoodGuardian 
    Targets : MOBs
    Parameters :
    Example :
    Description:
    This is a very active behavior. If the mob detects any evil mob attacking a
    good mob in the same room, or an adjacent room, it will attack the evil mob.
    If evil mobs are fighting, it will do nothing. If two good or neutral mobs are
    fighting, it will stop the fight.

    Guard -

    Behavior   : Guard
    Targets : MOBs
    Parameters : ([MOB Name])
    Example :
    Example : Bob
    Description:
    If ANY mob, player or non-player, is attacked in the same room as the mob with
    this behavior, this mob will come to the victim's defence. However, if this
    behavior has a parameter, then they will only come to the aid of players/mobs
    with that name.
    +
    Behavior   : Guard 
    Targets : MOBs
    Parameters : ([MOB Name])
    Example :
    Example : Bob
    Description:
    If ANY mob, player or non-player, is attacked in the same room as the mob with
    this behavior, this mob will come to the victim's defence. However, if this
    behavior has a parameter, then they will only come to the aid of players/mobs
    with that name.

    Healer -

    Behavior   : Healer
    Targets : MOBs
    Parameters : min, max ticks, and a percent chance
    Example : min=10 max=20 chance=75
    Description:
    The mob with this behavior gains Cure Disease, Cure Light Wounds, Cure Serious
    Wounds, Bless, and Sanctuary. At random, the mob will cast these spells on any
    player-mobs in the room.
    +
    Behavior   : Healer 
    Targets : MOBs
    Parameters : min, max ticks, and a percent chance
    Example : min=10 max=20 chance=75
    Description:
    The mob with this behavior gains Cure Disease, Cure Light Wounds, Cure Serious
    Wounds, Bless, and Sanctuary. At random, the mob will cast these spells on any
    player-mobs in the room.

    Hireling -

    Behavior   : Hireling
    Targets : MOBs
    Parameters : price to hire;minutes of service
    Example : 10000;30
    Description:
    Allows a mob to hire him or herself out for a given amount of time. The first
    parameter is the price to hire the mob, followed by a semicolon and the number
    of minutes that amount of money purchases. Additional money may be given by
    the player to extend the time. When the time expires, the mob returns to his
    or her start room.
    +
    Behavior   : Hireling 
    Targets : MOBs
    Parameters : price to hire;minutes of service
    Example : 10000;30
    Description:
    Allows a mob to hire him or herself out for a given amount of time. The first
    parameter is the price to hire the mob, followed by a semicolon and the number
    of minutes that amount of money purchases. Additional money may be given by
    the player to extend the time. When the time expires, the mob returns to his
    or her start room.

    InstantDeath -

    Behavior   : InstantDeath
    Targets : MOBs, Items, Rooms, Areas
    Parameters : mask, min, max ticks, and a percent chance
    Example : min=10 max=20 chance=75 mask="-RACE +ORC"
    Description:
    According to the timing and percent chance described by the parameters, the
    item owner with this behavior will be killed. MOBs and Rooms with this
    behavior will kill all their inhabitants. MOBs do not kill until attacked,
    food when eaten, drinks when sipped items when they are picked up, weapons when
    they are first wielded, or armor when it is first worn. Rooms merely need to
    be entered.

    +SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
    -PLAYER (spare all players), -MOB (spare all mobs/npcs)
    -CHANCE 50 (spare the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
    -CLASS +thief +mage +ranger (spare all but excepted char classes)
    +CLASS -thief -mage -ranger (spare only listed classes)
    -BASECLASS +thief +mage (spare all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (spare only listed base char classes)
    -RACE +elf +dwarf (spare all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (spare only listed races)
    -RACECAT +elf +insect +humanoid (spare all but listed racial categories)
    +RACECAT -elf -humanoid (spare only listed racial categories)
    -ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (spare only listed alignments)
    -GENDER (spare genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (spare only listed genders)
    -FACTION (spare all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (spare only faction range code)
    -NAMES +bob "+my name" (spare all except those with given names)
    +NAMES -bob "-my name" (spare only those with one of the given names)
    -SUBNAMES +*ending +*inside* (spare all except those with partial name)
    +SUBNAMES -*ending -*insid* (spare only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (spare those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
    +ANYCLASS -thief -mage (spare only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
    -MOOD +grumpy +normal (spare all except those with given moods)
    +MOOD -grumpy -normal (spare only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (spare all except those in listed clan)
    +CLAN -Killers "-Avengers" (spare only those in a listed clan)
    -DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (spare all except those with a multi-class)
    -STR X (spare those with strength greater than X)
    +STR X (spare those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (spare those in groups larger than X)
    +GROUPSIZE X (spare those in groups smaller than X)
    -AREA +thatarea "+my areaname" (spare all except those in listed area)
    +AREA -thatarea "-my areaname" (spare only those in listed area)
    -HOME "+area name" (spare all except those from listed home/beacon area)
    +HOME "-my areaname" (spare only those from listed home/beacon area)
    -ISHOME (spare all npcs not currently in their home/beacon areas)
    +ISHOME (spare all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (spare only those with an item name)
    -WORN "+item name" etc... (spare only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (spare only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
    -RESOURCES "+OAK" etc.. (spare only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not spare items of -resources)
    -IF <CONDITION> (spare, unless they meet Scriptable conditions)
    +IF <CONDITION> (never spare anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
    -VALUE X (spare those with value or money less than X)
    +VALUE X (spare those with value or money greater than X)
    -WEIGHT X (spare those weighing less than X)
    +WEIGHT X (spare those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (spare only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
    -ABILITY X (spare those with magical ability less than X)
    +ABILITY X (spare those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
    -SEASON +FALL (spare those only when season is FALL)
    +SEASON -SPRING (spare those whenever the season is SPRING)
    -WEATHER +DROUGHT (spare those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
    -SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
    +
    Behavior   : InstantDeath 
    Targets : MOBs, Items, Rooms, Areas
    Parameters : mask, min, max ticks, and a percent chance
    Example : min=10 max=20 chance=75 mask="-RACE +ORC"
    Description:
    According to the timing and percent chance described by the parameters, the
    item owner with this behavior will be killed. MOBs and Rooms with this
    behavior will kill all their inhabitants. MOBs do not kill until attacked,
    food when eaten, drinks when sipped items when they are picked up, weapons when
    they are first wielded, or armor when it is first worn. Rooms merely need to
    be entered.

    +SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
    -PLAYER (spare all players), -MOB (spare all mobs/npcs)
    -CHANCE 50 (spare the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
    -CLASS +thief +mage +ranger (spare all but excepted char classes)
    +CLASS -thief -mage -ranger (spare only listed classes)
    -BASECLASS +thief +mage (spare all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (spare only listed base char classes)
    -RACE +elf +dwarf (spare all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (spare only listed races)
    -RACECAT +elf +insect +humanoid (spare all but listed racial categories)
    +RACECAT -elf -humanoid (spare only listed racial categories)
    -ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (spare only listed alignments)
    -GENDER (spare genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (spare only listed genders)
    -FACTION (spare all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (spare only faction range code)
    -NAMES +bob "+my name" (spare all except those with given names)
    +NAMES -bob "-my name" (spare only those with one of the given names)
    -SUBNAMES +*ending +*inside* (spare all except those with partial name)
    +SUBNAMES -*ending -*insid* (spare only those with partial name mask)
    -ACCOUNTS +bob "+my name" (spare all except those in the given accts)
    +ACCOUNTS -bob "-my name" (spare only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (spare those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
    +ANYCLASS -thief -mage (spare only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
    -MOOD +grumpy +normal (spare all except those with given moods)
    +MOOD -grumpy -normal (spare only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (spare all except those in listed clan)
    +CLAN -Killers "-Avengers" (spare only those in a listed clan)
    -DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (spare all except those with a multi-class)
    -STR X (spare those with strength greater than X)
    +STR X (spare those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (spare those in groups larger than X)
    +GROUPSIZE X (spare those in groups smaller than X)
    -AREA +thatarea "+my areaname" (spare all except those in listed area)
    +AREA -thatarea "-my areaname" (spare only those in listed area)
    -HOME "+area name" (spare all except those from listed home/beacon area)
    +HOME "-my areaname" (spare only those from listed home/beacon area)
    -ISHOME (spare all npcs not currently in their home/beacon areas)
    +ISHOME (spare all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (spare all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (spare listed)
    -ITEM "+item name" etc... (spare only those with an item name)
    -WORN "+item name" etc... (spare only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (spare only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
    -RESOURCES "+OAK" etc.. (spare only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not spare items of -resources)
    -IF <CONDITION> (spare, unless they meet Scriptable conditions)
    +IF <CONDITION> (never spare anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
    -VALUE X (spare those with value or money less than X)
    +VALUE X (spare those with value or money greater than X)
    -WEIGHT X (spare those weighing less than X)
    +WEIGHT X (spare those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (spare only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
    -ABILITY X (spare those with magical ability less than X)
    +ABILITY X (spare those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
    -SEASON +FALL (spare those only when season is FALL)
    +SEASON -SPRING (spare those whenever the season is SPRING)
    -WEATHER +DROUGHT (spare those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
    -SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)

    ItemGenerator -

    Behavior   : ItemGenerator
    Targets : Areas, Rooms, Containers, Mobs
    Parameters : [min/max ticks] [% chance] [min/max items/dups]
    [enchanted=%][mobs] [locale mask]; [mask]
    Example : min=10 max=20 chance=75 minitems=1 maxitems=10 maxdups=0;-LEVELS
    +>10
    Example : minitems=10 maxitems=20 MOBS -ALL +CITY;-MATERIAL +IRON +BRONZE
    Example : minitems=10 maxitems=20 enchanted=20;-NAME "+Short Sword"
    Description:
    This behavior will generate a list of items from the standard common skills. It
    will also add random enchantments and curses to items a percentage of the time
    dictated by the echanted parameter (default=10). Items are selected from the
    list on a pseudo-random basis, with the chance weighted in favor of the least
    valuable items in favor of the most valuable. This is to decrease the chances
    of a plethora of Spidersteel swords.

    The parameters before the semicolon describe the rate and amount of items
    generated. The room or area will attempt to generate an item every (min) to
    (max) ticks, assuming the percent chance (chance) is made. It will then
    generate at least the minimum (minitems) number of items from the list, but
    never more than the maximum (maxitems) number of monsters. Duplicates are
    allowed unless (maxdups) is set to some value. Items taken away will be
    replaced by this behavior, even if they are looted. If the behavior is on a
    room, all items will be generated in that room. If on an area, a random room
    in the area will be picked for the item. The TYPE of room in that area which
    will be selected for population may also be specified. -ALL to disallow all
    locales, followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales.
    -CITY -UNDERWATER and others may be used to restrict certain locales. If no
    locale types are specified, then all rooms in an area will be populatable.
    Valid locates include: "STONE", "WOODEN", "CAVE", "MAGIC", "UNDERWATER", "AIR",
    "WATERSURFACE", "METAL", "CITY", "WOODS", "ROCKY", "PLAINS", "UNDERWATER",
    "AIR", "WATERSURFACE", "JUNGLE", "SWAMP", "DESERT", "HILLS", "MOUNTAINS". If
    the behavior is on a mob, or the MOBS flag is given in the parameters, then the
    item will be placed on a mob IF POSSIBLE (if the behavior is on an area, and a
    room with no mobs is randomly selected, it may not happen). Items placed on
    mobs will be automatically worn if possible.

    The parameters after the semicolon are a mask to help select what kind of items
    are generated for the several rooms or whatever. The mask uses the following
    flags:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
    +
    Behavior   : ItemGenerator 
    Targets : Areas, Rooms, Containers, Mobs
    Parameters : [min/max ticks] [% chance] [min/max items/dups]
    [enchanted=%][mobs] [locale mask]; [mask]
    Example : min=10 max=20 chance=75 minitems=1 maxitems=10 maxdups=0;-LEVELS
    +>10
    Example : minitems=10 maxitems=20 MOBS -ALL +CITY;-MATERIAL +IRON +BRONZE
    Example : minitems=10 maxitems=20 enchanted=20;-NAME "+Short Sword"
    Description:
    This behavior will generate a list of items from the standard common skills. It
    will also add random enchantments and curses to items a percentage of the time
    dictated by the echanted parameter (default=10). Items are selected from the
    list on a pseudo-random basis, with the chance weighted in favor of the least
    valuable items in favor of the most valuable. This is to decrease the chances
    of a plethora of Spidersteel swords.

    The parameters before the semicolon describe the rate and amount of items
    generated. The room or area will attempt to generate an item every (min) to
    (max) ticks, assuming the percent chance (chance) is made. It will then
    generate at least the minimum (minitems) number of items from the list, but
    never more than the maximum (maxitems) number of monsters. Duplicates are
    allowed unless (maxdups) is set to some value. Items taken away will be
    replaced by this behavior, even if they are looted. If the behavior is on a
    room, all items will be generated in that room. If on an area, a random room
    in the area will be picked for the item. The TYPE of room in that area which
    will be selected for population may also be specified. -ALL to disallow all
    locales, followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales.
    -CITY -UNDERWATER and others may be used to restrict certain locales. If no
    locale types are specified, then all rooms in an area will be populatable.
    Valid locates include: "STONE", "WOODEN", "CAVE", "MAGIC", "UNDERWATER", "AIR",
    "WATERSURFACE", "METAL", "CITY", "WOODS", "ROCKY", "PLAINS", "UNDERWATER",
    "AIR", "WATERSURFACE", "JUNGLE", "SWAMP", "DESERT", "HILLS", "MOUNTAINS". If
    the behavior is on a mob, or the MOBS flag is given in the parameters, then the
    item will be placed on a mob IF POSSIBLE (if the behavior is on an area, and a
    room with no mobs is randomly selected, it may not happen). Items placed on
    mobs will be automatically worn if possible.

    The parameters after the semicolon are a mask to help select what kind of items
    are generated for the several rooms or whatever. The mask uses the following
    flags:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

    ItemIdentifier -

    Behavior   : ItemIdentifier
    Targets : MOBs
    Parameters : (COST="[FORMULA]")
    Example : COST="100+@x1"
    Description:
    For a price, this mob will identify items. They will NOT work for Archons,
    however.
    The optional COST parameter can be used to change the pricing formula.
    Variables are: @x1=level, @x2=value, @x3=condition(0-100),
    @x4=magical=1.0/non-magical=0.0.
    +
    Behavior   : ItemIdentifier 
    Targets : MOBs
    Parameters : (COST="[FORMULA]")
    Example : COST="100+@x1"
    Description:
    For a price, this mob will identify items. They will NOT work for Archons,
    however.
    The optional COST parameter can be used to change the pricing formula.
    Variables are: @x1=level, @x2=value, @x3=condition(0-100),
    @x4=magical=1.0/non-magical=0.0.

    ItemMender -

    Behavior   : ItemMender
    Targets : MOBs
    Parameters : (COST="[FORMULA]")
    Example : COST="100+@x1"
    Description:
    For a price, this mob will repair damaged weapons and armor. The mender will
    NOT work for Archons, however.
    The optional COST parameter can be used to change the pricing formula.
    Variables are: @x1=level, @x2=value, @x3=condition(0-100),
    @x4=magical=1.0/non-magical=0.0.
    +
    Behavior   : ItemMender 
    Targets : MOBs
    Parameters : (COST="[FORMULA]")
    Example : COST="100+@x1"
    Description:
    For a price, this mob will repair damaged weapons and armor. The mender will
    NOT work for Archons, however.
    The optional COST parameter can be used to change the pricing formula.
    Variables are: @x1=level, @x2=value, @x3=condition(0-100),
    @x4=magical=1.0/non-magical=0.0.

    ItemRefitter -

    Behavior   : ItemRefitter
    Targets : MOBs
    Parameters : (COST="[FORMULA]")
    Example : COST="100+@x1"
    Description:
    For a price, this mob will resize armor to fit the mob. The mender will NOT
    work for Archons, however.
    The optional COST parameter can be used to change the pricing formula.
    Variables are: @x1=level, @x2=value, @x3=condition(0-100),
    @x4=magical=1.0/non-magical=0.0.
    +
    Behavior   : ItemRefitter 
    Targets : MOBs
    Parameters : (COST="[FORMULA]")
    Example : COST="100+@x1"
    Description:
    For a price, this mob will resize armor to fit the mob. The mender will NOT
    work for Archons, however.
    The optional COST parameter can be used to change the pricing formula.
    Variables are: @x1=level, @x2=value, @x3=condition(0-100),
    @x4=magical=1.0/non-magical=0.0.

    LinkedWeather -

    Behavior   : LinkedWeather
    Targets : Areas
    Parameters : [Area Name](;ROLLING)
    Example : My Area
    Example : My Area;ROLLING
    Description:
    This behavior forces the area to always mimic the weather of another area on
    your map. That area is determined by the parameters. The normal behavior is
    for the weather of the given area to always be the same as the linked area. If
    the area name in the parameters is followed by a semicolon and the word
    ROLLING, then the area instead will always take on the weather of the linked
    area on its next weather change, meaning that the linked area's weather will
    seem to "roll" into this area on every weather change.
    +
    Behavior   : LinkedWeather 
    Targets : Areas
    Parameters : [Area Name](;ROLLING)
    Example : My Area
    Example : My Area;ROLLING
    Description:
    This behavior forces the area to always mimic the weather of another area on
    your map. That area is determined by the parameters. The normal behavior is
    for the weather of the given area to always be the same as the linked area. If
    the area name in the parameters is followed by a semicolon and the word
    ROLLING, then the area instead will always take on the weather of the linked
    area on its next weather change, meaning that the linked area's weather will
    seem to "roll" into this area on every weather change.

    Mageness -

    Behavior   : Mageness
    Targets : MOBs
    Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
    Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
    Example :
    Example : Mage
    Example : Illusionist MIXEDDEFENSIVE
    Description:
    An extension of CombatAbilities, this behavior makes the mob a Mage by class,
    and gives the mob mage spells appropriate to its level. After this behavior
    has triggered, it will often require a RESET for any level changes to the mob
    to take over.
    Use the proficient flag to make all skills at 100% instead of level-based. Use
    the offensive/.../mixeddefensive flags to influence skill choices. This
    behavior should not be used WITH any of the other CombatAbilities behaviors,
    such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
    CombatAbilities. It should be used alone on a mob.
    Also, be aware that this behavior will modify the mobs stats to better reflect
    the class, so any additions or removals of this behavior should be accompanied
    by a room reset after saving, and manually checking to make sure the combat
    stats are as desired.
    +
    Behavior   : Mageness 
    Targets : MOBs
    Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
    Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
    Example :
    Example : Mage
    Example : Illusionist MIXEDDEFENSIVE
    Description:
    An extension of CombatAbilities, this behavior makes the mob a Mage by class,
    and gives the mob mage spells appropriate to its level. After this behavior
    has triggered, it will often require a RESET for any level changes to the mob
    to take over.
    Use the proficient flag to make all skills at 100% instead of level-based. Use
    the offensive/.../mixeddefensive flags to influence skill choices. This
    behavior should not be used WITH any of the other CombatAbilities behaviors,
    such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
    CombatAbilities. It should be used alone on a mob.
    Also, be aware that this behavior will modify the mobs stats to better reflect
    the class, so any additions or removals of this behavior should be accompanied
    by a room reset after saving, and manually checking to make sure the combat
    stats are as desired.

    Mime -

    Behavior   : Mime
    Targets : MOBs, Items, Exits, Rooms
    Parameters : min, max ticks, and a percent chance
    Example : min=10 max=20 chance=75
    Description:
    This amazingly annoying Behavior makes the thing mimic any emotes or socials
    done by a player in the same room, back to that player.
    +
    Behavior   : Mime 
    Targets : MOBs, Items, Exits, Rooms
    Parameters : min, max ticks, and a percent chance
    Example : min=10 max=20 chance=75
    Description:
    This amazingly annoying Behavior makes the thing mimic any emotes or socials
    done by a player in the same room, back to that player.

    MOBEater -

    Behavior   : MOBEater
    Targets : MOBs
    Parameters : min, max ticks, and a percent chance to occur, and pct of hp acid
    dmg does
    Example : min=4 max=8 chance=5 acidpct=50
    Description:
    This behavior allows a mob to eat other mobs or players, and digest them!
    Great for dragons! You can set how often this occurs, and what % of the players
    max hp is taken from when when being digested in the stomach. Another player
    must kill the mob with this behavior to free those being digested. This
    behavior will not work at ALL unless the mob with this behavior is twice the
    weight of the target.
    +
    Behavior   : MOBEater 
    Targets : MOBs
    Parameters : min, max ticks, and a percent chance to occur, and pct of hp acid
    dmg does
    Example : min=4 max=8 chance=5 acidpct=50
    Description:
    This behavior allows a mob to eat other mobs or players, and digest them!
    Great for dragons! You can set how often this occurs, and what % of the players
    max hp is taken from when when being digested in the stomach. Another player
    must kill the mob with this behavior to free those being digested. This
    behavior will not work at ALL unless the mob with this behavior is twice the
    weight of the target.

    MOBHelper -

    Behavior   : MOBHelper
    Targets : MOBs
    Parameters :
    Example :
    Description:
    The mob with this behavior will come to the defence of any non-player mob which
    is attacked in its presence.
    +
    Behavior   : MOBHelper 
    Targets : MOBs
    Parameters :
    Example :
    Description:
    The mob with this behavior will come to the defence of any non-player mob which
    is attacked in its presence.

    MOBHunter -

    Behavior   : MOBHunter
    Targets : MOBs
    Parameters : min, max ticks, room radius, a percent chance, mask of mobs to
    hunt
    Example : min=600 max=1200 chance=99 radius=50 -RACE +Human
    Example : min=50 max=1200 chance=75 -NAME "+Evil Wizards"
    Description:
    This behavior will cause the mob to seek out a victim within the RADIUS number
    of rooms from where he is. The mob will then hunt down and assassinate the
    victim. The mob will begin the hunt according to the frequency defined by the
    parameters. The MIN and MAX parms decide the minimum number of ticks to wait
    between hunts, and the CHANCE parm determines the chance the hunt will begin at
    that time. The RADIUS is the number of rooms away from the mobs current room
    in which a victim will be sought. The rest of the parameters are a mask to
    determine who would make a good victim. Valid masks include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
    -PLAYER (spare all players), -MOB (spare all mobs/npcs)
    -CHANCE 50 (spare the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
    -CLASS +thief +mage +ranger (spare all but excepted char classes)
    +CLASS -thief -mage -ranger (spare only listed classes)
    -BASECLASS +thief +mage (spare all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (spare only listed base char classes)
    -RACE +elf +dwarf (spare all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (spare only listed races)
    -RACECAT +elf +insect +humanoid (spare all but listed racial categories)
    +RACECAT -elf -humanoid (spare only listed racial categories)
    -ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (spare only listed alignments)
    -GENDER (spare genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (spare only listed genders)
    -FACTION (spare all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (spare only faction range code)
    -NAMES +bob "+my name" (spare all except those with given names)
    +NAMES -bob "-my name" (spare only those with one of the given names)
    -SUBNAMES +*ending +*inside* (spare all except those with partial name)
    +SUBNAMES -*ending -*insid* (spare only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (spare those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
    +ANYCLASS -thief -mage (spare only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
    -MOOD +grumpy +normal (spare all except those with given moods)
    +MOOD -grumpy -normal (spare only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (spare all except those in listed clan)
    +CLAN -Killers "-Avengers" (spare only those in a listed clan)
    -DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (spare all except those with a multi-class)
    -STR X (spare those with strength greater than X)
    +STR X (spare those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (spare those in groups larger than X)
    +GROUPSIZE X (spare those in groups smaller than X)
    -AREA +thatarea "+my areaname" (spare all except those in listed area)
    +AREA -thatarea "-my areaname" (spare only those in listed area)
    -HOME "+area name" (spare all except those from listed home/beacon area)
    +HOME "-my areaname" (spare only those from listed home/beacon area)
    -ISHOME (spare all npcs not currently in their home/beacon areas)
    +ISHOME (spare all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (spare only those with an item name)
    -WORN "+item name" etc... (spare only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (spare only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
    -RESOURCES "+OAK" etc.. (spare only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not spare items of -resources)
    -IF <CONDITION> (spare, unless they meet Scriptable conditions)
    +IF <CONDITION> (never spare anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
    -VALUE X (spare those with value or money less than X)
    +VALUE X (spare those with value or money greater than X)
    -WEIGHT X (spare those weighing less than X)
    +WEIGHT X (spare those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (spare only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
    -ABILITY X (spare those with magical ability less than X)
    +ABILITY X (spare those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
    -SEASON +FALL (spare those only when season is FALL)
    +SEASON -SPRING (spare those whenever the season is SPRING)
    -WEATHER +DROUGHT (spare those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
    -SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
    +
    Behavior   : MOBHunter 
    Targets : MOBs
    Parameters : min, max ticks, room radius, a percent chance, mask of mobs to
    hunt
    Example : min=600 max=1200 chance=99 radius=50 -RACE +Human
    Example : min=50 max=1200 chance=75 -NAME "+Evil Wizards"
    Description:
    This behavior will cause the mob to seek out a victim within the RADIUS number
    of rooms from where he is. The mob will then hunt down and assassinate the
    victim. The mob will begin the hunt according to the frequency defined by the
    parameters. The MIN and MAX parms decide the minimum number of ticks to wait
    between hunts, and the CHANCE parm determines the chance the hunt will begin at
    that time. The RADIUS is the number of rooms away from the mobs current room
    in which a victim will be sought. The rest of the parameters are a mask to
    determine who would make a good victim. Valid masks include:
    +SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
    -PLAYER (spare all players), -MOB (spare all mobs/npcs)
    -CHANCE 50 (spare the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
    -CLASS +thief +mage +ranger (spare all but excepted char classes)
    +CLASS -thief -mage -ranger (spare only listed classes)
    -BASECLASS +thief +mage (spare all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (spare only listed base char classes)
    -RACE +elf +dwarf (spare all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (spare only listed races)
    -RACECAT +elf +insect +humanoid (spare all but listed racial categories)
    +RACECAT -elf -humanoid (spare only listed racial categories)
    -ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (spare only listed alignments)
    -GENDER (spare genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (spare only listed genders)
    -FACTION (spare all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (spare only faction range code)
    -NAMES +bob "+my name" (spare all except those with given names)
    +NAMES -bob "-my name" (spare only those with one of the given names)
    -SUBNAMES +*ending +*inside* (spare all except those with partial name)
    +SUBNAMES -*ending -*insid* (spare only those with partial name mask)
    -ACCOUNTS +bob "+my name" (spare all except those in the given accts)
    +ACCOUNTS -bob "-my name" (spare only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (spare those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
    +ANYCLASS -thief -mage (spare only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
    -MOOD +grumpy +normal (spare all except those with given moods)
    +MOOD -grumpy -normal (spare only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (spare all except those in listed clan)
    +CLAN -Killers "-Avengers" (spare only those in a listed clan)
    -DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (spare all except those with a multi-class)
    -STR X (spare those with strength greater than X)
    +STR X (spare those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (spare those in groups larger than X)
    +GROUPSIZE X (spare those in groups smaller than X)
    -AREA +thatarea "+my areaname" (spare all except those in listed area)
    +AREA -thatarea "-my areaname" (spare only those in listed area)
    -HOME "+area name" (spare all except those from listed home/beacon area)
    +HOME "-my areaname" (spare only those from listed home/beacon area)
    -ISHOME (spare all npcs not currently in their home/beacon areas)
    +ISHOME (spare all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (spare all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (spare listed)
    -ITEM "+item name" etc... (spare only those with an item name)
    -WORN "+item name" etc... (spare only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (spare only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
    -RESOURCES "+OAK" etc.. (spare only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not spare items of -resources)
    -IF <CONDITION> (spare, unless they meet Scriptable conditions)
    +IF <CONDITION> (never spare anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
    -VALUE X (spare those with value or money less than X)
    +VALUE X (spare those with value or money greater than X)
    -WEIGHT X (spare those weighing less than X)
    +WEIGHT X (spare those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (spare only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
    -ABILITY X (spare those with magical ability less than X)
    +ABILITY X (spare those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
    -SEASON +FALL (spare those only when season is FALL)
    +SEASON -SPRING (spare those whenever the season is SPRING)
    -WEATHER +DROUGHT (spare those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
    -SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)

    Mobile -

    Behavior   : Mobile
    Targets : MOBs
    Parameters : min, max ticks, a percent chance, flags, locale parms
    Example : min=10 max=20 chance=75 wander -air -underwater
    Example : min=10 max=20 chance=75 opendoors
    Example : min=10 max=20 chance=75 leash=3 opendoors
    Description:
    According to the timing and percent chance described by the parameters, the mob
    with this behavior will travel in a random available direction. Mobs will not
    leave rooms containing visible Archons and builders with the CMDMOBS security
    flag. The wander flag is required if the mob is allowed to leave his or her
    area. The opendoors flag will allow the mob to open closed doors when walking
    around, or to unlock locked doors if the mob has the key. The leash parameter
    will prevent the mob from getting too far from home. The TYPE of room from
    which the mob is restricted may also be entered. -ALL to disallow all locales,
    followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY
    -UNDERWATER and others may be used to restrict certain locales. The full
    locale list is: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR, WATERSURFACE,
    METAL , CITY, WOODS, ROCKY, PLAINS, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS,
    SPACEPORT, SEAPORT
    +
    Behavior   : Mobile 
    Targets : MOBs
    Parameters : min, max ticks, a percent chance, flags, locale parms
    Example : min=10 max=20 chance=75 wander -air -underwater
    Example : min=10 max=20 chance=75 opendoors
    Example : min=10 max=20 chance=75 leash=3 opendoors
    Description:
    According to the timing and percent chance described by the parameters, the mob
    with this behavior will travel in a random available direction. Mobs will not
    leave rooms containing visible Archons and builders with the CMDMOBS security
    flag. The wander flag is required if the mob is allowed to leave his or her
    area. The opendoors flag will allow the mob to open closed doors when walking
    around, or to unlock locked doors if the mob has the key. The leash parameter
    will prevent the mob from getting too far from home. The TYPE of room from
    which the mob is restricted may also be entered. -ALL to disallow all locales,
    followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY
    -UNDERWATER and others may be used to restrict certain locales. The full
    locale list is: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR, WATERSURFACE,
    METAL , CITY, WOODS, ROCKY, PLAINS, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS,
    SPACEPORT, SEAPORT

    MobileAggressive -

    Behavior   : MobileAggressive
    Targets : MOBs
    Parameters : min, max ticks, a percent chance, flags, message=[msg], and masks
    Example : min=10 max=20 chance=75 -underwater -thief +elf
    Example : min=10 max=20 chance=75 wander -air -elf
    Example : min=10 max=20 chance=75 message="aha!" -air -elf
    Example : min=10 max=20 chance=75 mobkill misbehave
    Description:
    According to the timing and percent chance described by the parameters, the mob
    with this behavior will travel in a random available direction. The mob will
    attack any player mob it comes across. They will be especially aggressive
    towards players within 16 levels of themselves in adjacent rooms. If no other
    parameters are given, the mob will attack anyone, anywhere. The wander flag is
    required if the mob is allowed to leave his or her area. The TYPE of room from
    which the mob is restricted may also be entered. -ALL to disallow all locales,
    followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY
    -UNDERWATER and others may be used to restrict certain locales. The full locale
    list is: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR, WATERSURFACE, METAL ,
    CITY, WOODS, ROCKY, PLAINS, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT,
    SEAPORT.

    Masks may also be used to specify who the mob is likely to attack. Mobs will
    not be mobile or aggressive towards Archons and builders with the CMDMOBS
    security flag. If no other masks are given, the mob will attack anyone within 8
    levels.
    Valid aggressive masks include:
    message=[msg] something for the mob to say whenever he's fixing to attack
    delay=x (makes the mob delay x ticks before looking for a victim)
    mobkill (makes this behavior attack mobs as well as players)
    misbehave (makes this mob attack even when wounded or a follower)
    checklevel (makes this mob attack only those within 5 levels below him)
    +SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
    -PLAYER (spare all players), -MOB (spare all mobs/npcs)
    -CHANCE 50 (spare the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
    -CLASS +thief +mage +ranger (spare all but excepted char classes)
    +CLASS -thief -mage -ranger (spare only listed classes)
    -BASECLASS +thief +mage (spare all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (spare only listed base char classes)
    -RACE +elf +dwarf (spare all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (spare only listed races)
    -RACECAT +elf +insect +humanoid (spare all but listed racial categories)
    +RACECAT -elf -humanoid (spare only listed racial categories)
    -ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (spare only listed alignments)
    -GENDER (spare genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (spare only listed genders)
    -FACTION (spare all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (spare only faction range code)
    -NAMES +bob "+my name" (spare all except those with given names)
    +NAMES -bob "-my name" (spare only those with one of the given names)
    -SUBNAMES +*ending +*inside* (spare all except those with partial name)
    +SUBNAMES -*ending -*insid* (spare only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (spare those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
    +ANYCLASS -thief -mage (spare only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
    -MOOD +grumpy +normal (spare all except those with given moods)
    +MOOD -grumpy -normal (spare only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (spare all except those in listed clan)
    +CLAN -Killers "-Avengers" (spare only those in a listed clan)
    -DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (spare all except those with a multi-class)
    -STR X (spare those with strength greater than X)
    +STR X (spare those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (spare those in groups larger than X)
    +GROUPSIZE X (spare those in groups smaller than X)
    -AREA +thatarea "+my areaname" (spare all except those in listed area)
    +AREA -thatarea "-my areaname" (spare only those in listed area)
    -HOME "+area name" (spare all except those from listed home/beacon area)
    +HOME "-my areaname" (spare only those from listed home/beacon area)
    -ISHOME (spare all npcs not currently in their home/beacon areas)
    +ISHOME (spare all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (spare only those with an item name)
    -WORN "+item name" etc... (spare only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (spare only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
    -RESOURCES "+OAK" etc.. (spare only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not spare items of -resources)
    -IF <CONDITION> (spare, unless they meet Scriptable conditions)
    +IF <CONDITION> (never spare anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
    -VALUE X (spare those with value or money less than X)
    +VALUE X (spare those with value or money greater than X)
    -WEIGHT X (spare those weighing less than X)
    +WEIGHT X (spare those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (spare only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
    -ABILITY X (spare those with magical ability less than X)
    +ABILITY X (spare those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
    -SEASON +FALL (spare those only when season is FALL)
    +SEASON -SPRING (spare those whenever the season is SPRING)
    -WEATHER +DROUGHT (spare those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
    -SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
    +
    Behavior   : MobileAggressive 
    Targets : MOBs
    Parameters : min, max ticks, a percent chance, flags, message=[msg], and masks
    Example : min=10 max=20 chance=75 -underwater -thief +elf
    Example : min=10 max=20 chance=75 wander -air -elf
    Example : min=10 max=20 chance=75 message="aha!" -air -elf
    Example : min=10 max=20 chance=75 mobkill misbehave
    Description:
    According to the timing and percent chance described by the parameters, the mob
    with this behavior will travel in a random available direction. The mob will
    attack any player mob it comes across. They will be especially aggressive
    towards players within 16 levels of themselves in adjacent rooms. If no other
    parameters are given, the mob will attack anyone, anywhere. The wander flag is
    required if the mob is allowed to leave his or her area. The TYPE of room from
    which the mob is restricted may also be entered. -ALL to disallow all locales,
    followed by +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY
    -UNDERWATER and others may be used to restrict certain locales. The full locale
    list is: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR, WATERSURFACE, METAL ,
    CITY, WOODS, ROCKY, PLAINS, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT,
    SEAPORT.

    Masks may also be used to specify who the mob is likely to attack. Mobs will
    not be mobile or aggressive towards Archons and builders with the CMDMOBS
    security flag. If no other masks are given, the mob will attack anyone within 8
    levels.
    Valid aggressive masks include:
    message=[msg] something for the mob to say whenever he's fixing to attack
    delay=x (makes the mob delay x ticks before looking for a victim)
    mobkill (makes this behavior attack mobs as well as players)
    misbehave (makes this mob attack even when wounded or a follower)
    checklevel (makes this mob attack only those within 5 levels below him)
    +SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
    -PLAYER (spare all players), -MOB (spare all mobs/npcs)
    -CHANCE 50 (spare the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
    -CLASS +thief +mage +ranger (spare all but excepted char classes)
    +CLASS -thief -mage -ranger (spare only listed classes)
    -BASECLASS +thief +mage (spare all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (spare only listed base char classes)
    -RACE +elf +dwarf (spare all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (spare only listed races)
    -RACECAT +elf +insect +humanoid (spare all but listed racial categories)
    +RACECAT -elf -humanoid (spare only listed racial categories)
    -ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (spare only listed alignments)
    -GENDER (spare genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (spare only listed genders)
    -FACTION (spare all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (spare only faction range code)
    -NAMES +bob "+my name" (spare all except those with given names)
    +NAMES -bob "-my name" (spare only those with one of the given names)
    -SUBNAMES +*ending +*inside* (spare all except those with partial name)
    +SUBNAMES -*ending -*insid* (spare only those with partial name mask)
    -ACCOUNTS +bob "+my name" (spare all except those in the given accts)
    +ACCOUNTS -bob "-my name" (spare only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (spare those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
    +ANYCLASS -thief -mage (spare only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
    -MOOD +grumpy +normal (spare all except those with given moods)
    +MOOD -grumpy -normal (spare only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (spare all except those in listed clan)
    +CLAN -Killers "-Avengers" (spare only those in a listed clan)
    -DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (spare all except those with a multi-class)
    -STR X (spare those with strength greater than X)
    +STR X (spare those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (spare those in groups larger than X)
    +GROUPSIZE X (spare those in groups smaller than X)
    -AREA +thatarea "+my areaname" (spare all except those in listed area)
    +AREA -thatarea "-my areaname" (spare only those in listed area)
    -HOME "+area name" (spare all except those from listed home/beacon area)
    +HOME "-my areaname" (spare only those from listed home/beacon area)
    -ISHOME (spare all npcs not currently in their home/beacon areas)
    +ISHOME (spare all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (spare all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (spare listed)
    -ITEM "+item name" etc... (spare only those with an item name)
    -WORN "+item name" etc... (spare only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (spare only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
    -RESOURCES "+OAK" etc.. (spare only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not spare items of -resources)
    -IF <CONDITION> (spare, unless they meet Scriptable conditions)
    +IF <CONDITION> (never spare anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
    -VALUE X (spare those with value or money less than X)
    +VALUE X (spare those with value or money greater than X)
    -WEIGHT X (spare those weighing less than X)
    +WEIGHT X (spare those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (spare only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
    -ABILITY X (spare those with magical ability less than X)
    +ABILITY X (spare those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
    -SEASON +FALL (spare those only when season is FALL)
    +SEASON -SPRING (spare those whenever the season is SPRING)
    -WEATHER +DROUGHT (spare those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
    -SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)

    MobileGoodGuardian -

    Behavior   : MobileGoodGuardian
    Targets : MOBs
    Parameters : min, max ticks, a percent chance, flags, locale parms
    Example : min=10 max=20 chance=75 wander -air -underwater
    Description:
    This is a very active behavior. If the mob detects any evil mob attacking a
    good mob in the same room, or an adjacent room, it will attack the evil mob.
    If evil mobs are fighting, it will do nothing. If two good or neutral mobs are
    fighting, it will stop the fight. This mob is also mobile, which means the mob
    will move around the area. The wander flag is required if the mob is allowed to
    leave his or her area. The TYPE of room from which the mob is restricted may
    also be entered. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE
    (etc) to reallow certain locales. -CITY -UNDERWATER and others may be used to
    restrict certain locales. The full locale list is: STONE, WOODEN, CAVE, MAGIC,
    UNDERWATER, AIR, WATERSURFACE, METAL , CITY, WOODS, ROCKY, PLAINS, JUNGLE,
    SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT, SEAPORT. Mobs will not leave rooms
    containing visible Archons and builders with the CMDMOBS security flag.
    +
    Behavior   : MobileGoodGuardian 
    Targets : MOBs
    Parameters : min, max ticks, a percent chance, flags, locale parms
    Example : min=10 max=20 chance=75 wander -air -underwater
    Description:
    This is a very active behavior. If the mob detects any evil mob attacking a
    good mob in the same room, or an adjacent room, it will attack the evil mob.
    If evil mobs are fighting, it will do nothing. If two good or neutral mobs are
    fighting, it will stop the fight. This mob is also mobile, which means the mob
    will move around the area. The wander flag is required if the mob is allowed to
    leave his or her area. The TYPE of room from which the mob is restricted may
    also be entered. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE
    (etc) to reallow certain locales. -CITY -UNDERWATER and others may be used to
    restrict certain locales. The full locale list is: STONE, WOODEN, CAVE, MAGIC,
    UNDERWATER, AIR, WATERSURFACE, METAL , CITY, WOODS, ROCKY, PLAINS, JUNGLE,
    SWAMP, DESERT, HILLS, MOUNTAINS, SPACEPORT, SEAPORT. Mobs will not leave rooms
    containing visible Archons and builders with the CMDMOBS security flag.

    MOBReSave -

    Behavior   : MOBReSave
    Targets : MOBs
    Parameters : min, max ticks, a percent chance
    Example : min=140 max=140 chance=100
    Description:
    This behavior allows the mob with it to be updated in the CoffeeMud database
    according to the frequency defined by min, max ticks. This behavior is tricky
    to set up the first time. When you know you are going to want an updating mob
    in a room, you should first go to the room and create a GenMob with this
    behavior (no parameters needed). Wait a few seconds, and you will see the
    GenMob that you created has disappeared. Now you are free to add this behavior
    to one or more other mobs at your leisure. Don't forget to resave the room
    when you are done!
    +
    Behavior   : MOBReSave 
    Targets : MOBs
    Parameters : min, max ticks, a percent chance
    Example : min=140 max=140 chance=100
    Description:
    This behavior allows the mob with it to be updated in the CoffeeMud database
    according to the frequency defined by min, max ticks. This behavior is tricky
    to set up the first time. When you know you are going to want an updating mob
    in a room, you should first go to the room and create a GenMob with this
    behavior (no parameters needed). Wait a few seconds, and you will see the
    GenMob that you created has disappeared. Now you are free to add this behavior
    to one or more other mobs at your leisure. Don't forget to resave the room
    when you are done!

    MOBTeacher -

    Behavior   : MOBTeacher
    Targets : MOBs
    Parameters : Char class name(s), ability name(s), expertise name(s),
    Parameters : percentages, nocommon flag, noedus flag, or empty to teach all.
    Example : mage evoker illusionist transmuter
    Example : 100% mage 10% Thief_Steal NOCOMMON
    Example : Spell_Sleep 5% Spell_Wish
    Example : Spell_BurningHands
    Description:
    This behavior makes the mob suitable to teach skills, spells, prayers, songs,
    or expertises as specified in the parameters. If the parameter is empty, the
    mob will be able to teach all abilities. If the parameter contains the name of
    a character class, the mob will only teach abilities of that class. *Any* class
    may always practice with a MOBTeacher, but the mob may only teach those
    abilities for the character class the parameters describe. The classes listed
    by mob teacher are NOT base classes. To have a teacher able to teach skills
    from an entire base class, all sub-classes must be listed.
    Percentages may be included inside the parameters as well. The percentage will
    always apply only to the character classes or spells listed after the
    percentage, not before. Encountering another percentage entry will override
    the previous. A percentage will dictate the chance that a given spell will be
    known by the teacher, or the chance that a particular spell in a given
    character class will be known.
    Two flags can also modify your list. The NOCOMMON flag prevents the teacher
    from teaching common skills, even if they would normally be on his list. The
    NOEXPS flag prevents the teacher from teaching expertises, even if he would
    normally qualify for them.
    If this behavior has NO parameters whatsoever, the mob will teach all basic
    skills. Expertises will only be taught if the mob otherwise qualifies for them
    himself, and Character Class changes will only be taught if the mob is that
    class.
    +
    Behavior   : MOBTeacher 
    Targets : MOBs
    Parameters : Char class name(s), ability name(s), expertise name(s),
    Parameters : percentages, nocommon flag, noedus flag, or empty to teach all.
    Example : mage evoker illusionist transmuter
    Example : 100% mage 10% Thief_Steal NOCOMMON
    Example : Spell_Sleep 5% Spell_Wish
    Example : Spell_BurningHands
    Description:
    This behavior makes the mob suitable to teach skills, spells, prayers, songs,
    or expertises as specified in the parameters. If the parameter is empty, the
    mob will be able to teach all abilities. If the parameter contains the name of
    a character class, the mob will only teach abilities of that class. *Any* class
    may always practice with a MOBTeacher, but the mob may only teach those
    abilities for the character class the parameters describe. The classes listed
    by mob teacher are NOT base classes. To have a teacher able to teach skills
    from an entire base class, all sub-classes must be listed.
    Percentages may be included inside the parameters as well. The percentage will
    always apply only to the character classes or spells listed after the
    percentage, not before. Encountering another percentage entry will override
    the previous. A percentage will dictate the chance that a given spell will be
    known by the teacher, or the chance that a particular spell in a given
    character class will be known.
    Two flags can also modify your list. The NOCOMMON flag prevents the teacher
    from teaching common skills, even if they would normally be on his list. The
    NOEXPS flag prevents the teacher from teaching expertises, even if he would
    normally qualify for them.
    If this behavior has NO parameters whatsoever, the mob will teach all basic
    skills. Expertises will only be taught if the mob otherwise qualifies for them
    himself, and Character Class changes will only be taught if the mob is that
    class.

    MoneyChanger -

    Behavior   : MoneyChanger
    Targets : MOBs
    Parameters : (CUT=[NUM]) (DEFAULT=[NUM]) ([CURRENCY]=[NUM])
    Parameters : (CUT=[NUM]) (SPACEMAXCUT=[NUM]) (SPACEMAXDISTANCE=[PCT])
    Example :
    Example : cut=5
    Example : default=0 GOLD=5 INGITS=10
    Example : cut=5 spacemaxcut=90 spacemaxdistance=35
    Description:
    Whenever a player gives the money changer coins, the money changer will give
    back to the player a bag containing an equivalent amount of money in the money
    changers native currency. The "cut" that the money changer takes, in general,
    can be defined with the CUT parameter, by making CUT equal to a percentage. If
    you wish, you can also define exchange rates for the several currencies in your
    system by setting each currency name equal to a percentage.

    When dealing with intersteller currencies, there are two other parameters,
    which can be used to automatically calculate a scaled "cut" of the exchange
    based on how far away the exchanged currencies planet is from the money
    changers. To do this, you can add spacemaxcut to denote the percentage to take
    when the currency is from an unknown or maximum distance, and spacemaxdistance
    to denote a percentage of the entire galactic radius to use as a maximum.
    +
    Behavior   : MoneyChanger 
    Targets : MOBs
    Parameters : (CUT=[NUM]) (DEFAULT=[NUM]) ([CURRENCY]=[NUM])
    Parameters : (CUT=[NUM]) (SPACEMAXCUT=[NUM]) (SPACEMAXDISTANCE=[PCT])
    Example :
    Example : cut=5
    Example : default=0 GOLD=5 INGITS=10
    Example : cut=5 spacemaxcut=90 spacemaxdistance=35
    Description:
    Whenever a player gives the money changer coins, the money changer will give
    back to the player a bag containing an equivalent amount of money in the money
    changers native currency. The "cut" that the money changer takes, in general,
    can be defined with the CUT parameter, by making CUT equal to a percentage. If
    you wish, you can also define exchange rates for the several currencies in your
    system by setting each currency name equal to a percentage.

    When dealing with intersteller currencies, there are two other parameters,
    which can be used to automatically calculate a scaled "cut" of the exchange
    based on how far away the exchanged currencies planet is from the money
    changers. To do this, you can add spacemaxcut to denote the percentage to take
    when the currency is from an unknown or maximum distance, and spacemaxdistance
    to denote a percentage of the entire galactic radius to use as a maximum.

    MovingRoom -

    Behavior   : Mover
    Targets : Rooms
    Parameters : min=3 max=3 chance=100;[xmlsection];[ticks at stops];[ticks
    between stops]
    Example : min=3 max=3 chance=100;SUBWAY;3;10
    Description:
    The above example would set the room's parameters to the ones listed in the
    SUBWAY section of the file resources/moving.xml. There is a subway example
    already there.
    NOTE! : The follow conditions -must- be met before setting the room to
    this behaviour.
    1.
    The rooms that you want this room to open out to -must- already be defined
    before you make the XML section.
    2.
    The XML document -must- be writen before you set this behaviour.
    3.
    You -cannot- have the moving room override an exit, ie. if room A links south
    to Room B
    you cannot have the mover link north to room A.
    *******************
    XML DOCUMENT NOTES:
    *******************
    You can use the following strings in the XML document to be translated on the
    fly
    $disproom : if mover is at a stop this is the room it is opened to otherwise
    . Example : this is the next room that this room will open too.
    $inopendir : this is the direction the door on the inside (the mover) opens.
    $outopendir: this is the direction the door on the outside (where the mover
    stoped) opens.
    $traveldir : this is the current direction that the room is moving in.

    <STOPS> here you would list the ROOMID of each room the mover will stop at
    example.
    <STOP1>[first stop]</STOP1>n
    <NORMALDIRECTION> and <REVERSEDIRECTION>
    -in these tags you define the parameters for the mover while is is going back
    and forth.
    -normal is stop1 to stopwhatever and reverse is stopwhatever to stop1.
    -TRAVELDIRECTION = the direction it is traveling from point a to point b.
    -DOORSDIRECTION = the direction the doors open out of the mover.
    --<INSIDE> and <OUTSIDE>
    ---in these tags you define what is echoed to the client in the mover and
    outside.
    ---ARRIVALINFO = what is echoed when the room gets to the stop
    ---DEPARTINFO = what is echoed when the room leaves the stop
    <ROOMDESCRIPTIONS>
    -here you define what is appended to the end of the room descriptions.
    -<NORMALDIRECTION> and <REVERSEDIRECTION>
    --<INSIDE> and <OUTSIDE>
    ---DOOROPENED = if the door is opened append this.
    ---DOORCLOSED = if the door is closed append this.

    There are two examples in the XML document you can look at for further info.

    Ideas for this would be, subways, busses, wagon trains (caravans) spaceships,
    stargates, everchanging paths in mazes, elevators, ect.
    +
    Behavior   : Mover 
    Targets : Rooms
    Parameters : min=3 max=3 chance=100;[xmlsection];[ticks at stops];[ticks
    between stops]
    Example : min=3 max=3 chance=100;SUBWAY;3;10
    Description:
    The above example would set the room's parameters to the ones listed in the
    SUBWAY section of the file resources/moving.xml. There is a subway example
    already there.
    NOTE! : The follow conditions -must- be met before setting the room to
    this behaviour.
    1.
    The rooms that you want this room to open out to -must- already be defined
    before you make the XML section.
    2.
    The XML document -must- be writen before you set this behaviour.
    3.
    You -cannot- have the moving room override an exit, ie. if room A links south
    to Room B
    you cannot have the mover link north to room A.
    *******************
    XML DOCUMENT NOTES:
    *******************
    You can use the following strings in the XML document to be translated on the
    fly
    $disproom : if mover is at a stop this is the room it is opened to otherwise
    . Example : this is the next room that this room will open too.
    $inopendir : this is the direction the door on the inside (the mover) opens.
    $outopendir: this is the direction the door on the outside (where the mover
    stoped) opens.
    $traveldir : this is the current direction that the room is moving in.

    <STOPS> here you would list the ROOMID of each room the mover will stop at
    example.
    <STOP1>[first stop]</STOP1>n

    <NORMALDIRECTION> and <REVERSEDIRECTION>
    -in these tags you define the parameters for the mover while is is going back
    and forth.
    -normal is stop1 to stopwhatever and reverse is stopwhatever to stop1.
    -TRAVELDIRECTION = the direction it is traveling from point a to point b.
    -DOORSDIRECTION = the direction the doors open out of the mover.
    --<INSIDE> and <OUTSIDE>
    ---in these tags you define what is echoed to the client in the mover and
    outside.
    ---ARRIVALINFO = what is echoed when the room gets to the stop
    ---DEPARTINFO = what is echoed when the room leaves the stop
    <ROOMDESCRIPTIONS>
    -here you define what is appended to the end of the room descriptions.
    -<NORMALDIRECTION> and <REVERSEDIRECTION>
    --<INSIDE> and <OUTSIDE>
    ---DOOROPENED = if the door is opened append this.
    ---DOORCLOSED = if the door is closed append this.

    There are two examples in the XML document you can look at for further info.

    Ideas for this would be, subways, busses, wagon trains (caravans) spaceships,
    stargates, everchanging paths in mazes, elevators, ect.

    MudChat -

    Behavior   : MudChat
    Targets : MOBs
    Parameters : optional or additional chat data file name and/or chat-mob-type
    Example : smurf
    Example : chat.dat=smurf
    Example : mychat.dat=cityguard
    Example : mychat.dat=
    Example : +(here there);9neither;5well, where?;1nowhere
    Description:
    Allows the mobs to speak and respond to speech. The chat.dat file, from which
    speech behavior is derived, contains many "templates" for different speech
    behaviors. MudChat will attempt to choose the correct speech behavior for the
    mob based on the mobs name. This may be overridden by specifying a speech
    behavior in the parameters. Speech patterns in the chat.dat at present
    include:
    default
    dog fido beastly fido_dog
    cat kitten lion
    pig boar
    doll toy
    papa_smurf smurf
    monster
    smurfette
    healer cleric doctor

    If the first character in the parameters is a plus-sign, then a semi-colon
    delimited list of chat data is expected, in the same format as is found in
    chat.dat.
    +
    Behavior   : MudChat 
    Targets : MOBs
    Parameters : optional or additional chat data file name and/or chat-mob-type
    Example : smurf
    Example : chat.dat=smurf
    Example : mychat.dat=cityguard
    Example : mychat.dat=
    Example : +(here there);9neither;5well, where?;1nowhere
    Description:
    Allows the mobs to speak and respond to speech. The chat.dat file, from which
    speech behavior is derived, contains many "templates" for different speech
    behaviors. MudChat will attempt to choose the correct speech behavior for the
    mob based on the mobs name. This may be overridden by specifying a speech
    behavior in the parameters. Speech patterns in the chat.dat at present
    include:
    default
    dog fido beastly fido_dog
    cat kitten lion
    pig boar
    doll toy
    papa_smurf smurf
    monster
    smurfette
    healer cleric doctor

    If the first character in the parameters is a plus-sign, then a semi-colon
    delimited list of chat data is expected, in the same format as is found in
    chat.dat.

    Nanny -

    Behavior   : Nanny
    Targets : MOBs
    Parameters : RATE=[PRICE] NAME="[PLACE NAME]" WATCHES="[CODES]" (|~| [XML])
    Example : rate=2.5 name="The Stables" watches="mounts,wagons"
    Description:
    Makes the mob a protector and watcher of mobs and items of various sorts, for
    money. The rate parameter describes the base gold value he charges for each
    thing dropped off, per hour. The name is a description of the type of place he
    runs. The watches parameter contains one or more comma-delimeted words (no
    spaces!) describing the kinds of things he will charge people to watch and
    protect, and may include one or more of the following:
    babies - baby items born from mud breeding
    children - child mobs (after babies grow up)
    mounts - rideable mobs of all sorts
    cars - land-rideable items that aren't wagons
    aircars - air-rideable items
    wagons - rideable land items that are wagons
    followers - mobs that aren't children, mounts, etc.
    boats - rideable items of the sea

    This behavior will automatically save the items and mobs in the room he is
    watching over, and prevent items from decay. Combat against himself or mobs
    under protection is forbidden, as is removing any mob or item that has not been
    paid for. The first mud-hour is free, and protection will not begin until the
    owner leaves.

    NOTE - due to the way this behavior stores records, do not place this behavior
    on a mob that is cataloged in the CATALOG system.
    +
    Behavior   : Nanny 
    Targets : MOBs
    Parameters : RATE=[PRICE] NAME="[PLACE NAME]" WATCHES="[CODES]" (|~| [XML])
    Example : rate=2.5 name="The Stables" watches="mounts,wagons"
    Description:
    Makes the mob a protector and watcher of mobs and items of various sorts, for
    money. The rate parameter describes the base gold value he charges for each
    thing dropped off, per hour. The name is a description of the type of place he
    runs. The watches parameter contains one or more comma-delimeted words (no
    spaces!) describing the kinds of things he will charge people to watch and
    protect, and may include one or more of the following:
    babies - baby items born from mud breeding
    children - child mobs (after babies grow up)
    mounts - rideable mobs of all sorts
    cars - land-rideable items that aren't wagons
    aircars - air-rideable items
    wagons - rideable land items that are wagons
    followers - mobs that aren't children, mounts, etc.
    boats - rideable items of the sea

    This behavior will automatically save the items and mobs in the room he is
    watching over, and prevent items from decay. Combat against himself or mobs
    under protection is forbidden, as is removing any mob or item that has not been
    paid for. The first mud-hour is free, and protection will not begin until the
    owner leaves.

    NOTE - due to the way this behavior stores records, do not place this behavior
    on a mob that is cataloged in the CATALOG system.

    NastyAbilities -

    Behavior   : NastyAbilities
    Targets : MOBs
    Parameters : min, max ticks, and a percent chance (optional fightok string)
    Example : min=10 max=20 chance=75
    Example : min=10 max=20 chance=75 fightok
    Description:
    According to the timing and percent chance described by the parameters, the mob
    with this behavior will use any of its malicious abilities, including spells,
    prayers, songs, or others, to the detriment of random player mobs in the same
    room. These spells will not automatically cause combat unless the FIGHTOK
    string is included in the parameters.
    +
    Behavior   : NastyAbilities 
    Targets : MOBs
    Parameters : min, max ticks, and a percent chance (optional fightok string)
    Example : min=10 max=20 chance=75
    Example : min=10 max=20 chance=75 fightok
    Description:
    According to the timing and percent chance described by the parameters, the mob
    with this behavior will use any of its malicious abilities, including spells,
    prayers, songs, or others, to the detriment of random player mobs in the same
    room. These spells will not automatically cause combat unless the FIGHTOK
    string is included in the parameters.

    NeutralAbilities -

    Behavior   : NeutralAbilities
    Targets : MOBs
    Parameters : min, max ticks, and a percent chance (optional fightok string)
    Example : min=10 max=20 chance=75
    Example : min=10 max=20 chance=75 fightok
    Description:
    According to the timing and percent chance described by the parameters, the mob
    with this behavior will use any of its indifferent abilities, including spells,
    prayers, songs, or others, to the amusement of random player mobs in the same
    room. These spells will not automatically cause combat unless the FIGHTOK
    string is included in the parameters.
    +
    Behavior   : NeutralAbilities 
    Targets : MOBs
    Parameters : min, max ticks, and a percent chance (optional fightok string)
    Example : min=10 max=20 chance=75
    Example : min=10 max=20 chance=75 fightok
    Description:
    According to the timing and percent chance described by the parameters, the mob
    with this behavior will use any of its indifferent abilities, including spells,
    prayers, songs, or others, to the amusement of random player mobs in the same
    room. These spells will not automatically cause combat unless the FIGHTOK
    string is included in the parameters.

    NiceAbilities -

    Behavior   : NiceAbilities
    Targets : MOBs
    Parameters : min, max ticks, and a percent chance
    Example : min=10 max=20 chance=75
    Description:
    According to the timing and percent chance described by the parameters, the mob
    with this behavior will use any of its benevolent abilities, including spells,
    prayers, songs, or others, for the benefit of player mobs in the same room.
    +
    Behavior   : NiceAbilities 
    Targets : MOBs
    Parameters : min, max ticks, and a percent chance
    Example : min=10 max=20 chance=75
    Description:
    According to the timing and percent chance described by the parameters, the mob
    with this behavior will use any of its benevolent abilities, including spells,
    prayers, songs, or others, for the benefit of player mobs in the same room.

    NoCombatAssist -

    Behavior   : NoCombatAssist
    Targets : MOBs
    Parameters :
    Example :
    Description:
    This behavior makes sure that a mob does not assist in combat when following a
    player or another mob.
    +
    Behavior   : NoCombatAssist 
    Targets : MOBs
    Parameters :
    Example :
    Description:
    This behavior makes sure that a mob does not assist in combat when following a
    player or another mob.

    ObjectGuardian -

    Behavior   : ObjectGuardian
    Targets : MOBs
    Parameters : SENTINAL
    Example : SENTINAL
    Description:
    This will cause a mob to explicitly prevent any other mob from taking or
    removing any object in the same room as the mob. You have to kill him! By
    adding SENTINAL to the parameters, the mob will be even more vigilant and
    steadfast, not letting combat or even severe damage deter him from his duty.
    +
    Behavior   : ObjectGuardian 
    Targets : MOBs
    Parameters : SENTINAL
    Example : SENTINAL
    Description:
    This will cause a mob to explicitly prevent any other mob from taking or
    removing any object in the same room as the mob. You have to kill him! By
    adding SENTINAL to the parameters, the mob will be even more vigilant and
    steadfast, not letting combat or even severe damage deter him from his duty.

    Patroller -

    Behavior   : Patroller
    Targets : MOBs, Items
    Parameters : min, max ticks, % chance, rideok flag, diameter; room ids or
    directions
    Example : min=10 max=20 chance=75
    rideok=true;Midgaard#3001;#3002;#3003;RESTART
    Example : min=10 max=20 chance=99
    rideok=only;Midgaard#3001;#3002;#3003;RESTART
    Example : min=10 max=20 chance=15;east;.;north;north;east
    Example : min=10 max=20 chance=15 diameter=100;Midgaard#1;New
    Thalos#10;.;.;restart
    Description:
    According to the timing and percent chance described by the parameters, the mob
    or item with this behavior will travel the path assigned in the parameters.
    Cardinal directions and room numbers are all valid entries, though the cardinal
    directions must always be valid from the objects current position to work. The
    'RESTART' parameter may be placed in the path to force the object to start the
    path from the beginning. If no 'RESTART' parameter is given, the object will
    by default retrace their steps back to the beginning of the path. The '.'
    parameter (a period) in the path will direct the patroller to pause one step at
    that point. If any doors are encountered along the patrol route, they will be
    unlocked and opened by a mob. Items will ignore doors. If a route of room ids
    is given, the patroller will automatically "track" from their current position
    to the next room on their patrol list, even if it is not adjacent. The diameter
    parameter should be enlarged when it is possible for the patroller to become
    more that 20 rooms "off track".

    By default, rideable mobs and items will stop patrolling when they are ridden.
    Setting rideok to true will make it so that they continue their patrol even
    when ridden, though they can still be driven by passengers. Setting rideok to
    only will keep the rideable on track, and prevent driving by passengers.

    See Prop_StayAboard for a helpful support property for patrollers with riders.
    +
    Behavior   : Patroller 
    Targets : MOBs, Items
    Parameters : min, max ticks, % chance, rideok flag, diameter; room ids or
    directions
    Example : min=10 max=20 chance=75
    rideok=true;Midgaard#3001;#3002;#3003;RESTART
    Example : min=10 max=20 chance=99
    rideok=only;Midgaard#3001;#3002;#3003;RESTART
    Example : min=10 max=20 chance=15;east;.;north;north;east
    Example : min=10 max=20 chance=15 diameter=100;Midgaard#1;New
    Thalos#10;.;.;restart
    Description:
    According to the timing and percent chance described by the parameters, the mob
    or item with this behavior will travel the path assigned in the parameters.
    Cardinal directions and room numbers are all valid entries, though the cardinal
    directions must always be valid from the objects current position to work. The
    'RESTART' parameter may be placed in the path to force the object to start the
    path from the beginning. If no 'RESTART' parameter is given, the object will
    by default retrace their steps back to the beginning of the path. The '.'
    parameter (a period) in the path will direct the patroller to pause one step at
    that point. If any doors are encountered along the patrol route, they will be
    unlocked and opened by a mob. Items will ignore doors. If a route of room ids
    is given, the patroller will automatically "track" from their current position
    to the next room on their patrol list, even if it is not adjacent. The diameter
    parameter should be enlarged when it is possible for the patroller to become
    more that 20 rooms "off track".

    By default, rideable mobs and items will stop patrolling when they are ridden.
    Setting rideok to true will make it so that they continue their patrol even
    when ridden, though they can still be driven by passengers. Setting rideok to
    only will keep the rideable on track, and prevent driving by passengers.

    See Prop_StayAboard for a helpful support property for patrollers with riders.

    PlayerHelper -

    Behavior   : PlayerHelper
    Targets : MOBs
    Parameters :
    Example :
    Description:
    The mob with this behavior will come to the defence of any player mob against
    any non-player mob.
    +
    Behavior   : PlayerHelper 
    Targets : MOBs
    Parameters :
    Example :
    Description:
    The mob with this behavior will come to the defence of any player mob against
    any non-player mob.

    PokerDealer -

    Behavior   : PokerDealer
    Targets : MOBs, Rooms
    Parameters : (GAME=[gameint]) (MINPLAYERS=[numplayers]) (ANTI=[antiamount])
    Example : game=2 minplayer=4 anti=5.0
    Description:
    This behavior makes the mob or room a dealer of poker games. The behavior will
    manage not only the players hands, but their betting, card draws, and other
    aspects. The variety of poker defaults to straight poker, but may be set to
    one of the following: STRAIGHTPOKER=0, 5CARDSTUD=1, 7CARDSTUD, DRAWPOKER=3.
    As of this version, the dealer can not play, so numplayers must be 2 or more.
    +
    Behavior   : PokerDealer 
    Targets : MOBs, Rooms
    Parameters : (GAME=[gameint]) (MINPLAYERS=[numplayers]) (ANTI=[antiamount])
    Example : game=2 minplayer=4 anti=5.0
    Description:
    This behavior makes the mob or room a dealer of poker games. The behavior will
    manage not only the players hands, but their betting, card draws, and other
    aspects. The variety of poker defaults to straight poker, but may be set to
    one of the following: STRAIGHTPOKER=0, 5CARDSTUD=1, 7CARDSTUD, DRAWPOKER=3.
    As of this version, the dealer can not play, so numplayers must be 2 or more.

    ProtectedCitizen -

    Behavior   : ProtectedCitizen
    Targets : MOBs
    Parameters : Max/Min ticks, pct chance, rooms radius, max#assists;guardian
    mask; yell strings, ';' separated.
    Example : min=1 max=5 chance=25 radius=7 maxassists=1;-NAME +cityguard;HELP
    ME!!!;Save me!
    Example : WANDER radius=20;-NAME +cityguard;HELP ME!!!;,screams for his
    life!
    Description:
    This behavior allows a mob to scream for help during combat, given the
    conditions described by the parameters. MIN and MAX describe the range of
    ticks (3 second periods) between screams. MAXASSISTS describes the maximum
    number of mobs who will assist the citizen. CHANCE describes the PERCENT
    chance the mob has of screaming after the period. Whenever the mob screams the
    system will check RADIUS rooms deep around the mob for ANOTHER mob that matches
    the mask check after the first semicolon. In this example, mobs with the word
    "citiguard" in their name. If such a mob is found, and that mob has one of the
    "Mobile" behaviors, it will be moved one room closer to the screaming mob. An
    optional WANDER flag allows mobs from adjacent areas to be drawn in. When the
    guardian mob arrives to the same room as the screaming mob, it will join the
    screaming mob in defence. All of the semicolon-separated strings at the end of
    the parameter list will denote the random things which the screaming mob will
    yell out. Once a mob has come to the screamers defence, it will stop screaming.
    If a comma prefixes the scream message, it will be emoted instead.
    The valid masks for the assisting mobs are as follows:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
    +
    Behavior   : ProtectedCitizen 
    Targets : MOBs
    Parameters : Max/Min ticks, pct chance, rooms radius, max#assists;guardian
    mask; yell strings, ';' separated.
    Example : min=1 max=5 chance=25 radius=7 maxassists=1;-NAME +cityguard;HELP
    ME!!!;Save me!
    Example : WANDER radius=20;-NAME +cityguard;HELP ME!!!;,screams for his
    life!
    Description:
    This behavior allows a mob to scream for help during combat, given the
    conditions described by the parameters. MIN and MAX describe the range of
    ticks (3 second periods) between screams. MAXASSISTS describes the maximum
    number of mobs who will assist the citizen. CHANCE describes the PERCENT
    chance the mob has of screaming after the period. Whenever the mob screams the
    system will check RADIUS rooms deep around the mob for ANOTHER mob that matches
    the mask check after the first semicolon. In this example, mobs with the word
    "citiguard" in their name. If such a mob is found, and that mob has one of the
    "Mobile" behaviors, it will be moved one room closer to the screaming mob. An
    optional WANDER flag allows mobs from adjacent areas to be drawn in. When the
    guardian mob arrives to the same room as the screaming mob, it will join the
    screaming mob in defence. All of the semicolon-separated strings at the end of
    the parameter list will denote the random things which the screaming mob will
    yell out. Once a mob has come to the screamers defence, it will stop screaming.
    If a comma prefixes the scream message, it will be emoted instead.
    The valid masks for the assisting mobs are as follows:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

    ProtectedCitizens -

    Behavior   : ProtectedCitizens
    Targets : MOBs, ROOMs, and AREAs
    Parameters : Max/Min ticks, pct chance, rooms radius, max#assists;
    Parm (cont): protected citizen mask;guardian mask; yell strings, ';' separated.
    Example : radius=5 maxassists=7;-NAME +citizen;-NAME +cityguard;HELP
    ME!!!;Save me!
    Example : radius=10 maxassists=2;-NAME +citizen;HELP ME!!!;,screams for his
    life!
    Description:
    This behavior allows a mob described by the citizen mask (the first string
    after the first semicolon) to scream for help during combat, given the
    conditions described by the parameters. MIN and MAX describe the range of
    ticks (3 second periods) between screams. MAXASSISTS describes the maximum
    number of guardians who will assist the citizen. CHANCE describes the PERCENT
    chance the mob has of screaming after the period. Whenever the mob screams the
    system will check RADIUS rooms deep around the mob for a guardian mob that
    matches the mask check after the second semicolon. In this example, mobs with
    the word "cityguard" in their name. If such a mob is found, and that mob has
    one of the "Mobile" behaviors, it will be moved one room closer to the
    screaming mob. When the guardian mob arrives to the same room as the screaming
    mob, it will join the screaming mob in defence. All of the semicolon-separated
    strings at the end of the parameter list will denote the random things which
    the screaming mob will yell out. Once a mob has come to the screamers defence,
    it will stop screaming. If a comma prefixes the scream message, it will be
    emoted instead.
    The valid masks for the citizen and guardian mobs are as follows:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
    +
    Behavior   : ProtectedCitizens 
    Targets : MOBs, ROOMs, and AREAs
    Parameters : Max/Min ticks, pct chance, rooms radius, max#assists;
    Parm (cont): protected citizen mask;guardian mask; yell strings, ';' separated.

    Example : radius=5 maxassists=7;-NAME +citizen;-NAME +cityguard;HELP
    ME!!!;Save me!
    Example : radius=10 maxassists=2;-NAME +citizen;HELP ME!!!;,screams for his
    life!
    Description:
    This behavior allows a mob described by the citizen mask (the first string
    after the first semicolon) to scream for help during combat, given the
    conditions described by the parameters. MIN and MAX describe the range of
    ticks (3 second periods) between screams. MAXASSISTS describes the maximum
    number of guardians who will assist the citizen. CHANCE describes the PERCENT
    chance the mob has of screaming after the period. Whenever the mob screams the
    system will check RADIUS rooms deep around the mob for a guardian mob that
    matches the mask check after the second semicolon. In this example, mobs with
    the word "cityguard" in their name. If such a mob is found, and that mob has
    one of the "Mobile" behaviors, it will be moved one room closer to the
    screaming mob. When the guardian mob arrives to the same room as the screaming
    mob, it will join the screaming mob in defence. All of the semicolon-separated
    strings at the end of the parameter list will denote the random things which
    the screaming mob will yell out. Once a mob has come to the screamers defence,
    it will stop screaming. If a comma prefixes the scream message, it will be
    emoted instead.
    The valid masks for the citizen and guardian mobs are as follows:
    +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
    -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
    -CHANCE 50 (disallow the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
    -CLASS +thief +mage +ranger (disallow all but excepted char classes)
    +CLASS -thief -mage -ranger (disallow only listed classes)
    -BASECLASS +thief +mage (disallow all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
    -RACE +elf +dwarf (disallow all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
    -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
    +RACECAT -elf -humanoid (disallow only listed racial categories)
    -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
    -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (disallow only listed genders)
    -FACTION (disallow all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (disallow only faction range code)
    -NAMES +bob "+my name" (disallow all except those with given names)
    +NAMES -bob "-my name" (disallow only those with one of the given names)
    -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
    +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
    -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
    +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
    +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
    -MOOD +grumpy +normal (disallow all except those with given moods)
    +MOOD -grumpy -normal (disallow only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
    +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
    -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
    -STR X (disallow those with strength greater than X)
    +STR X (disallow those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (disallow those in groups larger than X)
    +GROUPSIZE X (disallow those in groups smaller than X)
    -AREA +thatarea "+my areaname" (disallow all except those in listed area)
    +AREA -thatarea "-my areaname" (disallow only those in listed area)
    -HOME "+area name" (disallow all except those from listed home/beacon area)
    +HOME "-my areaname" (disallow only those from listed home/beacon area)
    -ISHOME (disallow all npcs not currently in their home/beacon areas)
    +ISHOME (disallow all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
    -ITEM "+item name" etc... (disallow only those with an item name)
    -WORN "+item name" etc... (disallow only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
    -RESOURCES "+OAK" etc.. (disallow only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
    -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
    +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
    -VALUE X (disallow those with value or money less than X)
    +VALUE X (disallow those with value or money greater than X)
    -WEIGHT X (disallow those weighing less than X)
    +WEIGHT X (disallow those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
    -ABILITY X (disallow those with magical ability less than X)
    +ABILITY X (disallow those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
    -SEASON +FALL (disallow those only when season is FALL)
    +SEASON -SPRING (disallow those whenever the season is SPRING)
    -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
    -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

    PuddleMaker -

    Behavior   : PuddleMaker
    Targets : Rooms, Areas
    Parameters : [PCT CHANCE]
    Example : 34
    Description:
    The room or area with this behavior will, on the given pct chance, generate a
    puddle or some snow following an appropriate rain, sleet, thunderstorm, or
    similar weather event. The generated snow or puddle will disappear (evaporate)
    after a time.
    +
    Behavior   : PuddleMaker 
    Targets : Rooms, Areas
    Parameters : [PCT CHANCE]
    Example : 34
    Description:
    The room or area with this behavior will, on the given pct chance, generate a
    puddle or some snow following an appropriate rain, sleet, thunderstorm, or
    similar weather event. The generated snow or puddle will disappear (evaporate)
    after a time.

    QuestChat -

    Behavior   : QuestChat
    Targets : MOBs
    Parameters : optional or additional chat data, or filenames ,or chat-mob-type
    Example : smurf
    Example : +(here there);9neither;5well, where?;1nowhere
    Example : chat.dat=smurf
    Example : mychat.dat=cityguard
    Example : mychat.dat=
    Example : +(speak | talk | words::DONE_SPEAKING);9only said this to YOU
    once.
    Description:
    An extension of the MudChat behavior, with a special feature for Quests. Allows
    the mobs to speak and respond to speech. The chat.dat file, from which speech
    behavior is derived, contains many "templates" for different speech behaviors.
    MudChat will attempt to choose the correct speech behavior for the mob based on
    the mobs name. This may be overridden by specifying a speech behavior in the
    parameters. This behavior extends the basic functionality of MudChat in the
    following ways:

    1. If the first character in the parameters is a plus-sign, then a semi-colon
    delimited list of chat data is expected, in the same format as is found in
    chat.dat.

    2. If format#1 is used, the trigger pattern may be followed by a double-colon,
    and then immediately by a variable string. This string will designate that
    the given pattern is only responded to for a given player ONCE. The string
    will also be added to a list of strings under the players name in any Quest
    object. This list will then be available through a Scriptable QVAR function.
    +
    Behavior   : QuestChat 
    Targets : MOBs
    Parameters : optional or additional chat data, or filenames ,or chat-mob-type
    Example : smurf
    Example : +(here there);9neither;5well, where?;1nowhere
    Example : chat.dat=smurf
    Example : mychat.dat=cityguard
    Example : mychat.dat=
    Example : +(speak | talk | words::DONE_SPEAKING);9only said this to YOU
    once.
    Description:
    An extension of the MudChat behavior, with a special feature for Quests. Allows
    the mobs to speak and respond to speech. The chat.dat file, from which speech
    behavior is derived, contains many "templates" for different speech behaviors.
    MudChat will attempt to choose the correct speech behavior for the mob based on
    the mobs name. This may be overridden by specifying a speech behavior in the
    parameters. This behavior extends the basic functionality of MudChat in the
    following ways:

    1. If the first character in the parameters is a plus-sign, then a semi-colon
    delimited list of chat data is expected, in the same format as is found in
    chat.dat.

    2. If format#1 is used, the trigger pattern may be followed by a double-colon,
    and then immediately by a variable string. This string will designate that
    the given pattern is only responded to for a given player ONCE. The string
    will also be added to a list of strings under the players name in any Quest
    object. This list will then be available through a Scriptable QVAR function.

    RaceHelper -

    Behavior   : RaceHelper
    Targets : MOBs
    Parameters :
    Example :
    Description:
    Joins a fight on the side of an identical mob, or one of the same race.
    +
    Behavior   : RaceHelper 
    Targets : MOBs
    Parameters :
    Example :
    Description:
    Joins a fight on the side of an identical mob, or one of the same race.

    RandomItems -

    Behavior   : RandomItems
    Targets : Areas, Rooms, Containers, Mobs
    Parameters : [min/max ticks] [% chance] [min/max items] [mobs] [locale mask];
    [xml/filename]
    Example : min=10 max=20 chance=75 minitems=1 maxitems=10;myitems.cmare
    Example : minitems=10 maxitems=20 MOBS -ALL +CITY;stuff.cmare
    Example : minitems=10 maxitems=20 ;<ITEMS><ITEM>..etc..
    Description:
    This behavior will read a list of items from a CMARE file of items generated
    using the "EXPORT AREA ITEMS" or "EXPORT ROOM ITEMS" command. The path to this
    file should be the last parameter, following a semicolon. The path is
    considered relative to the CoffeeMud resources directory. The xml from such a
    file may also be pasted in as the last parameter instead.

    The parameters before the semicolon describe the rate and amount of items
    generated. The room or area will attempt to generate an item every (min) to
    (max) ticks, assuming the percent chance (chance) is made. It will then
    generate at least the minimum (minitems) number of items from the list, but
    never more than the maximum (maxitems) number of monsters. Duplicates are
    allowed. Items taken away will be replaced by this behavior, even if they are
    looted. If the behavior is on a room, all items will be generated in that
    room. If on an area, a random room in the area will be picked for the item.
    The TYPE of room in that area which will be selected for population may also be
    specified. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc)
    to reallow certain locales. -CITY -UNDERWATER and others may be used to
    restrict certain locales. If no locale types are specified, then all rooms in
    an area will be populatable. Valid locates include: "STONE", "WOODEN", "CAVE",
    "MAGIC", "UNDERWATER", "AIR", "WATERSURFACE", "METAL", "CITY", "WOODS",
    "ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE", "SWAMP",
    "DESERT", "HILLS", "MOUNTAINS". If the behavior is on a mob, or the MOBS flag
    is given in the parameters, then the item will be placed on a mob IF POSSIBLE
    (if the behavior is on an area, and a room with no mobs is randomly selected,
    it may not happen). Items placed on mobs will be automatically worn if
    possible. If the behavior is on a shopkeeper, it will put the items up for
    sale.
    +
    Behavior   : RandomItems 
    Targets : Areas, Rooms, Containers, Mobs
    Parameters : [min/max ticks] [% chance] [min/max items] [mobs] [locale mask];
    [xml/filename]
    Example : min=10 max=20 chance=75 minitems=1 maxitems=10;myitems.cmare
    Example : minitems=10 maxitems=20 MOBS -ALL +CITY;stuff.cmare
    Example : minitems=10 maxitems=20 ;<ITEMS><ITEM>..etc..
    Description:
    This behavior will read a list of items from a CMARE file of items generated
    using the "EXPORT AREA ITEMS" or "EXPORT ROOM ITEMS" command. The path to this
    file should be the last parameter, following a semicolon. The path is
    considered relative to the CoffeeMud resources directory. The xml from such a
    file may also be pasted in as the last parameter instead.

    The parameters before the semicolon describe the rate and amount of items
    generated. The room or area will attempt to generate an item every (min) to
    (max) ticks, assuming the percent chance (chance) is made. It will then
    generate at least the minimum (minitems) number of items from the list, but
    never more than the maximum (maxitems) number of monsters. Duplicates are
    allowed. Items taken away will be replaced by this behavior, even if they are
    looted. If the behavior is on a room, all items will be generated in that
    room. If on an area, a random room in the area will be picked for the item.
    The TYPE of room in that area which will be selected for population may also be
    specified. -ALL to disallow all locales, followed by +AIR +CITY +JUNGLE (etc)
    to reallow certain locales. -CITY -UNDERWATER and others may be used to
    restrict certain locales. If no locale types are specified, then all rooms in
    an area will be populatable. Valid locates include: "STONE", "WOODEN", "CAVE",
    "MAGIC", "UNDERWATER", "AIR", "WATERSURFACE", "METAL", "CITY", "WOODS",
    "ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE", "SWAMP",
    "DESERT", "HILLS", "MOUNTAINS". If the behavior is on a mob, or the MOBS flag
    is given in the parameters, then the item will be placed on a mob IF POSSIBLE
    (if the behavior is on an area, and a room with no mobs is randomly selected,
    it may not happen). Items placed on mobs will be automatically worn if
    possible. If the behavior is on a shopkeeper, it will put the items up for
    sale.

    RandomMonsters -

    Behavior   : RandomMonsters
    Targets : Areas, Rooms
    Parameters : [min/max ticks] [% chance] [min/max monsters] [locale mask];
    [xml/filename]
    Example : min=10 max=20 chance=75 minmonsters=1
    maxmonsters=10;monsters.cmare
    Example : minmonsters=10 maxmonsters=20 -ALL +CITY;criminals.cmare
    Example : minmonsters=10 maxmonsters=20 ;<MOBS><MOB>..etc..
    Description:
    This behavior will read a list of monsters from a CMARE file of mobs generated
    using the "EXPORT AREA MOBS" or "EXPORT ROOM MOBS" command. The path to this
    file should be the last parameter, following a semicolon. The path is
    considered relative to the CoffeeMud resources directory. The xml from such a
    file may also be pasted in as the last parameter instead.

    The parameters before the semicolon describe the rate and amount of monsters
    generated. The room or area will attempt to generate a monster every (min) to
    (max) ticks, assuming the percent chance (chance) is made. It will then
    generate at least the minimum (minmonsters) number of monsters from the list,
    but never more than the maximum (maxmonsters) number of monsters. Duplicates
    are allowed. Monsters who die will be replaced by this behavior, even if they
    wander out of the room or area. If the behavior is on a room, all monsters
    will be generated in that room. If on an area, a random room in the area will
    be picked for the monster. The TYPE of room in that area which will be selected
    for population may also be specified. -ALL to disallow all locales, followed by
    +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY -UNDERWATER and
    others may be used to restrict certain locales. If no locale types are
    specified, then all rooms in an area will be populatable. By default,
    non-flying mobs will never be generated in air rooms, nor will non-swimming
    mobs be generated underwater. Valid locates include: "STONE", "WOODEN", "CAVE",
    "MAGIC", "UNDERWATER", "AIR", "WATERSURFACE", "METAL", "CITY", "WOODS",
    "ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE", "SWAMP",
    "DESERT", "HILLS", "MOUNTAINS".
    +
    Behavior   : RandomMonsters 
    Targets : Areas, Rooms
    Parameters : [min/max ticks] [% chance] [min/max monsters] [locale mask];
    [xml/filename]
    Example : min=10 max=20 chance=75 minmonsters=1
    maxmonsters=10;monsters.cmare
    Example : minmonsters=10 maxmonsters=20 -ALL +CITY;criminals.cmare
    Example : minmonsters=10 maxmonsters=20 ;<MOBS><MOB>..etc..
    Description:
    This behavior will read a list of monsters from a CMARE file of mobs generated
    using the "EXPORT AREA MOBS" or "EXPORT ROOM MOBS" command. The path to this
    file should be the last parameter, following a semicolon. The path is
    considered relative to the CoffeeMud resources directory. The xml from such a
    file may also be pasted in as the last parameter instead.

    The parameters before the semicolon describe the rate and amount of monsters
    generated. The room or area will attempt to generate a monster every (min) to
    (max) ticks, assuming the percent chance (chance) is made. It will then
    generate at least the minimum (minmonsters) number of monsters from the list,
    but never more than the maximum (maxmonsters) number of monsters. Duplicates
    are allowed. Monsters who die will be replaced by this behavior, even if they
    wander out of the room or area. If the behavior is on a room, all monsters
    will be generated in that room. If on an area, a random room in the area will
    be picked for the monster. The TYPE of room in that area which will be selected
    for population may also be specified. -ALL to disallow all locales, followed by
    +AIR +CITY +JUNGLE (etc) to reallow certain locales. -CITY -UNDERWATER and
    others may be used to restrict certain locales. If no locale types are
    specified, then all rooms in an area will be populatable. By default,
    non-flying mobs will never be generated in air rooms, nor will non-swimming
    mobs be generated underwater. Valid locates include: "STONE", "WOODEN", "CAVE",
    "MAGIC", "UNDERWATER", "AIR", "WATERSURFACE", "METAL", "CITY", "WOODS",
    "ROCKY", "PLAINS", "UNDERWATER", "AIR", "WATERSURFACE", "JUNGLE", "SWAMP",
    "DESERT", "HILLS", "MOUNTAINS".

    RandomTeleporter -

    Behavior   : RandomTeleporter
    Targets : Mobs
    Parameters : min, max ticks, a percent chance, (nowander) locale parms
    Example : min=10 max=20 chance=75 -air -underwater
    Example : min=10 max=20 chance=75 nowander
    Description:
    This behavior makes a mob which will transport himself to a random room on the
    map. Locale parms may be given to restrict the types of rooms he will
    transport too. A randomtransport will, by default, transport all over the
    world. Use the nowander flag to keep him in his area.
    +
    Behavior   : RandomTeleporter 
    Targets : Mobs
    Parameters : min, max ticks, a percent chance, (nowander) locale parms
    Example : min=10 max=20 chance=75 -air -underwater
    Example : min=10 max=20 chance=75 nowander
    Description:
    This behavior makes a mob which will transport himself to a random room on the
    map. Locale parms may be given to restrict the types of rooms he will
    transport too. A randomtransport will, by default, transport all over the
    world. Use the nowander flag to keep him in his area.

    RandomTraps -

    Behavior   : Random Traps
    Targets : Rooms, Areas
    Parameters : Max and min ticks, pct chance, min and max traps, locale and other
    flags.
    Example : min=10 max=20 chance=25 mintraps=1 maxtraps=10 EXITS="YES"
    ITEMS="YES" ROOMS="YES"
    Example : min=10 max=20 chance=25 ROOMS="YES" ITEMS="NO" -ALL +CityStreet
    Description:
    This behavior will generate traps in a room or area.
    Frequency Parameters:
    The frequency and chance that the traps will be generated is determined by the
    min, max, and chance parameters.

    Number of traps parameters:
    The number of traps generated is determined by mintraps and maxtraps.

    Types of items trapped parameters:
    You may also dictate the types of things which can be trapped. By default, only
    closed, locked doors will get trapped. To allow other things to be trapped,
    other parameters must be included.
    The ROOMS parameter may be made equal to YES to allow trapping of rooms, or NO
    to not allow this.
    The EXITS parameter may be made equal to DOORS to allow trapping of all doors,
    LOCKED to allow only trapping of locked doors, or NO to not allow exits to be
    trapped at all.
    The ITEMS parameter may be equal to YES to allow trapping of any items, CONT to
    allow trapping only of containers, LID to trap only the containers with lids,
    LOCK to trap only containers with locks, or NO to never trap items.

    The locale parameters:
    The TYPE of room in that area which will be checked for trappable things may
    also be specified. Use -ALL to disallow all locales, followed by +AIR +CITY
    +JUNGLE (etc) to reallow certain locales. -CITY -UNDERWATER and others may be
    used to restrict certain locales. If no locale types are specified, then all
    rooms in an area will be elligible.
    +
    Behavior   : Random Traps 
    Targets : Rooms, Areas
    Parameters : Max and min ticks, pct chance, min and max traps, locale and other
    flags.
    Example : min=10 max=20 chance=25 mintraps=1 maxtraps=10 EXITS="YES"
    ITEMS="YES" ROOMS="YES"
    Example : min=10 max=20 chance=25 ROOMS="YES" ITEMS="NO" -ALL +CityStreet
    Description:
    This behavior will generate traps in a room or area.
    Frequency Parameters:
    The frequency and chance that the traps will be generated is determined by the
    min, max, and chance parameters.

    Number of traps parameters:
    The number of traps generated is determined by mintraps and maxtraps.

    Types of items trapped parameters:
    You may also dictate the types of things which can be trapped. By default, only
    closed, locked doors will get trapped. To allow other things to be trapped,
    other parameters must be included.
    The ROOMS parameter may be made equal to YES to allow trapping of rooms, or NO
    to not allow this.
    The EXITS parameter may be made equal to DOORS to allow trapping of all doors,
    LOCKED to allow only trapping of locked doors, or NO to not allow exits to be
    trapped at all.
    The ITEMS parameter may be equal to YES to allow trapping of any items, CONT to
    allow trapping only of containers, LID to trap only the containers with lids,
    LOCK to trap only containers with locks, or NO to never trap items.

    The locale parameters:
    The TYPE of room in that area which will be checked for trappable things may
    also be specified. Use -ALL to disallow all locales, followed by +AIR +CITY
    +JUNGLE (etc) to reallow certain locales. -CITY -UNDERWATER and others may be
    used to restrict certain locales. If no locale types are specified, then all
    rooms in an area will be elligible.

    ResetWhole -

    Behavior   : ResetWhole
    Targets : Rooms, Areas
    Parameters : # of ticks of inactivity before reset
    Example : 4000
    Description:
    This behavior provides an alternative means of resetting your rooms and areas.
    The system will total reset a room (mobs and items) which has not been visited
    by a player in the given amount of ticks. Remember that a tick is about 4
    seconds. An Area with this behavior will skip over any rooms which also have
    this behavior, allowing you to have different total reset times for certain
    rooms. Of course, this behavior does not override the existing REJUV system
    for mobs and items, so if you would like to use the ResetWhole system
    exclusively, you should set the rejuv rate on all the mobs and items in your
    game to 0, which disables their internal rejuvenation.
    +
    Behavior   : ResetWhole 
    Targets : Rooms, Areas
    Parameters : # of ticks of inactivity before reset
    Example : 4000
    Description:
    This behavior provides an alternative means of resetting your rooms and areas.
    The system will total reset a room (mobs and items) which has not been visited
    by a player in the given amount of ticks. Remember that a tick is about 4
    seconds. An Area with this behavior will skip over any rooms which also have
    this behavior, allowing you to have different total reset times for certain
    rooms. Of course, this behavior does not override the existing REJUV system
    for mobs and items, so if you would like to use the ResetWhole system
    exclusively, you should set the rejuv rate on all the mobs and items in your
    game to 0, which disables their internal rejuvenation.

    ResourceOverride -

    Behavior   : ResourceOverride
    Targets : Rooms, Areas
    Parameters : min, max ticks, a percent chance, resources and (for areas) room
    types
    Example : MIN=5 MAX=5 CHANCE=100 CORN WHEAT RICE
    Example : CORN WHEAT RICE ROCKY MOUNTAINS PLAINS
    Description:
    This class allows one to override the normal resources generated by rooms for
    many common skills. This skill will randomly select from the list enumerated
    in the parameters instead of the normal list. If this behavior is added to an
    area, you can add to the parameters a list of room types to apply the new
    resources to. Room types include: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR,
    WATERSURFACE, METAL, CITY, WOODS, ROCKY, PLAINS, UNDERWATER", AIR,
    WATERSURFACE, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS

    When changing the parameters of an existing ResourceOverride on an area, be
    sure to use RESET AREA to change back any rooms previously affected.
    +
    Behavior   : ResourceOverride 
    Targets : Rooms, Areas
    Parameters : min, max ticks, a percent chance, resources and (for areas) room
    types
    Example : MIN=5 MAX=5 CHANCE=100 CORN WHEAT RICE
    Example : CORN WHEAT RICE ROCKY MOUNTAINS PLAINS
    Description:
    This class allows one to override the normal resources generated by rooms for
    many common skills. This skill will randomly select from the list enumerated
    in the parameters instead of the normal list. If this behavior is added to an
    area, you can add to the parameters a list of room types to apply the new
    resources to. Room types include: STONE, WOODEN, CAVE, MAGIC, UNDERWATER, AIR,
    WATERSURFACE, METAL, CITY, WOODS, ROCKY, PLAINS, UNDERWATER", AIR,
    WATERSURFACE, JUNGLE, SWAMP, DESERT, HILLS, MOUNTAINS

    When changing the parameters of an existing ResourceOverride on an area, be
    sure to use RESET AREA to change back any rooms previously affected.

    ROMGangMember -

    Behavior   : ROMGangMember
    Targets : MOBs
    Parameters : The name of the gang
    Example : Troll
    Description:
    A silly behavior to better support ROM area files. The mob with this behavior
    will attack any other mob which also has this behavior, but is in a different
    gang. This behavior is not active when a mob with the ROMPatrolman is in the
    room.
    +
    Behavior   : ROMGangMember 
    Targets : MOBs
    Parameters : [GANG NAME](;[ATTACK MESSAGE]...
    Example : Troll
    Example : Troll;I`m gonna kill you!;I`ve got you now!;DIE!
    Description:
    A silly behavior to better support ROM area files. The mob with this behavior
    will attack any other mob which also has this behavior, but is in a different
    gang. This behavior is not active when a mob with the ROMPatrolman is in the
    room. The first argument is always the gang that this member belongs to,
    whereas any additional arguments are things the mobs say before attacking.

    ROMPatrolman -

    Behavior   : ROMPatrolman
    Targets : MOBs
    Parameters :
    Example :
    Description:
    A silly behavior to better support ROM area files. The mob with this behavior
    will complain whenever there is a fight going on in the same room. The mob may
    do nothing, join the fight, or break it up.
    +
    Behavior   : ROMPatrolman 
    Targets : MOBs
    Parameters :
    Example :
    Description:
    A silly behavior to better support ROM area files. The mob with this behavior
    will complain whenever there is a fight going on in the same room. The mob may
    do nothing, join the fight, or break it up.

    Sailor -

    Behavior   : Sailor
    Targets : Mobs
    Parameters : (TICKDELAY=[NUMBER]) (PEACEMOVER=[TRUE/FALSE])
    Parameters : (AREAONLY=[TRUE/FALSE]) (WIMPY=[TRUE/FALSE])
    Parameters : (FIGHTMOVER=[TRUE/FALSE]) (FIGHTTECH=[TRUE/FALSE])
    Parameters : (AGGRO=[TRUE/FALSE]) (AGGROMOBS=[TRUE/FALSE])
    Parameters : (AGGROLEVELCHECK=[TRUE/FALSE]) (AGGROMASK=[MASK])
    Parameters : (DEFENDER=[TRUE/FALSE]) (BOARDER=[TRUE/FALSE])
    Example : tickdelay=10 peacemover=true areaonly=false
    Description:
    This behavior will turn a mob into a helpful member of the crew of a large
    boardable sailing ship. With no arguments, this behavior will make the mob
    stand idle until their ship is in combat, at which point they will load and aim
    weapons they encounter. By default, they act more frequently based on their
    level from 1-30.

    If a mob has the Shipwright behavior, they will automatically mend the ship
    when not in combat, or when the ship is badly hurt during combat. If a mob has
    Grapples and is Mobile, they will throw grapples and board enemy ships when
    appropriate.

    Parameters:
    TICKDELAY - the number of ticks between actions, whether in combat or no
    PEACEMOVER - will sail the ship around at random when not in combat
    AREAONLY - whether the ship stays in-area when sailing around
    FIGHTMOVER - will sail the ship around at (somewhat) random during combat
    WIMPY - if FIGHTMOVER is true, will make the ship run away when losing
    FIGHTTECH - will load and aim weapons during combat
    AGGRO - will target other ships they encounter and start fights
    AGGROMOBS - if AGGRO is true, this will also start fights with mob-only ships
    AGGROLEVELCHECK - if AGGRO, this will only fight with near-level enemy ships
    AGGROMASK - if AGGRO, a zappermask to filter enemies. See help ZAPPERMASK.
    DEFENDER - if DEFENDER is true, the mob will seek the deck to defend against
    boarders
    BOARDER - if BOARDER is true, this mob will seek the enemy ship to attack enemy
    crew
    -
    +
    Behavior   : Sailor 
    Targets : Mobs
    Parameters : (TICKDELAY=[NUMBER]) (PEACEMOVER=[TRUE/FALSE])
    Parameters : (AREAONLY=[TRUE/FALSE]) (WIMPY=[TRUE/FALSE])
    Parameters : (FIGHTMOVER=[TRUE/FALSE]) (FIGHTTECH=[TRUE/FALSE])
    Parameters : (AGGRO=[TRUE/FALSE]) (AGGROMOBS=[TRUE/FALSE])
    Parameters : (AGGROLEVELCHECK=[TRUE/FALSE]) (AGGROMASK=[MASK])
    Parameters : (DEFENDER=[TRUE/FALSE]) (BOARDER=[TRUE/FALSE])
    Example : tickdelay=10 peacemover=true areaonly=false
    Description:
    This behavior will turn a mob into a helpful member of the crew of a large
    boardable sailing ship. With no arguments, this behavior will make the mob
    stand idle until their ship is in combat, at which point they will load and aim
    weapons they encounter. By default, they act more frequently based on their
    level from 1-30.

    If a mob has the Shipwright behavior, they will automatically mend the ship
    when not in combat, or when the ship is badly hurt during combat. If a mob has
    Grapples and is Mobile, they will throw grapples and board enemy ships when
    appropriate.

    Parameters:
    TICKDELAY - the number of ticks between actions, whether in combat or no
    PEACEMOVER - will sail the ship around at random when not in combat
    AREAONLY - whether the ship stays in-area when sailing around
    FIGHTMOVER - will sail the ship around at (somewhat) random during combat
    WIMPY - if FIGHTMOVER is true, will make the ship run away when losing
    FIGHTTECH - will load and aim weapons during combat
    AGGRO - will target other ships they encounter and start fights
    AGGROMOBS - if AGGRO is true, this will also start fights with mob-only ships
    AGGROLEVELCHECK - if AGGRO, this will only fight with near-level enemy ships
    AGGROMASK - if AGGRO, a zappermask to filter enemies. See help ZAPPERMASK.
    DEFENDER - if DEFENDER is true, the mob will seek the deck to defend against
    boarders
    BOARDER - if BOARDER is true, this mob will seek the enemy ship to attack enemy
    crew
    -

    Scavenger -

    Behavior   : Scavenger
    Targets : MOBs
    Parameters : min, max ticks, a percent chance, optional trash room id
    Example : min=10 max=20 chance=75
    Example : min=10 max=20 chance=75 trash="no"
    Example : min=10 max=20 chance=75 trash="Midgaard#3021"
    Description:
    According to the timing and percent chance described by the parameters, the mob
    with this behavior will attempt to pick up and take away random objects in the
    same room as the mob. Scavengers will not do their work when a PC is in the
    room, however. If they get "filled up" on items, they will destroy them,
    unless the trash flag is present. If it is set to NO, they will do nothing.
    If it is set to a roomid, the mob will track to that room and put the things in
    any ungettable container therein, or on the ground if that is not an option.
    +
    Behavior   : Scavenger 
    Targets : MOBs
    Parameters : (MIN=[TICKS]) (MAX=[TICKS]) (CHANCE=[NUM%]) (TRASH=[ROOMID])
    Parameters : ... (; [ITEM ZAPPERMASK]) Example : min=10 max=20 chance=75
    Example : min=10 max=20 chance=75 trash="no"
    Example : min=10 max=20 chance=75 trash="Midgaard#3021"
    Example : min=10 max=20 chance=75 ; -JAVACLASS +GENWEAPON
    Description:
    According to the timing and percent chance described by the parameters, the mob
    with this behavior will attempt to pick up and take away random objects in the
    same room as the mob. Scavengers will not do their work when a PC is in the
    room, however. If they get "filled up" on items, they will destroy them,
    unless the trash flag is present. If it is set to NO, they will do nothing.
    If it is set to a roomid, the mob will track to that room and put the things in
    any ungettable container therein, or on the ground if that is not an option. An
    optional semicolon at the end of the arguments may be followed by a zapper mask
    to limit the types of items the scavenger will pick up. See AHELP ZAPPERMASK.

    Scriptable -

    Behavior   : Scriptable
    Targets : MOBs, Items, Rooms
    Parameters : (see below)
    Example : LOAD=progs/mrinfo.script~
    Description:
    This behavior allows the reactions and behaviors of the mob to be scripted. The
    parameter may be complete scripts, and/or LOAD commands as specified below. If
    you choose to use a file for your script, then each script command line must be
    terminated by a linefeed or a semicolon. If you choose to put your entire
    script into the parameters, you must terminate EVERY line with a semicolon (;).

    Multiple scripts with multiple triggers may be included. Each script and
    trigger must be separated by the ~ character. See examples in the
    resources/progs directory!
    Now to the script itself:
    The first line must be a trigger word followed by any parameters. Valid
    triggers and parameters are as follows:
    LOAD=[SCRIPT PATH] - insert a new script from another file. Ex:
    LOAD=progs/my.script~
    GREET_PROG [PCT CHANCE] - When players enter the room, given the chance.
    ARRIVE_PROG [PCT CHANCE] - When the mob enters a new room, or enters the game.
    ALL_GREET_PROG [PCT CHANCE] - Same as GREET_PROG, but works with sneakers too.
    LOGIN_PROG [PCT CHANCE] - When players logs into the game, given the chance.
    LOGOFF_PROG [PCT CHANCE] - When players log out of the game, given the chance.
    LEVEL_PROG [PCT CHANCE] - When a player anywhere gains a level, given the
    chance.
    SPEECH_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When someone says the words.
    BRIBE_PROG [AMOUNT OF GOLD] - When the amount or better is given to the
    monster.
    GIVE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When something is given to the
    monster.
    RAND_PROG [PCT CHANCE] - Triggers at random, given the chance.
    ONCE_PROG - Triggers on the first occurrence, but never again (until reset).
    FIGHT_PROG [PCT CHANCE] - Triggers during combat, given the chance.
    ENTRY_PROG [PCT CHANCE] - Triggers whenever the monster enters a new room.
    EXIT_PROG [PCT CHANCE] - Triggers whenever anyone exits the room of the
    monster.
    DEATH_PROG - When the monster dies.
    KILL_PROG - When the monster kills.
    HITPRCNT_PROG [HP PCT] - When the monster reaches the hit points % remaining.
    MASK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When a mob performs an action
    with these words.
    IMASK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When this mob performs an
    action with these words.
    REGMASK_PROG (P) [EXACT PHRASE]/[REGULAR EXPRESSION] - When a mob performs an
    action matching.
    ACT_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When a mob performs an action
    with these words.
    SOCIAL_PROG [SOCIAL NAME] - When a mob performs the given social.
    CHANNEL_PROG [CHNAME] (P) [A PHRASE]/[ONE OR MORE WORDS] - When channels a
    message with these words.
    QUEST_TIME_PROG [QUEST NAME] [TIME LEFT] - When the running quest reaches the
    number of minutes left.
    TIME_PROG [LIST OF HOURS] - Mob runs program at listed hours of the day.
    DAY_PROG [LIST OF DAYS] - Mob runs program at listed days of the month.
    DELAY_PROG [LOW TICKS] [HIGH TICKS] - Mob runs program at the given interval
    range.
    LOOK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    looked at.
    LLOOK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    llooked at.
    GET_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    gotten.
    OPEN_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    opened.
    CLOSE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    closed.
    LOCK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    locked.
    UNLOCK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    unlocked.
    PUT_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is put in
    something.
    DROP_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    dropped.
    REMOVE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    removed.
    CONSUME_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    ate/drank.
    WEAR_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    worn/wielded.
    DAMAGE_PROG - When damage taken by mob or given by item. Item#2 is the weapon.
    $g will have the amount.
    BUY_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is bought
    (items only).
    SELL_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is sold.
    EXECMSG_PROG [MSG CODE] (P) [COMMAND WORDS] - When a msg of type msg code is
    executed. HELP MSG TYPES.
    CNCLMSG_PROG [MSG CODE] (P) [COMMAND WORDS] - Before a msg of type msg code is
    allowed. HELP MSG TYPES.
    FUNCTION_PROG [FUNCTION NAME] - declares a runnable function, with parms in $g,
    see MPCALLFUNC.
    *** NOTE Phrases for MASK_PROG, GIVE_PROG, GET_PROG, PUT_PROG, REMOVE_PROG,
    WEAR_PROG, BUY_PROG, SELL_PROG, and SPEECH_PROG must group words and phrases
    together using the "'" character, for instance 'a phrase' or 'multiple words'.
    The characteris unnecessary when put around single words 'word'.

    *** NOTE If Scriptable is placed on an Item, triggers such as GET_PROG,
    DROP_PROG, WEAR_PROG, and REMOVE_PROG will only trigger when the scripted item
    is involved.

    *** NOTE MASK_PROG and ACT_PROG will check commands as they appear to the mob
    with this behavior. Consider perspective, vision, and word tense in light of
    this fact when wording your masks. For instance, the purchase of a sword in a
    dark shop may be seen as 'Someone buys something from someone' instead of 'Bob
    buys a sword from Joe'.

    Following this line is your script itself. The commands are as follows:
    IF/ENDIF/ELSE Conditional evaluations, separated by AND/OR. The IF statement
    can group conditions with () and use the following functions as part of its
    evaluation:
    - RAND([% CHANCE]) Random truth
    - HAS([CODE] [ITEM NAME]) if the given mob has the specified item.
    - HASNUM([CODE] [ITEM NAME] == [NUM]) the amount the given mob has of the
    item.
    - HASTITLE([CODE] [TITLE STR]) if the given mob has the give title.
    - WORN([CODE] [ITEM NAME]) if the given mob wears the specified item.
    - ISNPC([CODE]) if the given mob is a non-player.
    - ISPC([CODE]) if the given mob is a player.
    - ISPKILL([CODE]) if the given mob has playerkill flag on.
    - ISGOOD([CODE]) if the given mob is good.
    - ISNAME([CODE] [WORDS]) if the given item is named with given words.
    - CURRENCY([CODE] == [NAME]) if the native currency of the mob or coins is the
    name. Where == may be !=.
    - NUMMOBSINAREA([MOB NAME] == [NUM]) if comparison of number of mobs of that
    name in area. Where == may be !=, >, <, <=, <=.
    - NUMMOBS([MOB NAME] == [NUM]) if comparison of number of mobs of that name in
    world. Where == may be !=, >, <, <=, <=.
    - NUMRACEINAREA([MOB NAME] == [NUM]) if comparison of number of mobs of that
    name in area. Where == may be !=, >, <, <=, <=.
    - NUMRACES([MOB NAME] == [NUM]) if comparison of number of mobs of that name in
    world. Where == may be !=, >, <, <=, <=.
    - ISEVIL([CODE]) if the given mob is evil.
    - ISNEUTRAL([CODE]) if the given mob is neutral.
    - ISFIGHT([CODE]) if the given mob is fighting.
    - ISALIVE([CODE]) if the given mob is alive and available.
    - ISIMMORT([CODE]) if the given mob is an archon.
    - ISCHARMED([CODE]) if the given mob is charmed.
    - STRCONTAINS([STRING] [CODED WORDS]) is string contains coded words. May use
    "" & | > < ().
    - STAT([CODE] [STAT] == [VALUE]) if the given mob/item has a stat of value, !=
    is also valid.
    - GSTAT([CODE] [STAT] == [VALUE]) like STAT, but player data accessible. See
    Generic.java.
    - DATETIME([TIME/DAY/ETC] == [VALUE]) like STAT, but player data accessible.
    Where == may be >, <, !=, >=, or <=.
    - AFFECTED([CODE] [SPELL CLASS]) if the mob is affected by spell.
    - ISBEHAVE([CODE] [BEHAVIOR CLASS]) if the mob has a behavior.
    - ISFOLLOW([CODE]) if the given mob is following someone in the room.
    - ISSERVANT([CODE]) if the given mob is serving someone in the room.
    - HITPRCNT([CODE] == [% HITS]) if the given mob has the pct chance hit points.
    Where == may be >, <, !=, >=, or <=.
    - HASTATTOO([CODE] [TATTOONAME]) whether the given mob has the given tattoo.
    - INLOCALE([ROOM CLASS]) if the mob is in the given room type.
    - ISBIRTHDAY([CODE]) if the mobs birthday is today.
    - INROOM([ROOM ID/MOB NAME] == [ROOM ID/MOB NAME]) if the mob is in the given
    room.
    - MOOD([MOB NAME] == [MOOD NAME]) if the mob has a mood, and it is the one
    specified.
    - ISRECALL([MOB NAME]== [ROOM ID/MOB NAME]) is the mob is from the given room.
    - ISHERE([CODE]) if the mob/item in the same room as the scripted one.
    - INAREA([NAME]) if the scripted mob/item in room named by the parameters.
    - ISLIKE([CODE] [MASK]) if the mob/item meets the given zapper mask. See
    ZAPPERMASKS for mask syntax
    - ISODD([AMT]) whether the given argument is an odd whole number
    - VAR([CODE] [VAR NAME] == [VALUE]) if the var for the given mob has value.
    Where == may be !=, >, <, >=, <=.
    - FACTION([CODE] [FACT] == [VALUE]) if the faction for the given mob has value.
    Where == may be !=, >, <, >=, <=.
    - SEX([CODE] == [M/F/N]) evaluates sex. Where == may also be !=.
    - POSITION([CODE] == [SLEEPING/STANDING/SITTING] Evaluates position.
    - LEVEL([CODE] == [LVL]) evaluates level. Where == may be !=, <, >, >=, <=.
    - MATH([EXPR] == [EXPR]) evaluates expression. Where == may be !=, <, >, >=,
    <=.
    - QUESTPOINTS([CODE] == [VAL]) evaluates questpoints. Where == may be !=, <,
    >, >=, <=.
    - QVAR([QUEST] [CODE] == [VAL]) evaluates temp quest vars. Where == may be !=,
    <, >, >=, <=.
    - TRAINS([CODE] == [VAL]) evaluates trains. Where == may be !=, <, >, >=, <=.
    - PRACS([CODE] == [VAL]) evaluates pracs. Where == may be !=, <, >, >=, <=.
    - CLASS([CODE] == [CLASS NAME]) evaluates class. Where == may be !=.
    - BASECLASS([CODE] == [CLASS NAME]) evaluates base class. Where == may be !=.
    - RACE([CODE] == [RACE NAME]) evaluates race. Where == may be !=.
    - RACECAT([CODE] == [RACE CAT NAME]) evaluates racial category. Where == may be
    !=.
    - GOLDAMT([CODE] == [AMT]) evaluates base gold or item value. Where == may be
    !=, >, <, >=, <=.
    - EXP([CODE] == [AMT]) evaluates experience points. Where == may be !=, >, <,
    >=, <=.
    - VALUE([CODE] [CURRENCY] == [AMT]) evaluates base value in given currency.
    Where == may be !=, >, <, >=, <=.
    - IPADDRESS([CODE] == [ADDRESS]) evaluates ip address of player. Where == may
    be !=.
    - QUESTSCRIPTED([CODE] [QUEST NAME]) returns whether the code of the given name
    has a script from the given quest.
    - QUESTWINNER([CODE] [QUEST NAME]) returns whether the code of the given name
    has won the given quest.
    - QUESTMOB([NAME] [QUEST NAME]) returns whether the mob of the given name is a
    mob designated in the given quest.
    - QUESTOBJ([NAME] [QUEST NAME]) returns whether the item of the given name is
    an item designated in the given quest.
    - QUESTROOM([ROOMID] [QUEST NAME]) returns whether the item of the given name
    is an item designated in the given quest.
    - ISQUESTMOBALIVE([NAME/NUM] [QUEST NAME]) returns whether the mob, designated
    in the currently running quest, is alive.
    - ISTIME([HOUR#/DAY/DAWN/DUSK/NIGHT]) returns the time of day, or time region.
    - ISSEASON([WINTER/SPRING/SUMMER/FALL]) returns the season.
    - ISWEATHER([CLEAR/RAIN/SNOW/WINDY/ETC..]) returns the weather
    - ISMOON() returns whether the scriptor can see the moon
    - ISMOON([NEW/WAXCRESCENT/WAXQUARTER/WAXGIBBOUS/FULL/WANEGIBBOUS/ETC..]) check
    the moon type
    - ISDAY([DAY#]) returns the day of the month.
    - EVAL([CODE] == [VALUE/CODE]) if the code has value. Where == may be !=, >,
    <, >=, <=.
    - NUMBER([VALUE/CODE]) whether the given code or value is a number.
    - RANDNUM([VALUE] == [MAX VALUE]) how the 1st code compares to rand 1..max
    code.
    - RAND0NUM([VALUE] == [MAX VALUE]) how the 1st code compares to rand 0..max
    code-1.
    - ROOMMOB([NUM] [NAME]) whether the NUMth mob in the room is named NAME.
    - ROOMITEM([NUM] [NAME]) whether the NUMth item in the room is named NAME.
    - NUMMOBSROOM([*/NAME] == [NUMBER]) compares the # of named mobs in room.
    Where == may be !=, >, <, >=, <=.
    - NUMPCSAREA(== [NUMBER]) compares the number of pcs in the area. Where ==
    may be !=, >, <, >=, <=.
    - NUMPCSROOM(== [NUMBER]) compares the number of pcs in the room. Where ==
    may be !=, >, <, >=, <=.
    - EXPLORED([CODE] [AREA/WORLD] == [NUMBER]) check % explored of code mob.
    Where == may be !=, >, <, >=, <=.
    - NUMITEMSROOM(== [NUMBER]) compares the number of mobs in the room. Where ==
    may be !=, >, <, >=, <=.
    - NUMITEMSMOB([NAME] == [NUMBER]) compares the number of items the mob has.
    Where == may be !=, >, <, >=, <=.
    - MOBITEM([MOBNAME] [NUM] [NAME]) whether the NUMth item owned by mob mobname
    is named NAME.
    - INCONTAINER([CODE] [CONTAINER/MOUNT]) whether the item is in container or
    mount.
    - ISABLE([CODE] [SKILL NAME]) whether the mob has the skill/ability.
    - ISOPEN([CODE/DIRECTION]) whether the container item, or direction name is
    open.
    - ISLOCKED([CODE/DIRECTION]) whether the container item, or direction name is
    locked.
    - STRIN([STRING] [STRING]) whether the second string appears as a whole word in
    the first.
    - CALLFUNC([FUNCTION] [PARM]..) returns whether the FUNCTION_PROG named returns
    a non-null.
    - DEITY([CODE] == [CLASS NAME]) evaluates a mobs deity. Where == may be !=.
    - CLAN([CODE] == [CLASS NAME]) evaluates a mobs clanid. Where == may be !=.
    - CLANRANK([CODE] == [NUMBER]) evaluates mobs rank. Where == may be !=, <, >,
    >=, <=.
    - CLANDATA([CLAN] [VAR] == [STRING]) evaluates clan rank. Where == may be !=,
    <, >, >=, <=.
    *** NOTES! The parenthesis are REQUIRED for the above! The brackets should NOT
    be included, they are there to designate a parameter. Where CODE above is one
    of the following: $n=source of the action, $i=scripted mob, $t=target,
    $o=item1, $p=item2, $w=owner of item1, $W=owner of item2.

    Now we get to the executed commands. They are as follows:
    FOR $X = [START] to [FINISH] - loops. X must be 0-9. End with NEXT by itself.
    SWITCH/CASE/ENDSWITCH - act as a multiple if/elseif/elseif....
    MPASOUND [TEXT] - a noisy emote that goes to all adjacent rooms.
    MPECHO [TEXT] - an emote
    MPSLAY [MOB NAME] - utterly kill the target.
    MPJUNK [ITEM] - destroy the given item from the monsters inventory.
    MPMLOAD [MOB NAME] - create an instance of the given mob name.
    MPOLOAD [ITEM NAME] - create an instanceof the given item, give it to the mob.
    MPOLOADROOM [ITEM NAME] - create an instanceof the given item, drop it in the
    room.
    MPMLOAD FROMFILE [CMARE FILE] [MOB NAME] - create a given mob name from a file.
    MPOLOAD FROMFILE [CMARE FILE] [ITEM NAME] - create an item from a file, give it
    to the mob.
    MPOLOADROOM FROMFILE [CMARE FILE] [ITEM NAME] - create an item from a file,
    drop it in the room.
    MPECHOAT [MOB/ROOM/AREA/WORLD] [TEXT] - emote to the given target.
    MPECHOAROUND [TEXT] - emotes to everyone in room but the source of the trigger.
    MPCAST [SPELL] [MOB NAME] - casts the given spell at the given target.
    MPKILL [MOB NAME] - attack the given target.
    MPEXP [MOB NAME] [EXP or TNL%] - grants amount of exp to mob.
    MPQUESTPOINTS [MOB NAME] [QPS] - sets mobs amount of questpoints. Prefix QPS
    with ++ or -- to adjust only.
    MPTRAINS [MOB NAME] [TRAINS] - sets mobs amount of trains. Prefix TRAINS with
    ++ or -- to adjust only.
    MPPRACS [MOB NAME] [PRACS] - sets mobs amount of pracs. Prefix PRACS with ++ or
    -- to adjust only.
    MPPURGE [ITEM/MOB NAME] - destroy the given target item or mob.
    MPUNAFFECT [MOB NAME] [ALL/SKILL NAME]- removes given affects from the mob.
    MPGOTO [ROOM ID/NAME/DESC] - take the monster to the given room.
    MPAT [ROOM ID/NAME/DESC] [COMMAND] - do a command at the given room.
    MPSET [MOB/ITEM] [VAR NAME] [VALUE] - use with care! sets a stat for a mob or
    item.
    MPGSET [MOB/ITEM] [VAR NAME] [VALUE] - like MPSET but player data accessible.
    See GSTAT.
    MPTRANSFER [ALL/MOB NAME] [ROOM ID/NAME/DESC] - transfer mobs to the given
    room.
    MPBEACON [ROOM ID/NAME/DESC] [ALL/MOB NAME] - Makes given room start room for
    players.
    MPFORCE [MOB NAME] [COMMAND] - force the given mob to do the given command.
    MPPROMPT [PC NAME] [VARIABLE NAME] [PROMPT]. Store user entered value in
    variable. See Guide.
    MPCONFIRM [PC NAME] [VARIABLE NAME] [DEFAULT VALUE] [PROMPT]. Y or N. See
    Guide.
    MPCHOOSE [PC NAME] [VARIABLE NAME] [CHOICES] [DEFAULT VALUE] [PROMPT]. Hotkey
    choices. See Guide.
    MPSCRIPT [MOB/ITEM] ([FLAGS]) [SCRIPT] - adds a quest Scriptable to the target,
    flags GLOBAL INDIVIDUAL SAVABLE EXECUTE.
    MPSETVAR [MOB NAME] [VAR NAME] [VALUE] - set a variable for the given mob.
    Value may be ++, --, or preceded by +,-,*,or /.
    MPENDQUEST [QUEST NAME/MOB NAME] - this command will shutdown the given quest,
    or remove quest scripts from given mob.
    MPSTARTQUEST [QUEST NAME] - this command will start the quest of the given
    name.
    MPQUESTWIN [MOB NAME] [QUEST NAME] - declares the mob a winner of the given
    quest.
    MPSTOP [MOB NAME] - forces mob to stop fighting, or performing common skills.
    MPCALLFUNC [FUNC NAME] [PARMS...] - executes a FUNCTON_PROG already declared.
    MPALARM [TICKTIME] [COMMAND] - executes COMMAND after time has elapsed.
    MPNOTRIGGER [TRIGGER NAME] [MILISECS]- this command will prevent given trigger
    for given miliseconds.
    MPFACTION [MOB] [FACTION] [VALUE] - changes faction value for given mob. Value
    is number, range, or +NUM, --NUM.
    MPWHILE ([IF CONDITION]) [COMMAND] - repeatedly executes commmand.
    MPDAMAGE [MOB/ITEM] [MIN] [MAX] (KILL)- does random damage to the target. Kills
    only when KILL parm given.
    MPREJUV AREA/ROOM/[ROOMID]/[AREAID] (ITEMS/MOBS) - rejuv dead mobs, lost items
    from area or room
    MPRESET AREA/ROOM/[ROOMID]/[AREAID] - reload an area or room from the database
    MPLOG ERROR/INFO/DEBUG HEADER MESSAGE - add an entry to the coffeemud server
    log
    MPCHANNEL (!)[CHANNEL] MESSAGE - send a message to a channel
    MPTRACKTO [MOB NAME] - forces the mob to track down the given mob.
    MPWALKTO [MOB NAME] - forces the mob to track down the given mob, land surface
    only.
    MPAFFECT [SPELL] [MOB NAME] [PARMS] - automatically casts a spell on a mob.
    MPBEHAVE [BEHAVIOR] [MOB NAME] [PARMS] - adds a behavior to the mob.
    MPUNBEHAVE [BEHAVIOR] [MOB NAME] - removes a behavior from a mob.
    MPTATTOO [MOB] (-)[TATTOONAME] - adds or removes the given tattoo for the mob.
    MPPLAYERCLASS [MOB] [CCLASS ID] ([LVL])... - changes current char class &
    optionally level.
    MPTITLE [MOB] (-) [TITLE] - adds or removes the given title string from the
    mob.
    MPENABLE [MOB] [ABILITY NAME] [PROF] [STR] - adds a new skill to the mob, or
    mods prof. w/++,--.
    MPDISABLE [MOB] [ABILITY NAME] - removes a skill from the mob.
    MPSAVEVAR [MOB NAME] [VAR NAME] - saves the variable set using MPSETVAR to the
    database.
    MPLOADVAR [MOB NAME] [VAR NAME] - loads the variable from the database.
    MPM2I2M [MOB/ITEM] - this strange command turns a mob into an item and back
    into a mob
    MPHIDE [MOB/ITEM/EXIT] - makes the target undetectable by any means.
    MPUNHIDE [MOB/ITEM/EXIT] - reverses the affects of MPHIDE -- does not affect
    Hide or other skills.
    MPOPEN [ITEM/EXIT] - opens a closed container or door.
    MPCLOSE [ITEM/EXIT] - closes an open container or door.
    MPLOCK [ITEM/EXIT] - closes and locks a lockable container or door.
    MPUNLOCK [ITEM/EXIT] - unlocks a locked container or door, but does not open.
    MPSETCLANDATA [CLAN] [VAR] [VALUE] - changes a datum about the given clan.
    MPARGSET [$VAR] [VALUE] - changes internal $(i,n,t,0,1,..9) object to one
    specified by value.
    MPLOADQUESTOBJ [QUEST] [QVARNAME] [$VAR] - loads quest obj into internal
    $(i,n,t,0,1,..9) object.
    MPUNLOADSCRIPT [SCRIPT FILE NAME] - unloads a file script from the resources
    cache for refreshing
    MPQSET [QUEST] [QVARNAME] [VALUE] - set temp quest var to given value.
    BREAK -- return/break out of the current if condition or program script.
    RETURN [OPTIONAL STRING] - exits the existing script, returning the string
    given.
    <SCRIPT> - embed Javascript in Scriptable event. Must be closed with
    </SCRIPT>.
    [COMMAND] [PARMS]- any valid coffee mud command!
    ** NOTES! For those commands which have multiple parameters (specifically MPAT,
    MPFORCE, MPCAST, MPECHOAT, you must use "'" characters in order to group any
    words in the first parameter of those commands. Inside your command
    parameters, whether it be text, or even when specifying MOB or ITEM names, you
    may use any of the following freely:
    $a - name of the area the monsters in
    $b - name of last item/mob loaded w/mmpload/mpoload
    $B - display text of last item/mob loaded w/mmpload/mpoload
    $c - random npc/pc inhabitants name
    $C - random npc/pc inhabitants name
    $i - monsters name
    $I - monsters display text
    $n - source of triggers name
    $N - source of triggers name
    $t - target of triggers name
    $T - target of triggers name
    $r - random pc inhabitants name
    $R - random pc inhabitants name
    $j - he/she of the monster
    $e - he/she of the trigger source
    $d - title of monsters room location
    $D - long desc of monsters room location
    $f - name of the person monster follows
    $E - he/she of the trigger target
    $F - he/she of the person monster follows
    $g - lowercase form of the message from a MPCALLFUNC, MASK_PROG or SPEECH_PROG.
    $G - uppercase form of the message from a MPCALLFUNC, MASK_PROG or SPEECH_PROG.
    $J - he/she of a random pc inhabitant
    $k - his/her of the monster
    $l - list of all mobs (excluding monster). See "." syntax below.
    $L - list of all Items in room. See "." syntax below.
    $m - his/her of the trigger source
    $M - his/her of the trigger target
    $K - his/her of a random pc inhabitant
    $y - sir/madam of the trigger source
    $Y - sir/madam of the trigger target
    $o - item1 name
    $O - item1 name
    $p - item2 name
    $P - item2 name
    $w - owner of item1s name
    $W - owner of item2s name
    $x - random valid exit's direction
    $X - random valid exit's name
    $xN- north exit's name
    $0..$9- temporary variables set by other commands.

    $<[CODE] [VAR NAME]> - the variable of the given name, of the given code.
    Where code is $i, $n, $t, $o, or $p. See MPSETVAR.

    ${[NUM] [QUEST NAME]} - a mob name from the given quest, if the quest is
    running. The number corresponds to the order in which mobs were designated in
    the quest script. Counting starts at 1.

    $[[NUM] [QUEST NAME]] - an item name from the given quest, if the quest is
    running. The number corresponds to the order in which items were designated in
    the quest script. Counting starts at 1.

    $%FUNCTION(PARM1 PARM2..)% - replace this code with a value from one of the
    internal functions. While the names are the same as the eval functions above,
    their parameters will be slightly different. The functions which may be
    included in this code include the following:
    - RAND() random number between 1 and 100.
    - HAS([CODE]) name of a random item in given mobs inventory.
    - HASNUM([CODE] [ITEM]) number of the given items in given mobs inventory.
    - WORN([CODE]) name of a random worn item in given mobs inventory.
    - ISNPC([CODE]) not implemented.
    - ISPC([CODE]) not implemented.
    - ISGOOD([CODE]) returns the alignment string of the given mob.
    - ISNAME([CODE]) Returns the real/full name of the given object.
    - CURRENCY([CODE]) Returns the native currency of the given object.
    - MATH([EXPR]) returns evaluated mathematical expressions. +-*\
    - MOOD([MOB NAME]) the given mobs mood.
    - NUMMOBSINAREA([MOB NAME]) number of mobs in area matching mask.
    - NUMMOBS([MOB NAME]) number of mobs in world matching mask.
    - NUMRACEINAREA([MOB NAME]) number of mobs in area matching race.
    - NUMRACES([MOB NAME]) number of mobs in world matching race.
    - ISEVIL([CODE]) alignment number of the given mob.
    - ISNEUTRAL([CODE]) short alignment string of the given mob.
    - ISFIGHT([CODE]) name of the mob the given mob is fighting.
    - ISALIVE([CODE]) health of the given mob.
    - ISIMMORT([CODE]) not implemented.
    - ISBIRTHDAY([CODE]) returns birthday of the mob
    - ISCHARMED([CODE]) name of the charm spell the mob is under.
    - STAT([CODE] [STAT]) value of the given stat for the given object.
    - DATETIME(DAY/TIME/MONTH/YEAR) displays the appropriate numberic value.
    - GSTAT([CODE] [STAT]) like STAT, but player data accessible. See Generic.java.
    - AFFECTED([CODE]) name of a random spell affect on the object.
    - FACTION([CODE] [FACTION]) name of the range the mob has in given faction.
    - ISBEHAVE([CODE]) class ids of the behaviors on the object.
    - ISFOLLOW([CODE]) name of the mob the given mob is following.
    - ISSERVANT([CODE]) name of the mob the given mob is serving.
    - HITPRCNT([CODE]) % of hit points remaining for given mob.
    - INLOCALE() name of the room type the monster is in.
    - INROOM() raw id of the room the monster is in.
    - ISODD([AMT]) echos AMT if AMT is an odd, whole number.
    - ISRECALL([CODE]) start room of the given mob.
    - INAREA() name of the area the monster is in.
    - ISHERE() name of the area the monster is in.
    - VAR([CODE] [VAR NAME]) Value of the given variable.
    - SEX([CODE]) sex of the given mob.
    - POSITION([CODE]) position name of the given mob.
    - LEVEL([CODE]) level of the given mob.
    - QUESTPOINTS([CODE]) questpoints of the given mob.
    - PRACS([CODE]) practices of the given mob.
    - TRAINS([CODE]) trains of the given mob.
    - CLASS([CODE]) class of the given mob.
    - BASECLASS([CODE]) base class of the given mob.
    - RACE([CODE]) race of the given mob.
    - RACECAT([CODE]) racial category of the given mob.
    - GOLDAMT([CODE]) number of gold coins the given mob has.
    - EXP([CODE]) number of experience points the given mob has.
    - VALUE([CODE] [CURRENCY]) base value the given mob has in given currency.
    - QUESTWINNER([CODE]) returns a list of all the quests the mob was won.
    - QUESTSCRIPTED([CODE]) returns a list of all the quests the mob is scripted
    for.
    - QUESTMOB([QUEST NAME]) returns a list of all the mobs desigated by this
    quest.
    - QUESTOBJ([QUEST NAME]) returns a list of all the items desigated by this
    quest.
    - QUESTROOM([QUEST NAME]) returns a list of all rooms desigated by this quest.
    - ISQUESTMOBALIVE([QUEST NAME]) returns a list of all live mobs desigated by
    this quest.
    - ISTIME() returns the approx time of day in words.
    - ISSEASON() returns the season.
    - ISWEATHER() returns the weather
    - ISMOON() returns the moon phase
    - ISDAY() returns word day or evening.
    - EVAL() not implemented.
    - NUMBER([VALUE/CODE]) Returns the numberic value of the given argument.
    - RANDNUM([VALUE/CODE]) returns random number from 1..value/code.
    - RAND0NUM([VALUE/CODE]) returns random number from 0..value/code-1.
    - ROOMMOB([NUM]) returns the NUMth mob in the room's name.
    - ROOMITEM([NUM]) whether the NUMth item in the room's NAME.
    - NUMMOBSROOM([*/NAME]) returns the number of named mobs in the room.
    - NUMPCSAREA() returns the number of pcs in the area.
    - NUMPCSROOM() returns the number of pcs in the room.
    - EXPLORED([CODE] [AREA/WORLD]) displays % explored of code mob.
    - NUMITEMSROOM() returns the number of items in the room.
    - NUMITEMSMOB([NAME]) returns the number of items the mob has.
    - MOBITEM([MOBNAME] [NUM]) returns the NUMth item owned by mob mobname.
    - INCONTAINER([CODE]) returns container of an item, or the mount of a mob.
    - ISABLE([CODE] [SKILL NAME]) the mobs proficiency in the given skill/ability.
    - ISOPEN([CODE/DIRECTION]) "true" if the container item, or direction name is
    open.
    - ISLOCKED([CODE/DIRECTION]) the key name if the container, or direction has a
    lock.
    - STRIN([STRING] [STRING]) word number of the second string if it appears in
    the first.
    - CALLFUNC([FUNCTION] [PARM]..) the value returned by the FUNCTION_PROG named.
    - DEITY([CODE]) returns a mobs deity.
    - CLAN([CODE]) returns a mobs clan.
    - CLANRANK([CODE]) returns mobs clan role/rank as a number.
    - CLANDATA([CLAN] [VAR]) returns the given clans data based on var.
    - IPADDRESS([CODE]) return ip address of player.
    - QVAR([QUEST] [CODE]) returns temp quest vars.

    Any of the $ codes may be followed by a period and a literal number to
    designate a particular word inside a string of many words. For instance if $o
    evaluates to "a magic wand", $o.1 would evalulate to "magic". If $l evaluated
    to "orc bob hassan", $l.2 would give "hassan". This syntax can also be
    followed by ".." to grab substrings. For instance, if $o evaluates to "a magic
    wand", $o.1.. would evaluate to "magic wand".
    +
    Behavior   : Scriptable 
    Targets : MOBs, Items, Rooms
    Parameters : (see below)
    Example : LOAD=progs/mrinfo.script~
    Description:
    This behavior allows the reactions and behaviors of the mob to be scripted. The
    parameter may be complete scripts, and/or LOAD commands as specified below. If
    you choose to use a file for your script, then each script command line must be
    terminated by a linefeed or a semicolon. If you choose to put your entire
    script into the parameters, you must terminate EVERY line with a semicolon (;).

    Multiple scripts with multiple triggers may be included. Each script and
    trigger must be separated by the ~ character. See examples in the
    resources/progs directory!
    Now to the script itself:
    The first line must be a trigger word followed by any parameters. Valid
    triggers and parameters are as follows:
    LOAD=[SCRIPT PATH] - insert a new script from another file. Ex:
    LOAD=progs/my.script~
    GREET_PROG [PCT CHANCE] - When players enter the room, given the chance.
    ARRIVE_PROG [PCT CHANCE] - When the mob enters a new room, or enters the game.
    ALL_GREET_PROG [PCT CHANCE] - Same as GREET_PROG, but works with sneakers too.
    LOGIN_PROG [PCT CHANCE] - When players logs into the game, given the chance.
    LOGOFF_PROG [PCT CHANCE] - When players log out of the game, given the chance.
    LEVEL_PROG [PCT CHANCE] - When a player anywhere gains a level, given the
    chance.
    SPEECH_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When someone says the words.
    BRIBE_PROG [AMOUNT OF GOLD] - When the amount or better is given to the
    monster.
    GIVE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When something is given to the
    monster.
    RAND_PROG [PCT CHANCE] - Triggers at random, given the chance.
    ONCE_PROG - Triggers on the first occurrence, but never again (until reset).
    FIGHT_PROG [PCT CHANCE] - Triggers during combat, given the chance.
    ENTRY_PROG [PCT CHANCE] - Triggers whenever the monster enters a new room.
    EXIT_PROG [PCT CHANCE] - Triggers whenever anyone exits the room of the
    monster.
    DEATH_PROG - When the monster dies.
    KILL_PROG - When the monster kills.
    HITPRCNT_PROG [HP PCT] - When the monster reaches the hit points % remaining.
    MASK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When a mob performs an action
    with these words.
    IMASK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When this mob performs an
    action with these words.
    REGMASK_PROG (P) [EXACT PHRASE]/[REGULAR EXPRESSION] - When a mob performs an
    action matching.
    ACT_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When a mob performs an action
    with these words.
    SOCIAL_PROG [SOCIAL NAME] - When a mob performs the given social.
    CHANNEL_PROG [CHNAME] (P) [A PHRASE]/[ONE OR MORE WORDS] - When channels a
    message with these words.
    QUEST_TIME_PROG [QUEST NAME] [TIME LEFT] - When the running quest reaches the
    number of minutes left.
    TIME_PROG [LIST OF HOURS] - Mob runs program at listed hours of the day.
    DAY_PROG [LIST OF DAYS] - Mob runs program at listed days of the month.
    DELAY_PROG [LOW TICKS] [HIGH TICKS] - Mob runs program at the given interval
    range.
    LOOK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    looked at.
    LLOOK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    llooked at.
    GET_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    gotten.
    OPEN_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    opened.
    CLOSE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    closed.
    LOCK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    locked.
    UNLOCK_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    unlocked.
    PUT_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is put in
    something.
    DROP_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    dropped.
    REMOVE_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    removed.
    CONSUME_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    ate/drank.
    WEAR_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is
    worn/wielded.
    DAMAGE_PROG - When damage taken by mob or given by item. Item#2 is the weapon.
    $g will have the amount.
    BUY_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is bought
    (items only).
    SELL_PROG (P) [A PHRASE]/[ONE OR MORE WORDS] - When matching something is sold.

    EXECMSG_PROG [MSG CODE] (P) [COMMAND WORDS] - When a msg of type msg code is
    executed. HELP MSG TYPES.
    CNCLMSG_PROG [MSG CODE] (P) [COMMAND WORDS] - Before a msg of type msg code is
    allowed. HELP MSG TYPES.
    FUNCTION_PROG [FUNCTION NAME] - declares a runnable function, with parms in $g,
    see MPCALLFUNC.
    *** NOTE Phrases for MASK_PROG, GIVE_PROG, GET_PROG, PUT_PROG, REMOVE_PROG,
    WEAR_PROG, BUY_PROG, SELL_PROG, and SPEECH_PROG must group words and phrases
    together using the "'" character, for instance 'a phrase' or 'multiple words'.
    The characteris unnecessary when put around single words 'word'.

    *** NOTE If Scriptable is placed on an Item, triggers such as GET_PROG,
    DROP_PROG, WEAR_PROG, and REMOVE_PROG will only trigger when the scripted item
    is involved.

    *** NOTE MASK_PROG and ACT_PROG will check commands as they appear to the mob
    with this behavior. Consider perspective, vision, and word tense in light of
    this fact when wording your masks. For instance, the purchase of a sword in a
    dark shop may be seen as 'Someone buys something from someone' instead of 'Bob
    buys a sword from Joe'.

    Following this line is your script itself. The commands are as follows:
    IF/ENDIF/ELSE Conditional evaluations, separated by AND/OR. The IF statement
    can group conditions with () and use the following functions as part of its
    evaluation:
    - RAND([% CHANCE]) Random truth
    - HAS([CODE] [ITEM NAME]) if the given mob has the specified item.
    - HASNUM([CODE] [ITEM NAME] == [NUM]) the amount the given mob has of the
    item.
    - HASTITLE([CODE] [TITLE STR]) if the given mob has the give title.
    - WORN([CODE] [ITEM NAME]) if the given mob wears the specified item.
    - ISNPC([CODE]) if the given mob is a non-player.
    - ISPC([CODE]) if the given mob is a player.
    - ISPKILL([CODE]) if the given mob has playerkill flag on.
    - ISGOOD([CODE]) if the given mob is good.
    - ISNAME([CODE] [WORDS]) if the given item is named with given words.
    - CURRENCY([CODE] == [NAME]) if the native currency of the mob or coins is the
    name. Where == may be !=.
    - NUMMOBSINAREA([MOB NAME] == [NUM]) if comparison of number of mobs of that
    name in area. Where == may be !=, >, <, <=, <=.
    - NUMMOBS([MOB NAME] == [NUM]) if comparison of number of mobs of that name in
    world. Where == may be !=, >, <, <=, <=.
    - NUMRACEINAREA([MOB NAME] == [NUM]) if comparison of number of mobs of that
    name in area. Where == may be !=, >, <, <=, <=.
    - NUMRACES([MOB NAME] == [NUM]) if comparison of number of mobs of that name in
    world. Where == may be !=, >, <, <=, <=.
    - ISEVIL([CODE]) if the given mob is evil.
    - ISNEUTRAL([CODE]) if the given mob is neutral.
    - ISFIGHT([CODE]) if the given mob is fighting.
    - ISALIVE([CODE]) if the given mob is alive and available.
    - ISIMMORT([CODE]) if the given mob is an archon.
    - ISCHARMED([CODE]) if the given mob is charmed.
    - STRCONTAINS([STRING] [CODED WORDS]) is string contains coded words. May use
    "" & | > < ().
    - STAT([CODE] [STAT] == [VALUE]) if the given mob/item has a stat of value, !=
    is also valid.
    - GSTAT([CODE] [STAT] == [VALUE]) like STAT, but player data accessible. See
    Generic.java.
    - DATETIME([TIME/DAY/ETC] == [VALUE]) like STAT, but player data accessible.
    Where == may be >, <, !=, >=, or <=.
    - AFFECTED([CODE] [SPELL CLASS]) if the mob is affected by spell.
    - ISBEHAVE([CODE] [BEHAVIOR CLASS]) if the mob has a behavior.
    - ISFOLLOW([CODE]) if the given mob is following someone in the room.
    - ISSERVANT([CODE]) if the given mob is serving someone in the room.
    - HITPRCNT([CODE] == [% HITS]) if the given mob has the pct chance hit points.
    Where == may be >, <, !=, >=, or <=.
    - HASTATTOO([CODE] [TATTOONAME]) whether the given mob has the given tattoo.
    - INLOCALE([ROOM CLASS]) if the mob is in the given room type.
    - ISBIRTHDAY([CODE]) if the mobs birthday is today.
    - INROOM([ROOM ID/MOB NAME] == [ROOM ID/MOB NAME]) if the mob is in the given
    room.
    - MOOD([MOB NAME] == [MOOD NAME]) if the mob has a mood, and it is the one
    specified.
    - ISRECALL([MOB NAME]== [ROOM ID/MOB NAME]) is the mob is from the given room.
    - ISHERE([CODE]) if the mob/item in the same room as the scripted one.
    - INAREA([NAME]) if the scripted mob/item in room named by the parameters.
    - ISLIKE([CODE] [MASK]) if the mob/item meets the given zapper mask. See
    ZAPPERMASKS for mask syntax
    - ISODD([AMT]) whether the given argument is an odd whole number
    - VAR([CODE] [VAR NAME] == [VALUE]) if the var for the given mob has value.
    Where == may be !=, >, <, >=, <=.
    - FACTION([CODE] [FACT] == [VALUE]) if the faction for the given mob has value.
    Where == may be !=, >, <, >=, <=.
    - SEX([CODE] == [M/F/N]) evaluates sex. Where == may also be !=.
    - POSITION([CODE] == [SLEEPING/STANDING/SITTING] Evaluates position.
    - LEVEL([CODE] == [LVL]) evaluates level. Where == may be !=, <, >, >=, <=.
    - MATH([EXPR] == [EXPR]) evaluates expression. Where == may be !=, <, >, >=,
    <=.
    - QUESTPOINTS([CODE] == [VAL]) evaluates questpoints. Where == may be !=, <,
    >, >=, <=.
    - QVAR([QUEST] [CODE] == [VAL]) evaluates temp quest vars. Where == may be !=,
    <, >, >=, <=.
    - TRAINS([CODE] == [VAL]) evaluates trains. Where == may be !=, <, >, >=, <=.
    - PRACS([CODE] == [VAL]) evaluates pracs. Where == may be !=, <, >, >=, <=.
    - CLASS([CODE] == [CLASS NAME]) evaluates class. Where == may be !=.
    - BASECLASS([CODE] == [CLASS NAME]) evaluates base class. Where == may be !=.
    - RACE([CODE] == [RACE NAME]) evaluates race. Where == may be !=.
    - RACECAT([CODE] == [RACE CAT NAME]) evaluates racial category. Where == may be
    !=.
    - GOLDAMT([CODE] == [AMT]) evaluates base gold or item value. Where == may be
    !=, >, <, >=, <=.
    - EXP([CODE] == [AMT]) evaluates experience points. Where == may be !=, >, <,
    >=, <=.
    - VALUE([CODE] [CURRENCY] == [AMT]) evaluates base value in given currency.
    Where == may be !=, >, <, >=, <=.
    - IPADDRESS([CODE] == [ADDRESS]) evaluates ip address of player. Where == may
    be !=.
    - QUESTSCRIPTED([CODE] [QUEST NAME]) returns whether the code of the given name
    has a script from the given quest.
    - QUESTWINNER([CODE] [QUEST NAME]) returns whether the code of the given name
    has won the given quest.
    - QUESTMOB([NAME] [QUEST NAME]) returns whether the mob of the given name is a
    mob designated in the given quest.
    - QUESTOBJ([NAME] [QUEST NAME]) returns whether the item of the given name is
    an item designated in the given quest.
    - QUESTROOM([ROOMID] [QUEST NAME]) returns whether the item of the given name
    is an item designated in the given quest.
    - ISQUESTMOBALIVE([NAME/NUM] [QUEST NAME]) returns whether the mob, designated
    in the currently running quest, is alive.
    - ISTIME([HOUR#/DAY/DAWN/DUSK/NIGHT]) returns the time of day, or time region.
    - ISSEASON([WINTER/SPRING/SUMMER/FALL]) returns the season.
    - ISWEATHER([CLEAR/RAIN/SNOW/WINDY/ETC..]) returns the weather
    - ISMOON() returns whether the scriptor can see the moon
    - ISMOON([NEW/WAXCRESCENT/WAXQUARTER/WAXGIBBOUS/FULL/WANEGIBBOUS/ETC..]) check
    the moon type
    - ISDAY([DAY#]) returns the day of the month.
    - EVAL([CODE] == [VALUE/CODE]) if the code has value. Where == may be !=, >,
    <, >=, <=.
    - NUMBER([VALUE/CODE]) whether the given code or value is a number.
    - RANDNUM([VALUE] == [MAX VALUE]) how the 1st code compares to rand 1..max
    code.
    - RAND0NUM([VALUE] == [MAX VALUE]) how the 1st code compares to rand 0..max
    code-1.
    - ROOMMOB([NUM] [NAME]) whether the NUMth mob in the room is named NAME.
    - ROOMITEM([NUM] [NAME]) whether the NUMth item in the room is named NAME.
    - NUMMOBSROOM([*/NAME] == [NUMBER]) compares the # of named mobs in room.
    Where == may be !=, >, <, >=, <=.
    - NUMPCSAREA(== [NUMBER]) compares the number of pcs in the area. Where ==
    may be !=, >, <, >=, <=.
    - NUMPCSROOM(== [NUMBER]) compares the number of pcs in the room. Where ==
    may be !=, >, <, >=, <=.
    - EXPLORED([CODE] [AREA/WORLD] == [NUMBER]) check % explored of code mob.
    Where == may be !=, >, <, >=, <=.
    - NUMITEMSROOM(== [NUMBER]) compares the number of mobs in the room. Where ==
    may be !=, >, <, >=, <=.
    - NUMITEMSMOB([NAME] == [NUMBER]) compares the number of items the mob has.
    Where == may be !=, >, <, >=, <=.
    - MOBITEM([MOBNAME] [NUM] [NAME]) whether the NUMth item owned by mob mobname
    is named NAME.
    - INCONTAINER([CODE] [CONTAINER/MOUNT]) whether the item is in container or
    mount.
    - ISABLE([CODE] [SKILL NAME]) whether the mob has the skill/ability.
    - ISOPEN([CODE/DIRECTION]) whether the container item, or direction name is
    open.
    - ISLOCKED([CODE/DIRECTION]) whether the container item, or direction name is
    locked.
    - STRIN([STRING] [STRING]) whether the second string appears as a whole word in
    the first.
    - CALLFUNC([FUNCTION] [PARM]..) returns whether the FUNCTION_PROG named returns
    a non-null.
    - DEITY([CODE] == [CLASS NAME]) evaluates a mobs deity. Where == may be !=.
    - CLAN([CODE] == [CLASS NAME]) evaluates a mobs clanid. Where == may be !=.
    - CLANRANK([CODE] == [NUMBER]) evaluates mobs rank. Where == may be !=, <, >,
    >=, <=.
    - CLANDATA([CLAN] [VAR] == [STRING]) evaluates clan rank. Where == may be !=,
    <, >, >=, <=.
    *** NOTES! The parenthesis are REQUIRED for the above! The brackets should NOT
    be included, they are there to designate a parameter. Where CODE above is one
    of the following: $n=source of the action, $i=scripted mob, $t=target,
    $o=item1, $p=item2, $w=owner of item1, $W=owner of item2.

    Now we get to the executed commands. They are as follows:
    FOR $X = [START] to [FINISH] - loops. X must be 0-9. End with NEXT by itself.
    SWITCH/CASE/ENDSWITCH - act as a multiple if/elseif/elseif....
    MPASOUND [TEXT] - a noisy emote that goes to all adjacent rooms.
    MPECHO [TEXT] - an emote
    MPSLAY [MOB NAME] - utterly kill the target.
    MPJUNK [ITEM] - destroy the given item from the monsters inventory.
    MPMLOAD [MOB NAME] - create an instance of the given mob name.
    MPOLOAD [ITEM NAME] - create an instanceof the given item, give it to the mob.
    MPOLOADROOM [ITEM NAME] - create an instanceof the given item, drop it in the
    room.
    MPMLOAD FROMFILE [CMARE FILE] [MOB NAME] - create a given mob name from a file.

    MPOLOAD FROMFILE [CMARE FILE] [ITEM NAME] - create an item from a file, give it
    to the mob.
    MPOLOADROOM FROMFILE [CMARE FILE] [ITEM NAME] - create an item from a file,
    drop it in the room.
    MPECHOAT [MOB/ROOM/AREA/WORLD] [TEXT] - emote to the given target.
    MPECHOAROUND [TEXT] - emotes to everyone in room but the source of the trigger.

    MPCAST [SPELL] [MOB NAME] - casts the given spell at the given target.
    MPKILL [MOB NAME] - attack the given target.
    MPEXP [MOB NAME] [EXP or TNL%] - grants amount of exp to mob.
    MPQUESTPOINTS [MOB NAME] [QPS] - sets mobs amount of questpoints. Prefix QPS
    with ++ or -- to adjust only.
    MPTRAINS [MOB NAME] [TRAINS] - sets mobs amount of trains. Prefix TRAINS with
    ++ or -- to adjust only.
    MPPRACS [MOB NAME] [PRACS] - sets mobs amount of pracs. Prefix PRACS with ++ or
    -- to adjust only.
    MPPURGE [ITEM/MOB NAME] - destroy the given target item or mob.
    MPUNAFFECT [MOB NAME] [ALL/SKILL NAME]- removes given affects from the mob.
    MPGOTO [ROOM ID/NAME/DESC] - take the monster to the given room.
    MPAT [ROOM ID/NAME/DESC] [COMMAND] - do a command at the given room.
    MPSET [MOB/ITEM] [VAR NAME] [VALUE] - use with care! sets a stat for a mob or
    item.
    MPGSET [MOB/ITEM] [VAR NAME] [VALUE] - like MPSET but player data accessible.
    See GSTAT.
    MPTRANSFER [ALL/MOB NAME] [ROOM ID/NAME/DESC] - transfer mobs to the given
    room.
    MPBEACON [ROOM ID/NAME/DESC] [ALL/MOB NAME] - Makes given room start room for
    players.
    MPFORCE [MOB NAME] [COMMAND] - force the given mob to do the given command.
    MPPROMPT [PC NAME] [VARIABLE NAME] [PROMPT]. Store user entered value in
    variable. See Guide.
    MPCONFIRM [PC NAME] [VARIABLE NAME] [DEFAULT VALUE] [PROMPT]. Y or N. See
    Guide.
    MPCHOOSE [PC NAME] [VARIABLE NAME] [CHOICES] [DEFAULT VALUE] [PROMPT]. Hotkey
    choices. See Guide.
    MPSCRIPT [MOB/ITEM] ([FLAGS]) [SCRIPT] - adds a quest Scriptable to the target,
    flags GLOBAL INDIVIDUAL SAVABLE EXECUTE.
    MPSETVAR [MOB NAME] [VAR NAME] [VALUE] - set a variable for the given mob.
    Value may be ++, --, or preceded by +,-,*,or /.
    MPENDQUEST [QUEST NAME/MOB NAME] - this command will shutdown the given quest,
    or remove quest scripts from given mob.
    MPSTARTQUEST [QUEST NAME] - this command will start the quest of the given
    name.
    MPQUESTWIN [MOB NAME] [QUEST NAME] - declares the mob a winner of the given
    quest.
    MPSTOP [MOB NAME] - forces mob to stop fighting, or performing common skills.
    MPCALLFUNC [FUNC NAME] [PARMS...] - executes a FUNCTON_PROG already declared.
    MPALARM [TICKTIME] [COMMAND] - executes COMMAND after time has elapsed.
    MPNOTRIGGER [TRIGGER NAME] [MILISECS]- this command will prevent given trigger
    for given miliseconds.
    MPFACTION [MOB] [FACTION] [VALUE] - changes faction value for given mob. Value
    is number, range, or +NUM, --NUM.
    MPWHILE ([IF CONDITION]) [COMMAND] - repeatedly executes commmand.
    MPDAMAGE [MOB/ITEM] [MIN] [MAX] (KILL)- does random damage to the target. Kills
    only when KILL parm given.
    MPREJUV AREA/ROOM/[ROOMID]/[AREAID] (ITEMS/MOBS) - rejuv dead mobs, lost items
    from area or room
    MPRESET AREA/ROOM/[ROOMID]/[AREAID] - reload an area or room from the database
    MPLOG ERROR/INFO/DEBUG HEADER MESSAGE - add an entry to the coffeemud server
    log
    MPCHANNEL (!)[CHANNEL] MESSAGE - send a message to a channel
    MPTRACKTO [MOB NAME] - forces the mob to track down the given mob.
    MPWALKTO [MOB NAME] - forces the mob to track down the given mob, land surface
    only.
    MPAFFECT [SPELL] [MOB NAME] [PARMS] - automatically casts a spell on a mob.
    MPBEHAVE [BEHAVIOR] [MOB NAME] [PARMS] - adds a behavior to the mob.
    MPUNBEHAVE [BEHAVIOR] [MOB NAME] - removes a behavior from a mob.
    MPTATTOO [MOB] (-)[TATTOONAME] - adds or removes the given tattoo for the mob.

    MPPLAYERCLASS [MOB] [CCLASS ID] ([LVL])... - changes current char class &
    optionally level.
    MPTITLE [MOB] (-) [TITLE] - adds or removes the given title string from the
    mob.
    MPENABLE [MOB] [ABILITY NAME] [PROF] [STR] - adds a new skill to the mob, or
    mods prof. w/++,--.
    MPDISABLE [MOB] [ABILITY NAME] - removes a skill from the mob.
    MPSAVEVAR [MOB NAME] [VAR NAME] - saves the variable set using MPSETVAR to the
    database.
    MPLOADVAR [MOB NAME] [VAR NAME] - loads the variable from the database.
    MPM2I2M [MOB/ITEM] - this strange command turns a mob into an item and back
    into a mob
    MPHIDE [MOB/ITEM/EXIT] - makes the target undetectable by any means.
    MPUNHIDE [MOB/ITEM/EXIT] - reverses the affects of MPHIDE -- does not affect
    Hide or other skills.
    MPOPEN [ITEM/EXIT] - opens a closed container or door.
    MPCLOSE [ITEM/EXIT] - closes an open container or door.
    MPLOCK [ITEM/EXIT] - closes and locks a lockable container or door.
    MPUNLOCK [ITEM/EXIT] - unlocks a locked container or door, but does not open.
    MPSETCLANDATA [CLAN] [VAR] [VALUE] - changes a datum about the given clan.
    MPARGSET [$VAR] [VALUE] - changes internal $(i,n,t,0,1,..9) object to one
    specified by value.
    MPLOADQUESTOBJ [QUEST] [QVARNAME] [$VAR] - loads quest obj into internal
    $(i,n,t,0,1,..9) object.
    MPUNLOADSCRIPT [SCRIPT FILE NAME] - unloads a file script from the resources
    cache for refreshing
    MPQSET [QUEST] [QVARNAME] [VALUE] - set temp quest var to given value.
    BREAK -- return/break out of the current if condition or program script.
    RETURN [OPTIONAL STRING] - exits the existing script, returning the string
    given.
    <SCRIPT> - embed Javascript in Scriptable event. Must be closed with
    </SCRIPT>.
    [COMMAND] [PARMS]- any valid coffee mud command!
    ** NOTES! For those commands which have multiple parameters (specifically MPAT,
    MPFORCE, MPCAST, MPECHOAT, you must use "'" characters in order to group any
    words in the first parameter of those commands. Inside your command
    parameters, whether it be text, or even when specifying MOB or ITEM names, you
    may use any of the following freely:
    $a - name of the area the monsters in
    $b - name of last item/mob loaded w/mmpload/mpoload
    $B - display text of last item/mob loaded w/mmpload/mpoload
    $c - random npc/pc inhabitants name
    $C - random npc/pc inhabitants name
    $i - monsters name
    $I - monsters display text
    $n - source of triggers name
    $N - source of triggers name
    $t - target of triggers name
    $T - target of triggers name
    $r - random pc inhabitants name
    $R - random pc inhabitants name
    $j - he/she of the monster
    $e - he/she of the trigger source
    $d - title of monsters room location
    $D - long desc of monsters room location
    $f - name of the person monster follows
    $E - he/she of the trigger target
    $F - he/she of the person monster follows
    $g - lowercase form of the message from a MPCALLFUNC, MASK_PROG or SPEECH_PROG.

    $G - uppercase form of the message from a MPCALLFUNC, MASK_PROG or SPEECH_PROG.

    $J - he/she of a random pc inhabitant
    $k - his/her of the monster
    $l - list of all mobs (excluding monster). See "." syntax below.
    $L - list of all Items in room. See "." syntax below.
    $m - his/her of the trigger source
    $M - his/her of the trigger target
    $K - his/her of a random pc inhabitant
    $y - sir/madam of the trigger source
    $Y - sir/madam of the trigger target
    $o - item1 name
    $O - item1 name
    $p - item2 name
    $P - item2 name
    $w - owner of item1s name
    $W - owner of item2s name
    $x - random valid exit's direction
    $X - random valid exit's name
    $xN- north exit's name
    $0..$9- temporary variables set by other commands.

    $<[CODE] [VAR NAME]> - the variable of the given name, of the given code.
    Where code is $i, $n, $t, $o, or $p. See MPSETVAR.

    ${[NUM] [QUEST NAME]} - a mob name from the given quest, if the quest is
    running. The number corresponds to the order in which mobs were designated in
    the quest script. Counting starts at 1.

    $[[NUM] [QUEST NAME]] - an item name from the given quest, if the quest is
    running. The number corresponds to the order in which items were designated in
    the quest script. Counting starts at 1.

    $%FUNCTION(PARM1 PARM2..)% - replace this code with a value from one of the
    internal functions. While the names are the same as the eval functions above,
    their parameters will be slightly different. The functions which may be
    included in this code include the following:
    - RAND() random number between 1 and 100.
    - HAS([CODE]) name of a random item in given mobs inventory.
    - HASNUM([CODE] [ITEM]) number of the given items in given mobs inventory.
    - WORN([CODE]) name of a random worn item in given mobs inventory.
    - ISNPC([CODE]) not implemented.
    - ISPC([CODE]) not implemented.
    - ISGOOD([CODE]) returns the alignment string of the given mob.
    - ISNAME([CODE]) Returns the real/full name of the given object.
    - CURRENCY([CODE]) Returns the native currency of the given object.
    - MATH([EXPR]) returns evaluated mathematical expressions. +-*\
    - MOOD([MOB NAME]) the given mobs mood.
    - NUMMOBSINAREA([MOB NAME]) number of mobs in area matching mask.
    - NUMMOBS([MOB NAME]) number of mobs in world matching mask.
    - NUMRACEINAREA([MOB NAME]) number of mobs in area matching race.
    - NUMRACES([MOB NAME]) number of mobs in world matching race.
    - ISEVIL([CODE]) alignment number of the given mob.
    - ISNEUTRAL([CODE]) short alignment string of the given mob.
    - ISFIGHT([CODE]) name of the mob the given mob is fighting.
    - ISALIVE([CODE]) health of the given mob.
    - ISIMMORT([CODE]) not implemented.
    - ISBIRTHDAY([CODE]) returns birthday of the mob
    - ISCHARMED([CODE]) name of the charm spell the mob is under.
    - STAT([CODE] [STAT]) value of the given stat for the given object.
    - DATETIME(DAY/TIME/MONTH/YEAR) displays the appropriate numberic value.
    - GSTAT([CODE] [STAT]) like STAT, but player data accessible. See Generic.java.

    - AFFECTED([CODE]) name of a random spell affect on the object.
    - FACTION([CODE] [FACTION]) name of the range the mob has in given faction.
    - ISBEHAVE([CODE]) class ids of the behaviors on the object.
    - ISFOLLOW([CODE]) name of the mob the given mob is following.
    - ISSERVANT([CODE]) name of the mob the given mob is serving.
    - HITPRCNT([CODE]) % of hit points remaining for given mob.
    - INLOCALE() name of the room type the monster is in.
    - INROOM() raw id of the room the monster is in.
    - ISODD([AMT]) echos AMT if AMT is an odd, whole number.
    - ISRECALL([CODE]) start room of the given mob.
    - INAREA() name of the area the monster is in.
    - ISHERE() name of the area the monster is in.
    - VAR([CODE] [VAR NAME]) Value of the given variable.
    - SEX([CODE]) sex of the given mob.
    - POSITION([CODE]) position name of the given mob.
    - LEVEL([CODE]) level of the given mob.
    - QUESTPOINTS([CODE]) questpoints of the given mob.
    - PRACS([CODE]) practices of the given mob.
    - TRAINS([CODE]) trains of the given mob.
    - CLASS([CODE]) class of the given mob.
    - BASECLASS([CODE]) base class of the given mob.
    - RACE([CODE]) race of the given mob.
    - RACECAT([CODE]) racial category of the given mob.
    - GOLDAMT([CODE]) number of gold coins the given mob has.
    - EXP([CODE]) number of experience points the given mob has.
    - VALUE([CODE] [CURRENCY]) base value the given mob has in given currency.
    - QUESTWINNER([CODE]) returns a list of all the quests the mob was won.
    - QUESTSCRIPTED([CODE]) returns a list of all the quests the mob is scripted
    for.
    - QUESTMOB([QUEST NAME]) returns a list of all the mobs desigated by this
    quest.
    - QUESTOBJ([QUEST NAME]) returns a list of all the items desigated by this
    quest.
    - QUESTROOM([QUEST NAME]) returns a list of all rooms desigated by this quest.

    - ISQUESTMOBALIVE([QUEST NAME]) returns a list of all live mobs desigated by
    this quest.
    - ISTIME() returns the approx time of day in words.
    - ISSEASON() returns the season.
    - ISWEATHER() returns the weather
    - ISMOON() returns the moon phase
    - ISDAY() returns word day or evening.
    - EVAL() not implemented.
    - NUMBER([VALUE/CODE]) Returns the numberic value of the given argument.
    - RANDNUM([VALUE/CODE]) returns random number from 1..value/code.
    - RAND0NUM([VALUE/CODE]) returns random number from 0..value/code-1.
    - ROOMMOB([NUM]) returns the NUMth mob in the room's name.
    - ROOMITEM([NUM]) whether the NUMth item in the room's NAME.
    - NUMMOBSROOM([*/NAME]) returns the number of named mobs in the room.
    - NUMPCSAREA() returns the number of pcs in the area.
    - NUMPCSROOM() returns the number of pcs in the room.
    - EXPLORED([CODE] [AREA/WORLD]) displays % explored of code mob.
    - NUMITEMSROOM() returns the number of items in the room.
    - NUMITEMSMOB([NAME]) returns the number of items the mob has.
    - MOBITEM([MOBNAME] [NUM]) returns the NUMth item owned by mob mobname.
    - INCONTAINER([CODE]) returns container of an item, or the mount of a mob.
    - ISABLE([CODE] [SKILL NAME]) the mobs proficiency in the given skill/ability.
    - ISOPEN([CODE/DIRECTION]) "true" if the container item, or direction name is
    open.
    - ISLOCKED([CODE/DIRECTION]) the key name if the container, or direction has a
    lock.
    - STRIN([STRING] [STRING]) word number of the second string if it appears in
    the first.
    - CALLFUNC([FUNCTION] [PARM]..) the value returned by the FUNCTION_PROG named.
    - DEITY([CODE]) returns a mobs deity.
    - CLAN([CODE]) returns a mobs clan.
    - CLANRANK([CODE]) returns mobs clan role/rank as a number.
    - CLANDATA([CLAN] [VAR]) returns the given clans data based on var.
    - IPADDRESS([CODE]) return ip address of player.
    - QVAR([QUEST] [CODE]) returns temp quest vars.

    Any of the $ codes may be followed by a period and a literal number to
    designate a particular word inside a string of many words. For instance if $o
    evaluates to "a magic wand", $o.1 would evalulate to "magic". If $l evaluated
    to "orc bob hassan", $l.2 would give "hassan". This syntax can also be
    followed by ".." to grab substrings. For instance, if $o evaluates to "a magic
    wand", $o.1.. would evaluate to "magic wand".

    ScriptableEverymob -

    Behavior   : ScriptableEverymob
    Targets : Areas, Rooms
    Parameters : Same as BEHAVIOR_SCRIPTABLE
    Example : LOAD=progs/mrinfo.script~
    Description:
    This behavior will cause all mobs native to the area or room to be
    automatically given a particular Scriptable script to run. Mobs that already
    have scriptable behaviors will be unaffected.
    +
    Behavior   : ScriptableEverymob 
    Targets : Areas, Rooms
    Parameters : Same as BEHAVIOR_SCRIPTABLE
    Example : LOAD=progs/mrinfo.script~
    Description:
    This behavior will cause all mobs native to the area or room to be
    automatically given a particular Scriptable script to run. Mobs that already
    have scriptable behaviors will be unaffected.

    Sounder -

    Behavior   : Sounder
    Targets : Room, MOBs, Items, Areas
    Parameters : (Max/Min ticks;) ([EMOTE CODE] [EMOTE STRING];)
    Example : sound 80 wiggles his bottom.;sound 60 smiles evilly.;sound 20
    burps!
    Example : min=20 max=20;wear $p looks good on you.;remove Now you don't look
    so good.;remove_room $n doesn't look so good.

    An alternative to the Emoter behavior, this allows you to create very simple
    emoting triggers based on percent chances every tick, or based on event
    triggers such as getting an item, or leaving a room. Each emote trigger is
    semicolon (;) separated, and the first trigger may instead be a set of ticks.
    Valid emote codes include the following:
    SOUND [PCT CHANCE] - every min/max ticks, this will be emoted % chance of the
    time.
    GET - if an item is gotten (or THE item), this will emote to the getter.
    GET_ROOM - if an item is gotten (or THE item), this will emote to the room (not
    the getter).
    DROP - if an item is dropped (or THE item), this will emote to the getter.
    DROP_ROOM - if an item is dropped (or THE item), this will emote to the room
    (not the getter).
    PUSH - if an item is pushed (or THE item), this will emote to the pusher.
    PUSH_ROOM - if an item is pushed (or THE item), this will emote to the room
    (not the pusher).
    PULL - if an item is pulled (or THE item), this will emote to the pulled.
    PULL_ROOM - if an item is pulled (or THE item), this will emote to the room
    (not the puller).
    EAT - if an item is eaten (or THE item), this will emote to the eater.
    EAT_ROOM - if an item is eaten (or THE item), this will emote to the room (not
    the getter).
    MOUNT - if an item is mounted (or THE item), this will emote to the mounter.
    MOUNT_ROOM - if an item is mounted (or THE item), this will emote to the room
    (not the getter).
    DRINK - if an item is drunk (or THE item), this will emote to the drinker.
    DRINK_ROOM - if an item is drunk (or THE item), this will emote to the room
    (not the getter).
    SIT - if an item is sat on (or THE item), this will emote to the sitter.
    SIT_ROOM - if an item is sat on (or THE item), this will emote to the room (not
    the getter).
    SLEEP - if an item is slept on (or THE item), this will emote to the sleeper.
    SLEEP_ROOM - if an item is slept on (or THE item), this will emote to the room
    (not the getter).
    WEAR - if an item is worn (or THE item), this will emote to the wearer.
    WEAR_ROOM - if an item is worn (or THE item), this will emote to the room (not
    the getter).
    OPEN - if an item is opened (or THE item), this will emote to the wearer.
    OPEN_ROOM - if an item is opened (or THE item), this will emote to the room
    (not the getter).
    CLOSE - if an item is closed (or THE item), this will emote to the wearer.
    CLOSE_ROOM - if an item is closed (or THE item), this will emote to the room
    (not the getter).
    HOLD - if an item is held (or THE item), this will emote to the wearer.
    HOLD_ROOM - if an item is held (or THE item), this will emote to the room (not
    the getter).
    WIELD - if an item is wielded (or THE item), this will emote to the wearer.
    WIELD_ROOM - if an item is wielded (or THE item), this will emote to the room
    (not the getter).
    REMOVE - if an item is removed (or THE item), this will emote to the remover.
    REMOVE_ROOM - if an item is removed (or THE item), this will emote to the room
    (not the getter).
    PORTAL_ENTER - if the room is entered, this will emote to the one entering.
    PORTAL_ENTER_ROOM - if the room is entered, this will emote to the others in
    the room.
    PORTAL_EXIT - if the room is left, this will emote to the one leaving.
    PORTAL_EXIT_ROOM - if the room is left, this will emote to the others in the
    room.
    DAMAGE - if the object is hurt, or used to hurt, this will emote to the one
    hurting.
    DAMAGE_ROOM - if the object is hurt, or used to hurt, this will emote to the
    others in the room.
    FIGHT - if the object is attacking, or used to attack, this will emote to the
    one attacking.
    FIGHT_ROOM - if the object is attacking, or used to attack, this will emote to
    the others in the room.

    The emote strings may be any text, and the following codes may be included:
    $p - the name of the item with the behavior.
    $n - the name of the source of the emote, or the source of the trigger.
    $e - the he/she of $n.
    $s - the his/her of $n.
    +
    Behavior   : Sounder 
    Targets : Room, MOBs, Items, Areas
    Parameters : (Max/Min ticks;) ([EMOTE CODE] [EMOTE STRING];)
    Example : sound 80 wiggles his bottom.;sound 60 smiles evilly.;sound 20
    burps!
    Example : min=20 max=20;wear $p looks good on you.;remove Now you don't look
    so good.;remove_room $n doesn't look so good.

    An alternative to the Emoter behavior, this allows you to create very simple
    emoting triggers based on percent chances every tick, or based on event
    triggers such as getting an item, or leaving a room. Each emote trigger is
    semicolon (;) separated, and the first trigger may instead be a set of ticks.
    Valid emote codes include the following:
    SOUND [PCT CHANCE] - every min/max ticks, this will be emoted % chance of the
    time.
    GET - if an item is gotten (or THE item), this will emote to the getter.
    GET_ROOM - if an item is gotten (or THE item), this will emote to the room (not
    the getter).
    DROP - if an item is dropped (or THE item), this will emote to the getter.
    DROP_ROOM - if an item is dropped (or THE item), this will emote to the room
    (not the getter).
    PUSH - if an item is pushed (or THE item), this will emote to the pusher.
    PUSH_ROOM - if an item is pushed (or THE item), this will emote to the room
    (not the pusher).
    PULL - if an item is pulled (or THE item), this will emote to the pulled.
    PULL_ROOM - if an item is pulled (or THE item), this will emote to the room
    (not the puller).
    EAT - if an item is eaten (or THE item), this will emote to the eater.
    EAT_ROOM - if an item is eaten (or THE item), this will emote to the room (not
    the getter).
    MOUNT - if an item is mounted (or THE item), this will emote to the mounter.
    MOUNT_ROOM - if an item is mounted (or THE item), this will emote to the room
    (not the getter).
    DRINK - if an item is drunk (or THE item), this will emote to the drinker.
    DRINK_ROOM - if an item is drunk (or THE item), this will emote to the room
    (not the getter).
    SIT - if an item is sat on (or THE item), this will emote to the sitter.
    SIT_ROOM - if an item is sat on (or THE item), this will emote to the room (not
    the getter).
    SLEEP - if an item is slept on (or THE item), this will emote to the sleeper.
    SLEEP_ROOM - if an item is slept on (or THE item), this will emote to the room
    (not the getter).
    WEAR - if an item is worn (or THE item), this will emote to the wearer.
    WEAR_ROOM - if an item is worn (or THE item), this will emote to the room (not
    the getter).
    OPEN - if an item is opened (or THE item), this will emote to the wearer.
    OPEN_ROOM - if an item is opened (or THE item), this will emote to the room
    (not the getter).
    CLOSE - if an item is closed (or THE item), this will emote to the wearer.
    CLOSE_ROOM - if an item is closed (or THE item), this will emote to the room
    (not the getter).
    HOLD - if an item is held (or THE item), this will emote to the wearer.
    HOLD_ROOM - if an item is held (or THE item), this will emote to the room (not
    the getter).
    WIELD - if an item is wielded (or THE item), this will emote to the wearer.
    WIELD_ROOM - if an item is wielded (or THE item), this will emote to the room
    (not the getter).
    REMOVE - if an item is removed (or THE item), this will emote to the remover.
    REMOVE_ROOM - if an item is removed (or THE item), this will emote to the room
    (not the getter).
    PORTAL_ENTER - if the room is entered, this will emote to the one entering.
    PORTAL_ENTER_ROOM - if the room is entered, this will emote to the others in
    the room.
    PORTAL_EXIT - if the room is left, this will emote to the one leaving.
    PORTAL_EXIT_ROOM - if the room is left, this will emote to the others in the
    room.
    DAMAGE - if the object is hurt, or used to hurt, this will emote to the one
    hurting.
    DAMAGE_ROOM - if the object is hurt, or used to hurt, this will emote to the
    others in the room.
    FIGHT - if the object is attacking, or used to attack, this will emote to the
    one attacking.
    FIGHT_ROOM - if the object is attacking, or used to attack, this will emote to
    the others in the room.

    The emote strings may be any text, and the following codes may be included:
    $p - the name of the item with the behavior.
    $n - the name of the source of the emote, or the source of the trigger.
    $e - the he/she of $n.
    $s - the his/her of $n.

    @@ -739,52 +739,52 @@

    CoffeeMud 5.9

    TargetPlayer -

    Behavior   : TargetPlayer
    Targets : MOBs
    Parameters : min, max ticks, a percent chance
    Example : min=2 max=3 chance=99
    Description:
    This behavior makes the MOB, in combat, target the weakest player in their
    enemies' group.
    +
    Behavior   : TargetPlayer 
    Targets : MOBs
    Parameters : min, max ticks, a percent chance
    Example : min=2 max=3 chance=99
    Description:
    This behavior makes the MOB, in combat, target the weakest player in their
    enemies' group.

    TaxCollector -

    Behavior   : TaxCollector
    Targets : MOBs
    Parameters : (WAIT=[TIME]) (GRACE=[TIME])
    Example :
    Example : WAIT=60000 GRACE=600000
    Description:
    This behavior makes the mob a very annoying and somewhat dangerous collector of
    money from both players and mobs. The TaxCollector will, by default, demand
    10% of any money by a random person it comes across in the form of a "citizens
    tax". That person has [WAIT] milliseconds to give over the money before the
    tax collector either charges them with tax evasion, or attacks. If the
    taxcollector is paid (mobs will always pay), then the person has [GRACE] amount
    of time before money is demanded again. The TaxCollector will never demand
    money from a member of its own clan, if it has one. Also, in areas with law,
    the tax collector will charge the rate defined as the Citizens Tax instead of
    the flat 10%, as well as charging for any back property taxes if applicable.
    +
    Behavior   : TaxCollector 
    Targets : MOBs
    Parameters : (WAIT=[TIME]) (GRACE=[TIME])
    Example :
    Example : WAIT=60000 GRACE=600000
    Description:
    This behavior makes the mob a very annoying and somewhat dangerous collector of
    money from both players and mobs. The TaxCollector will, by default, demand
    10% of any money by a random person it comes across in the form of a "citizens
    tax". That person has [WAIT] milliseconds to give over the money before the
    tax collector either charges them with tax evasion, or attacks. If the
    taxcollector is paid (mobs will always pay), then the person has [GRACE] amount
    of time before money is demanded again. The TaxCollector will never demand
    money from a member of its own clan, if it has one. Also, in areas with law,
    the tax collector will charge the rate defined as the Citizens Tax instead of
    the flat 10%, as well as charging for any back property taxes if applicable.

    TaxiBehavior -

    Behavior   : TaxiBehavior
    Targets : MOBs, Items, Rideables
    Parameters : [ALL PRICE]/[AREA/ROOM]=[PRICE]/[PARAM]=[VALUE]; ... ;
    Example : 1.5
    Example : Midgaard#3001=1.5; Smurfville=2.0; 70 ; AREAONLY=true
    Example : Midgaard#3032; 100 ; INDOOROK=false; MAXRANGE=100
    Description:
    This behavior makes the mob a carrier of players to places. The mob will
    charge for his services if you specify a price in the parameters, or he will do
    it for free if you don't, or if the last price specified was 0. The parameters
    can include a comma delimited set of room IDs, area names, or even short title
    descriptions for quickly entering rooms within short range of the mob.

    The parameters may also include certain other variables as part of the
    parameter list. These include AREAONLY = true or false, to specify whether the
    taxi knows anything about places outside his area. MAXRANGE=number for the
    maximum number of rooms away from the taxi that is known. GREETING=message
    will give a special taxi greeting message for all players who enter the room
    its in. ENTERMSG will give a message to players after they mount the taxi.
    TALKERNAME=name will change the apparent name of the speaker, allowing you to
    turn a mounted mob into a "driver" if you wish. PERROOM=number will set a
    per-room price for the distance from the current room to the one sought.
    INDOOROK=true will allow the taxi to traverse indoor rooms if convenient.
    NOWATER=true to prevent trails over water. NOAIR=true, to prevent trails
    through the air. NOLOCKS=true to prevent trails through locked doors.
    NOHOMES=true to prevent trails through private homes. NOCLIMB to prevent trails
    through climbable exits. NOCRAWL to prevent trails through crawlable exits.
    +
    Behavior   : TaxiBehavior 
    Targets : MOBs, Items, Rideables
    Parameters : [ALL PRICE]/[AREA/ROOM]=[PRICE]/[PARAM]=[VALUE]; ... ;
    Example : 1.5
    Example : Midgaard#3001=1.5; Smurfville=2.0; 70 ; AREAONLY=true
    Example : Midgaard#3032; 100 ; INDOOROK=false; MAXRANGE=100
    Description:
    This behavior makes the mob a carrier of players to places. The mob will
    charge for his services if you specify a price in the parameters, or he will do
    it for free if you don't, or if the last price specified was 0. The parameters
    can include a comma delimited set of room IDs, area names, or even short title
    descriptions for quickly entering rooms within short range of the mob.

    The parameters may also include certain other variables as part of the
    parameter list. These include AREAONLY = true or false, to specify whether the
    taxi knows anything about places outside his area. MAXRANGE=number for the
    maximum number of rooms away from the taxi that is known. GREETING=message
    will give a special taxi greeting message for all players who enter the room
    its in. ENTERMSG will give a message to players after they mount the taxi.
    TALKERNAME=name will change the apparent name of the speaker, allowing you to
    turn a mounted mob into a "driver" if you wish. PERROOM=number will set a
    per-room price for the distance from the current room to the one sought.
    INDOOROK=true will allow the taxi to traverse indoor rooms if convenient.
    NOWATER=true to prevent trails over water. NOAIR=true, to prevent trails
    through the air. NOLOCKS=true to prevent trails through locked doors.
    NOHOMES=true to prevent trails through private homes. NOCLIMB to prevent trails
    through climbable exits. NOCRAWL to prevent trails through crawlable exits.

    Thiefness -

    Behavior   : Thiefness
    Targets : MOBs
    Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
    Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
    Example :
    Example : Thief
    Example : Assassin MIXEDOFFENSIVE
    Description:
    An extension of CombatAbilities, this behavior makes the mob a Thief by class,
    and gives the mob thief skills appropriate to its level. After this behavior
    has triggered, it will often require a RESET for any level changes to the mob
    to take over. The Thiefness behavior also includes many non-combat abilities,
    including sneaking and hiding, backstabbing, picking pockets, and even stealing
    at high levels!
    Use the proficient flag to make all skills at 100% instead of level-based. Use
    the offensive/.../mixeddefensive flags to influence skill choices. This
    behavior should not be used WITH any of the other CombatAbilities behaviors,
    such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
    CombatAbilities. It should be used alone on a mob.
    Also, be aware that this behavior will modify the mobs stats to better reflect
    the class, so any additions or removals of this behavior should be accompanied
    by a room reset after saving, and manually checking to make sure the combat
    stats are as desired.
    +
    Behavior   : Thiefness 
    Targets : MOBs
    Parameters : (SUBCLASS NAME) (PROFICIENT) (NOSTATS) (NOCOMBATSTAT)
    Parameters : (OFFENSIVE,DEFENSIVE,MIXEDOFFENSIVE,MIXEDDEFENSIVE)
    Example :
    Example : Thief
    Example : Assassin MIXEDOFFENSIVE
    Description:
    An extension of CombatAbilities, this behavior makes the mob a Thief by class,
    and gives the mob thief skills appropriate to its level. After this behavior
    has triggered, it will often require a RESET for any level changes to the mob
    to take over. The Thiefness behavior also includes many non-combat abilities,
    including sneaking and hiding, backstabbing, picking pockets, and even stealing
    at high levels!
    Use the proficient flag to make all skills at 100% instead of level-based. Use
    the offensive/.../mixeddefensive flags to influence skill choices. This
    behavior should not be used WITH any of the other CombatAbilities behaviors,
    such as Fighterness, Thiefness, Mageness, Clericness, Druidness, or
    CombatAbilities. It should be used alone on a mob.
    Also, be aware that this behavior will modify the mobs stats to better reflect
    the class, so any additions or removals of this behavior should be accompanied
    by a room reset after saving, and manually checking to make sure the combat
    stats are as desired.

    Vagrant -

    Behavior   : Vagrant
    Targets : MOBs
    Parameters :
    Example :
    Description:
    The mob will spontaneously decide to go to sleep wherever the mob is currently
    at. After awhile the mob will wake up.
    +
    Behavior   : Vagrant 
    Targets : MOBs
    Parameters :
    Example :
    Description:
    The mob will spontaneously decide to go to sleep wherever the mob is currently
    at. After awhile the mob will wake up.

    VeryAggressive -

    Behavior   : VeryAggressive
    Targets : MOBs
    Parameters : aggression flags (message=[msg]) aggression masks
    Example : -race +elf message="die! You!"
    Example : -race +elf
    Example : mobkill misbehave -race +elf
    Description:
    Makes the mob attack any player mob it can detect in the same room, from the
    moment the new mob enters. In addition, this behavior will detect any mobs in
    adjacent rooms, and move to attack those as well, but only if those players
    meet all the other criteria, and are within 16 levels of the mob. Mobs will not
    be aggressive towards Archons and builders with the CMDMOBS security flag.
    Horribly wounded mobs are not aggressive. If no other parameters are given, the
    mob will attack anyone within 8 levels. Valid aggressive masks include:
    message=[msg] something for the mob to say whenever he's fixing to attack
    delay=x (makes the mob delay x ticks before looking for a victim)
    mobkill (makes this behavior attack mobs as well as players)
    misbehave (makes this mob attack even when wounded or a follower)
    +SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
    -PLAYER (spare all players), -MOB (spare all mobs/npcs)
    -CHANCE 50 (spare the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
    -CLASS +thief +mage +ranger (spare all but excepted char classes)
    +CLASS -thief -mage -ranger (spare only listed classes)
    -BASECLASS +thief +mage (spare all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (spare only listed base char classes)
    -RACE +elf +dwarf (spare all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (spare only listed races)
    -RACECAT +elf +insect +humanoid (spare all but listed racial categories)
    +RACECAT -elf -humanoid (spare only listed racial categories)
    -ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (spare only listed alignments)
    -GENDER (spare genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (spare only listed genders)
    -FACTION (spare all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (spare only faction range code)
    -NAMES +bob "+my name" (spare all except those with given names)
    +NAMES -bob "-my name" (spare only those with one of the given names)
    -SUBNAMES +*ending +*inside* (spare all except those with partial name)
    +SUBNAMES -*ending -*insid* (spare only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (spare those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
    +ANYCLASS -thief -mage (spare only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
    -MOOD +grumpy +normal (spare all except those with given moods)
    +MOOD -grumpy -normal (spare only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (spare all except those in listed clan)
    +CLAN -Killers "-Avengers" (spare only those in a listed clan)
    -DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (spare all except those with a multi-class)
    -STR X (spare those with strength greater than X)
    +STR X (spare those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (spare those in groups larger than X)
    +GROUPSIZE X (spare those in groups smaller than X)
    -AREA +thatarea "+my areaname" (spare all except those in listed area)
    +AREA -thatarea "-my areaname" (spare only those in listed area)
    -HOME "+area name" (spare all except those from listed home/beacon area)
    +HOME "-my areaname" (spare only those from listed home/beacon area)
    -ISHOME (spare all npcs not currently in their home/beacon areas)
    +ISHOME (spare all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (spare only those with an item name)
    -WORN "+item name" etc... (spare only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (spare only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
    -RESOURCES "+OAK" etc.. (spare only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not spare items of -resources)
    -IF <CONDITION> (spare, unless they meet Scriptable conditions)
    +IF <CONDITION> (never spare anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
    -VALUE X (spare those with value or money less than X)
    +VALUE X (spare those with value or money greater than X)
    -WEIGHT X (spare those weighing less than X)
    +WEIGHT X (spare those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (spare only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
    -ABILITY X (spare those with magical ability less than X)
    +ABILITY X (spare those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
    -SEASON +FALL (spare those only when season is FALL)
    +SEASON -SPRING (spare those whenever the season is SPRING)
    -WEATHER +DROUGHT (spare those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
    -SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
    +
    Behavior   : VeryAggressive 
    Targets : MOBs
    Parameters : aggression flags (message=[msg]) aggression masks
    Example : -race +elf message="die! You!"
    Example : -race +elf
    Example : mobkill misbehave -race +elf
    Description:
    Makes the mob attack any player mob it can detect in the same room, from the
    moment the new mob enters. In addition, this behavior will detect any mobs in
    adjacent rooms, and move to attack those as well, but only if those players
    meet all the other criteria, and are within 16 levels of the mob. Mobs will not
    be aggressive towards Archons and builders with the CMDMOBS security flag.
    Horribly wounded mobs are not aggressive. If no other parameters are given, the
    mob will attack anyone within 8 levels. Valid aggressive masks include:
    message=[msg] something for the mob to say whenever he's fixing to attack
    delay=x (makes the mob delay x ticks before looking for a victim)
    mobkill (makes this behavior attack mobs as well as players)
    misbehave (makes this mob attack even when wounded or a follower)
    +SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
    -PLAYER (spare all players), -MOB (spare all mobs/npcs)
    -CHANCE 50 (spare the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
    -CLASS +thief +mage +ranger (spare all but excepted char classes)
    +CLASS -thief -mage -ranger (spare only listed classes)
    -BASECLASS +thief +mage (spare all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (spare only listed base char classes)
    -RACE +elf +dwarf (spare all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (spare only listed races)
    -RACECAT +elf +insect +humanoid (spare all but listed racial categories)
    +RACECAT -elf -humanoid (spare only listed racial categories)
    -ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (spare only listed alignments)
    -GENDER (spare genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (spare only listed genders)
    -FACTION (spare all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (spare only faction range code)
    -NAMES +bob "+my name" (spare all except those with given names)
    +NAMES -bob "-my name" (spare only those with one of the given names)
    -SUBNAMES +*ending +*inside* (spare all except those with partial name)
    +SUBNAMES -*ending -*insid* (spare only those with partial name mask)
    -ACCOUNTS +bob "+my name" (spare all except those in the given accts)
    +ACCOUNTS -bob "-my name" (spare only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (spare those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
    +ANYCLASS -thief -mage (spare only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
    -MOOD +grumpy +normal (spare all except those with given moods)
    +MOOD -grumpy -normal (spare only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (spare all except those in listed clan)
    +CLAN -Killers "-Avengers" (spare only those in a listed clan)
    -DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (spare all except those with a multi-class)
    -STR X (spare those with strength greater than X)
    +STR X (spare those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (spare those in groups larger than X)
    +GROUPSIZE X (spare those in groups smaller than X)
    -AREA +thatarea "+my areaname" (spare all except those in listed area)
    +AREA -thatarea "-my areaname" (spare only those in listed area)
    -HOME "+area name" (spare all except those from listed home/beacon area)
    +HOME "-my areaname" (spare only those from listed home/beacon area)
    -ISHOME (spare all npcs not currently in their home/beacon areas)
    +ISHOME (spare all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (spare all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (spare listed)
    -ITEM "+item name" etc... (spare only those with an item name)
    -WORN "+item name" etc... (spare only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (spare only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
    -RESOURCES "+OAK" etc.. (spare only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not spare items of -resources)
    -IF <CONDITION> (spare, unless they meet Scriptable conditions)
    +IF <CONDITION> (never spare anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
    -VALUE X (spare those with value or money less than X)
    +VALUE X (spare those with value or money greater than X)
    -WEIGHT X (spare those weighing less than X)
    +WEIGHT X (spare those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (spare only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
    -ABILITY X (spare those with magical ability less than X)
    +ABILITY X (spare those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
    -SEASON +FALL (spare those only when season is FALL)
    +SEASON -SPRING (spare those whenever the season is SPRING)
    -WEATHER +DROUGHT (spare those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
    -SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)

    WaterCurrents -

    Behavior   : WaterCurrents
    Targets : Areas, Rooms
    Parameters : min, max ticks, % chance, [DIRECTION] [DIRECTION] [etc..]
    Example : min=1 max=3 chance=99 east south
    Example : east south
    Description:
    The mob will be drawn along in the directions specified by the parameters. If
    an exit is available in the first direction, it will be chosen, otherwise the
    second one, etc. The min, max, and chance dictate how often the currents will
    strike.
    +
    Behavior   : WaterCurrents 
    Targets : Areas, Rooms
    Parameters : min, max ticks, % chance, [DIRECTION] [DIRECTION] [etc..]
    Example : min=1 max=3 chance=99 east south
    Example : east south
    Description:
    The mob will be drawn along in the directions specified by the parameters. If
    an exit is available in the first direction, it will be chosen, otherwise the
    second one, etc. The min, max, and chance dictate how often the currents will
    strike.

    WeatherAffects -

    Behavior   : WeatherAffects
    Targets : Rooms, Areas
    Parameters : (windsheer=%chance) (puddlepct=%chance) (rainslipchance=%chance)
    Parameters : (snowSlipChance=%chance) (sleetSlipChance=%chance)
    (freezeOverChance=%chance)
    Parameters : (droughtFireChance=%chance) (botherticks=#ticks)
    (diseaseticks=#ticks)
    Parameters : (rustticks=#ticks) (lightningticks=#ticks) (rumbleticks=#ticks)
    Parameters : (gustticks=#ticks) (tornadoticks=#ticks) (hailticks=#ticks)
    Parameters : (dustticks=#ticks)
    Example : windsheer=10 puddlepct=20
    Description:
    The amazingly powerful behavior handles almost all of the effects of weather
    upon players and the environment. By changing the parameters listed above, the
    frequency of certain negative effects of weather can be tweeked, modified,
    enhanced, or eliminated.
    The parameters and their meaning are as follows:
    windsheer - percent chance that a ranged attack or thrown item will be blown
    off course.
    puddlepct - percent chance, following wet weather, that puddles or snow piles
    will form.
    rainslipchance - percent chance, during wet weather, that someone will slip
    while moving.
    snowSlipChance - percent chance, during snowy weather, that someone will slip
    while moving.
    sleetSlipChance - percent chance, during sleety weather, that someone will slip
    while moving.
    freezeOverChance - percent chance, during cold weather, following cold weather,
    that a given
    available water surface will freeze over for a time.
    droughtFireChance - percent chance, during a drought, that a random item will
    be selected
    from all available rooms to be spontaneously ignited.
    botherticks - how often, in ticks, players will be reminded of current weather
    conditions.
    diseaseticks - how often, in ticks, players will suffer a small chance,
    depending on weather
    conditions, of catching a weather related disease, such as cold, flu,
    frostbite, heat.
    rustticks - how often, in ticks, players in wet weather or conditions will
    suffer a chance
    of one of their items rusting and therefore taking damage.
    lightningticks - how often, in ticks, during thunderstorms, an available player
    will suffer
    a chance of someone in the same room being struck by lightning.
    rumbleticks - how often, in ticks, players are given slightly more personal
    reminders of
    current weather conditions than they get from botherticks.
    gustticks - how often, in ticks, during windy conditions, an available player
    will suffer
    a chance of someone in the same room being buffeted by a gust of wind.
    hailticks - how often, in ticks, during hail storms, an available player will
    suffer
    a chance of someone in the same room being buffeted by hail.
    dustticks - how often, in ticks, during dust storms, an available player will
    suffer
    a chance of someone in the same room being hit in the eye with dirt.
    tornadoticks - how often, in ticks, during thunderstorms and windy conditions,
    an available
    player will suffer the chance of a tornado touching down in their room.
    +
    Behavior   : WeatherAffects 
    Targets : Rooms, Areas
    Parameters : (windsheer=%chance) (puddlepct=%chance) (rainslipchance=%chance)
    Parameters : (snowSlipChance=%chance) (sleetSlipChance=%chance)
    (freezeOverChance=%chance)
    Parameters : (droughtFireChance=%chance) (botherticks=#ticks)
    (diseaseticks=#ticks)
    Parameters : (rustticks=#ticks) (lightningticks=#ticks) (rumbleticks=#ticks)
    Parameters : (gustticks=#ticks) (tornadoticks=#ticks) (hailticks=#ticks)
    Parameters : (dustticks=#ticks)
    Example : windsheer=10 puddlepct=20
    Description:
    The amazingly powerful behavior handles almost all of the effects of weather
    upon players and the environment. By changing the parameters listed above, the
    frequency of certain negative effects of weather can be tweeked, modified,
    enhanced, or eliminated.
    The parameters and their meaning are as follows:
    windsheer - percent chance that a ranged attack or thrown item will be blown
    off course.
    puddlepct - percent chance, following wet weather, that puddles or snow piles
    will form.
    rainslipchance - percent chance, during wet weather, that someone will slip
    while moving.
    snowSlipChance - percent chance, during snowy weather, that someone will slip
    while moving.
    sleetSlipChance - percent chance, during sleety weather, that someone will slip
    while moving.
    freezeOverChance - percent chance, during cold weather, following cold weather,
    that a given
    available water surface will freeze over for a time.
    droughtFireChance - percent chance, during a drought, that a random item will
    be selected
    from all available rooms to be spontaneously ignited.
    botherticks - how often, in ticks, players will be reminded of current weather
    conditions.
    diseaseticks - how often, in ticks, players will suffer a small chance,
    depending on weather
    conditions, of catching a weather related disease, such as cold, flu,
    frostbite, heat.
    rustticks - how often, in ticks, players in wet weather or conditions will
    suffer a chance
    of one of their items rusting and therefore taking damage.
    lightningticks - how often, in ticks, during thunderstorms, an available player
    will suffer
    a chance of someone in the same room being struck by lightning.
    rumbleticks - how often, in ticks, players are given slightly more personal
    reminders of
    current weather conditions than they get from botherticks.
    gustticks - how often, in ticks, during windy conditions, an available player
    will suffer
    a chance of someone in the same room being buffeted by a gust of wind.
    hailticks - how often, in ticks, during hail storms, an available player will
    suffer
    a chance of someone in the same room being buffeted by hail.
    dustticks - how often, in ticks, during dust storms, an available player will
    suffer
    a chance of someone in the same room being hit in the eye with dirt.
    tornadoticks - how often, in ticks, during thunderstorms and windy conditions,
    an available
    player will suffer the chance of a tornado touching down in their room.

    Wimpy -

    Behavior   : Wimpy
    Targets : MOBs
    Parameters : wimpy masks
    Example : -race +elf
    Description:
    Makes the mob flee any player mob it can detect in the same room. If no other
    parameters are given, the mob will flee anyone. Valid masks include:
    delay=x (makes the mob delay x ticks before looking for someone to fear)
    very=1 (makes the mob flee even if not in combat)
    +SYSOP (allow archons to bypass the rules), -SYSOP (fear archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (fear)
    -PLAYER (fear all players), -MOB (fear all mobs/npcs)
    -CHANCE 50 (fear the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (fear only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not fear objs of -classes)
    -CLASS +thief +mage +ranger (fear all but excepted char classes)
    +CLASS -thief -mage -ranger (fear only listed classes)
    -BASECLASS +thief +mage (fear all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (fear only listed base char classes)
    -RACE +elf +dwarf (fear all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (fear only listed races)
    -RACECAT +elf +insect +humanoid (fear all but listed racial categories)
    +RACECAT -elf -humanoid (fear only listed racial categories)
    -ALIGNMENT +evil +neutral +good (fear all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (fear only listed alignments)
    -GENDER (fear genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (fear only listed genders)
    -FACTION (fear all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (fear only faction range code)
    -NAMES +bob "+my name" (fear all except those with given names)
    +NAMES -bob "-my name" (fear only those with one of the given names)
    -SUBNAMES +*ending +*inside* (fear all except those with partial name)
    +SUBNAMES -*ending -*insid* (fear only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (fear all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (fear only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (fear all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (fear those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (fear all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (fear only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (fear all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (fear only those with current class level range)
    +ANYCLASS -thief -mage (fear only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (fear all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (fear only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (fear all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(fear only those with listed flags)
    -MOOD +grumpy +normal (fear all except those with given moods)
    +MOOD -grumpy -normal (fear only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (fear all except those in listed clan)
    +CLAN -Killers "-Avengers" (fear only those in a listed clan)
    -DEITY +Apollo "+Grothon" (fear all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (fear only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (fear all except those with a multi-class)
    -STR X (fear those with strength greater than X)
    +STR X (fear those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (fear those in groups larger than X)
    +GROUPSIZE X (fear those in groups smaller than X)
    -AREA +thatarea "+my areaname" (fear all except those in listed area)
    +AREA -thatarea "-my areaname" (fear only those in listed area)
    -HOME "+area name" (fear all except those from listed home/beacon area)
    +HOME "-my areaname" (fear only those from listed home/beacon area)
    -ISHOME (fear all npcs not currently in their home/beacon areas)
    +ISHOME (fear all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (fear only those with an item name)
    -WORN "+item name" etc... (fear only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (fear only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not fear items of -materials)
    -RESOURCES "+OAK" etc.. (fear only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not fear items of -resources)
    -IF <CONDITION> (fear, unless they meet Scriptable conditions)
    +IF <CONDITION> (never fear anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (fear, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (fear those with a stat value)
    -VALUE X (fear those with value or money less than X)
    +VALUE X (fear those with value or money greater than X)
    -WEIGHT X (fear those weighing less than X)
    +WEIGHT X (fear those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (fear armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (fear armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (fear only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not fear items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (fear only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not fear only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (fear only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not fear those with -senses)
    -ABILITY X (fear those with magical ability less than X)
    +ABILITY X (fear those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (fear always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (fear those only when the hour/month/day is X)
    -SEASON +FALL (fear those only when season is FALL)
    +SEASON -SPRING (fear those whenever the season is SPRING)
    -WEATHER +DROUGHT (fear those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (fear those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (fear those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (fear those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (fear all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (fear only those with listed effect)
    -SKILLS +Spell_Sleep(75) (fear all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (fear only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (fear all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (fear only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (fear all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (fear only those with listed achievements)
    +
    Behavior   : Wimpy 
    Targets : MOBs
    Parameters : wimpy masks
    Example : -race +elf
    Description:
    Makes the mob flee any player mob it can detect in the same room. If no other
    parameters are given, the mob will flee anyone. Valid masks include:
    delay=x (makes the mob delay x ticks before looking for someone to fear)
    very=1 (makes the mob flee even if not in combat)
    +SYSOP (allow archons to bypass the rules), -SYSOP (fear archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (fear)
    -PLAYER (fear all players), -MOB (fear all mobs/npcs)
    -CHANCE 50 (fear the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (fear only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not fear objs of -classes)
    -CLASS +thief +mage +ranger (fear all but excepted char classes)
    +CLASS -thief -mage -ranger (fear only listed classes)
    -BASECLASS +thief +mage (fear all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (fear only listed base char classes)
    -RACE +elf +dwarf (fear all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (fear only listed races)
    -RACECAT +elf +insect +humanoid (fear all but listed racial categories)
    +RACECAT -elf -humanoid (fear only listed racial categories)
    -ALIGNMENT +evil +neutral +good (fear all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (fear only listed alignments)
    -GENDER (fear genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (fear only listed genders)
    -FACTION (fear all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (fear only faction range code)
    -NAMES +bob "+my name" (fear all except those with given names)
    +NAMES -bob "-my name" (fear only those with one of the given names)
    -SUBNAMES +*ending +*inside* (fear all except those with partial name)
    +SUBNAMES -*ending -*insid* (fear only those with partial name mask)
    -ACCOUNTS +bob "+my name" (fear all except those in the given accts)
    +ACCOUNTS -bob "-my name" (fear only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (fear all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (fear only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (fear all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (fear those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (fear all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (fear only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (fear all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (fear only those with current class level range)
    +ANYCLASS -thief -mage (fear only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (fear all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (fear only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (fear all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(fear only those with listed flags)
    -MOOD +grumpy +normal (fear all except those with given moods)
    +MOOD -grumpy -normal (fear only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (fear all except those in listed clan)
    +CLAN -Killers "-Avengers" (fear only those in a listed clan)
    -DEITY +Apollo "+Grothon" (fear all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (fear only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (fear all except those with a multi-class)
    -STR X (fear those with strength greater than X)
    +STR X (fear those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (fear those in groups larger than X)
    +GROUPSIZE X (fear those in groups smaller than X)
    -AREA +thatarea "+my areaname" (fear all except those in listed area)
    +AREA -thatarea "-my areaname" (fear only those in listed area)
    -HOME "+area name" (fear all except those from listed home/beacon area)
    +HOME "-my areaname" (fear only those from listed home/beacon area)
    -ISHOME (fear all npcs not currently in their home/beacon areas)
    +ISHOME (fear all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (fear all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (fear listed)
    -ITEM "+item name" etc... (fear only those with an item name)
    -WORN "+item name" etc... (fear only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (fear only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not fear items of -materials)
    -RESOURCES "+OAK" etc.. (fear only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not fear items of -resources)
    -IF <CONDITION> (fear, unless they meet Scriptable conditions)
    +IF <CONDITION> (never fear anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (fear, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (fear those with a stat value)
    -VALUE X (fear those with value or money less than X)
    +VALUE X (fear those with value or money greater than X)
    -WEIGHT X (fear those weighing less than X)
    +WEIGHT X (fear those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (fear armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (fear armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (fear only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not fear items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (fear only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not fear only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (fear only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not fear those with -senses)
    -ABILITY X (fear those with magical ability less than X)
    +ABILITY X (fear those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (fear always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (fear those only when the hour/month/day is X)
    -SEASON +FALL (fear those only when season is FALL)
    +SEASON -SPRING (fear those whenever the season is SPRING)
    -WEATHER +DROUGHT (fear those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (fear those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (fear those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (fear those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (fear all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (fear only those with listed effect)
    -SKILLS +Spell_Sleep(75) (fear all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (fear only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (fear all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (fear only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (fear all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (fear only those with listed achievements)

    WimpyAggressive -

    Behavior   : WimpyAggressive
    Targets : MOBs
    Parameters : aggression flags (message=[msg]) aggression masks
    Example : -race +elf
    Example : -race +elf misbehave mobkill
    Description:
    Makes the mob attack any sleeping player mob it can detect in the same room.
    Mobs will not be aggressive towards Archons and builders with the CMDMOBS
    security flag. If no other parameters are given, the mob will attack anyone.
    Valid aggressive masks include:
    message=[msg] something for the mob to say whenever he's fixing to attack
    delay=x (makes the mob delay x ticks before looking for a victim)
    mobkill (makes this behavior attack mobs as well as players)
    misbehave (makes this mob attack even when wounded or a follower)
    +SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
    -PLAYER (spare all players), -MOB (spare all mobs/npcs)
    -CHANCE 50 (spare the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
    -CLASS +thief +mage +ranger (spare all but excepted char classes)
    +CLASS -thief -mage -ranger (spare only listed classes)
    -BASECLASS +thief +mage (spare all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (spare only listed base char classes)
    -RACE +elf +dwarf (spare all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (spare only listed races)
    -RACECAT +elf +insect +humanoid (spare all but listed racial categories)
    +RACECAT -elf -humanoid (spare only listed racial categories)
    -ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (spare only listed alignments)
    -GENDER (spare genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (spare only listed genders)
    -FACTION (spare all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (spare only faction range code)
    -NAMES +bob "+my name" (spare all except those with given names)
    +NAMES -bob "-my name" (spare only those with one of the given names)
    -SUBNAMES +*ending +*inside* (spare all except those with partial name)
    +SUBNAMES -*ending -*insid* (spare only those with partial name mask)
    -TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (spare those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
    +ANYCLASS -thief -mage (spare only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
    -MOOD +grumpy +normal (spare all except those with given moods)
    +MOOD -grumpy -normal (spare only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (spare all except those in listed clan)
    +CLAN -Killers "-Avengers" (spare only those in a listed clan)
    -DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (spare all except those with a multi-class)
    -STR X (spare those with strength greater than X)
    +STR X (spare those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (spare those in groups larger than X)
    +GROUPSIZE X (spare those in groups smaller than X)
    -AREA +thatarea "+my areaname" (spare all except those in listed area)
    +AREA -thatarea "-my areaname" (spare only those in listed area)
    -HOME "+area name" (spare all except those from listed home/beacon area)
    +HOME "-my areaname" (spare only those from listed home/beacon area)
    -ISHOME (spare all npcs not currently in their home/beacon areas)
    +ISHOME (spare all npcs unless they are in their home/beacon areas)
    -ITEM "+item name" etc... (spare only those with an item name)
    -WORN "+item name" etc... (spare only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (spare only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
    -RESOURCES "+OAK" etc.. (spare only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not spare items of -resources)
    -IF <CONDITION> (spare, unless they meet Scriptable conditions)
    +IF <CONDITION> (never spare anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
    -VALUE X (spare those with value or money less than X)
    +VALUE X (spare those with value or money greater than X)
    -WEIGHT X (spare those weighing less than X)
    +WEIGHT X (spare those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (spare only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
    -ABILITY X (spare those with magical ability less than X)
    +ABILITY X (spare those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
    -SEASON +FALL (spare those only when season is FALL)
    +SEASON -SPRING (spare those whenever the season is SPRING)
    -WEATHER +DROUGHT (spare those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
    -SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)
    +
    Behavior   : WimpyAggressive 
    Targets : MOBs
    Parameters : aggression flags (message=[msg]) aggression masks
    Example : -race +elf
    Example : -race +elf misbehave mobkill
    Description:
    Makes the mob attack any sleeping player mob it can detect in the same room.
    Mobs will not be aggressive towards Archons and builders with the CMDMOBS
    security flag. If no other parameters are given, the mob will attack anyone.
    Valid aggressive masks include:
    message=[msg] something for the mob to say whenever he's fixing to attack
    delay=x (makes the mob delay x ticks before looking for a victim)
    mobkill (makes this behavior attack mobs as well as players)
    misbehave (makes this mob attack even when wounded or a follower)
    +SYSOP (allow archons to bypass the rules), -SYSOP (spare archons)
    +SUBOP (allow local area staff to bypass the rules), -SUBOP (spare)
    -PLAYER (spare all players), -MOB (spare all mobs/npcs)
    -CHANCE 50 (spare the given % of the time)
    -JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
    +JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
    -CLASS +thief +mage +ranger (spare all but excepted char classes)
    +CLASS -thief -mage -ranger (spare only listed classes)
    -BASECLASS +thief +mage (spare all but excepted base char classes)
    +BASECLASS -thief -mage -ranger (spare only listed base char classes)
    -RACE +elf +dwarf (spare all but excepted races)
    +RACE -elf -dwarf -human -half -gnome (spare only listed races)
    -RACECAT +elf +insect +humanoid (spare all but listed racial categories)
    +RACECAT -elf -humanoid (spare only listed racial categories)
    -ALIGNMENT +evil +neutral +good (spare all but excepted alignments)
    +ALIGNMENT -evil -good -neutral (spare only listed alignments)
    -GENDER (spare genders), -GENDER +male +neuter (create exceptions)
    +GENDER -male -female -neuter (spare only listed genders)
    -FACTION (spare all faction and values, even a lack of faction)
    -FACTION +myfactionrange +faction.rangecode (create exceptions)
    +FACTION -rangecode -faction.rangecode (spare only faction range code)
    -NAMES +bob "+my name" (spare all except those with given names)
    +NAMES -bob "-my name" (spare only those with one of the given names)
    -SUBNAMES +*ending +*inside* (spare all except those with partial name)
    +SUBNAMES -*ending -*insid* (spare only those with partial name mask)
    -ACCOUNTS +bob "+my name" (spare all except those in the given accts)
    +ACCOUNTS -bob "-my name" (spare only those with one of the given accts)
    -TATTOOS +mytatto +thistattoo (spare all but those with excepted tatts)
    +TATTOOS -mytatt -anytattoo, (spare only those with a listed tattoo)
    -EXPERTISES +myedu +thisedu (spare all but those with listed expertise)
    +EXPERTISES -myedu -anyedu (spare those with a listed expertise)
    -LEVEL +=1 +>5 +>=7 +<13 +<=20 (spare all but those player level ranges)
    -=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
    -CLASSLEVEL +=1 +>5 +<=20 (spare all except those with current class lvl)
    -MAXCLASSLEVEL +=1 +<13 (spare only those with current class level range)
    +ANYCLASS -thief -mage (spare only those with a listed multi-class)
    -ANYCLASSLEVEL +thief +>5 +mage +<10 (spare all except multi-class lvl)
    +ANYCLASSLEVEL -thief ->5 -mage -<10 (spare only these multi-class lvls)
    -SECURITY +cmdrooms +area cmditems (spare all but listed security flags)
    +SECURITY -cmdrooms +area cmditems,(spare only those with listed flags)
    -MOOD +grumpy +normal (spare all except those with given moods)
    +MOOD -grumpy -normal (spare only those with subtracted moods)
    -CLAN +Killers "+The Avengers" (spare all except those in listed clan)
    +CLAN -Killers "-Avengers" (spare only those in a listed clan)
    -DEITY +Apollo "+Grothon" (spare all except worshippers of listed deity)
    +DEITY -God "-Rothon 1" (spare only worshippers of a listed deity)
    -ANYCLASS +thief +ranger (spare all except those with a multi-class)
    -STR X (spare those with strength greater than X)
    +STR X (spare those with strength less than X)
    -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
    +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
    +-ADJSTR...ADJCON (Same as above, but uses current values)
    -GROUPSIZE X (spare those in groups larger than X)
    +GROUPSIZE X (spare those in groups smaller than X)
    -AREA +thatarea "+my areaname" (spare all except those in listed area)
    +AREA -thatarea "-my areaname" (spare only those in listed area)
    -HOME "+area name" (spare all except those from listed home/beacon area)
    +HOME "-my areaname" (spare only those from listed home/beacon area)
    -ISHOME (spare all npcs not currently in their home/beacon areas)
    +ISHOME (spare all npcs unless they are in their home/beacon areas)
    -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (spare all but)
    +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (spare listed)
    -ITEM "+item name" etc... (spare only those with an item name)
    -WORN "+item name" etc... (spare only those wearing item name)
    -MATERIAL "+WOODEN" etc.. (spare only items of added materials)
    +MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
    -RESOURCES "+OAK" etc.. (spare only items of added resources)
    +RESOURCES "-OAK" etc.. (Do not spare items of -resources)
    -IF <CONDITION> (spare, unless they meet Scriptable conditions)
    +IF <CONDITION> (never spare anyone who meets Scriptable cond)
    -IFSTAT +STAT=VALUE +STAT=VALUE (spare, unless a stat value is true)
    +IF -STAT=VALUE -STAT=VALUE (spare those with a stat value)
    -VALUE X (spare those with value or money less than X)
    +VALUE X (spare those with value or money greater than X)
    -WEIGHT X (spare those weighing less than X)
    +WEIGHT X (spare those weighing more than X)
    -ARMOR/-DAMAGE/-ATTACK X (spare armor/damage/attack bonus less than X)
    +ARMOR/+DAMAGE/+ATTACK X (spare armor/damage/attack bonus more than X)
    +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
    -WORNON "+TORSO" etc.. (spare only items wearable on +locations)
    +WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
    -DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
    +DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
    -SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
    +SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
    -ABILITY X (spare those with magical ability less than X)
    +ABILITY X (spare those with magical ability greater than X)
    -HOUR/-MONTH/-DAY +X (spare always, unless the hour/month/day is X)
    +HOUR/+MONTH/+DAY -X (spare those only when the hour/month/day is X)
    -SEASON +FALL (spare those only when season is FALL)
    +SEASON -SPRING (spare those whenever the season is SPRING)
    -WEATHER +DROUGHT (spare those only when weather is DROUGHT)
    +WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
    -QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
    +QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
    -EFFECTS +Sleep "+Wood Chopping" (spare all except those with effects)
    +EFFECTS -Sleep "-Wood Chopping" (spare only those with listed effect)
    -SKILLS +Spell_Sleep(75) (spare all except those with skill proficiency)
    +SKILLS -Spell_Sleep(75) (spare only those with skill proficiency)
    -SKILLFLAG +ENCHANTMENT etc.. (spare all except those with skillflag)
    +SKILLFLAG -ENCHANTMENT etc.. (spare only those with listed skillflag)
    -ACCCHIEVES +mytatto etc.. (spare all except those with achievements)
    +ACCCHIEVES -mytattoo etc.. (spare only those with listed achievements)

    diff --git a/guides/refs/help.html b/guides/refs/help.html index 0c9815d290b..4425e8a264c 100644 --- a/guides/refs/help.html +++ b/guides/refs/help.html @@ -14,6 +14,10 @@

    CoffeeMud 5.9

      +
    • + COLORS +
    • AARAKOCRAN
    • ABJURER @@ -250,6 +254,8 @@

      CoffeeMud 5.9

    • COMMANDS +
    • COMMONER +
    • COMMON_SKILLS
    • COMMUNICATION @@ -576,6 +582,8 @@

      CoffeeMud 5.9

    • ME +
    • MEANINGOFLIFE +
    • MER
    • MERFOLK @@ -688,6 +696,8 @@

      CoffeeMud 5.9

    • POLL +
    • POOF +
    • PORTSIDE
    • POSE @@ -708,6 +718,8 @@

      CoffeeMud 5.9

    • PROMPT +
    • PUBLIC_SHAMING +
    • PULL
    • PURGE @@ -990,39 +1002,46 @@

      CoffeeMud 5.9

      +

      + + COLORS +

      Command : COLORSET 
      Usage : COLORSET (DEFAULT)
      Example : colorset
      Short(s):
      Change some of the system colors to match your preferences.
      +

      +

      AARAKOCRAN -

      Race Name : Aarakocran (Avian)
      Stat Mods.: Dexterity+2, constitution-1, charisma-1, max dexterity adj.+2,
      max constitution adj.-1, max charisma adj.-1, save vs
      overlooking+50
      Abilities : Eagle Eyes(50%), Winged Flight(100%), Hunting(50%)
      Languages : Bird Speak(100%)
      Life Exp. : 45 Years
      Immunities: Lycanthropy
      Equipment :
      Desc. :
      Aarakocran are bipedal birdmen, with hands incorporated into their wings.
      Aarakocran are a little taller than humans, but much lighter due to their bone
      structure. They are adept flyers with superior vision.
      +
      Race Name : Aarakocran (Avian) 
      Stat Mods.: Dexterity+2, constitution-1, charisma-1, max dexterity adj.+2,
      max constitution adj.-1, max charisma adj.-1, save vs
      overlooking+50
      Abilities : Eagle Eyes(50%), Winged Flight(100%), Hunting(50%)
      Languages : Bird Speak(100%)
      Life Exp. : 45 Years
      Immunities: Lycanthropy
      Equipment :
      Desc. :
      Aarakocran are bipedal birdmen, with hands incorporated into their wings.
      Aarakocran are a little taller than humans, but much lighter due to their bone
      structure. They are adept flyers with superior vision.

      ABJURER -

      Char Class: Abjurer (Mage)
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : At 5th level, receives bonus damage from Abjuration as levels
      advance. At 10th level, receives double duration on your
      Abjuration magic, and half duration from malicious Abjuration
      magic.
      Limits : Unable to cast Enchantment/charm spells. Receives penalty damage
      from Enchantment/charm as levels advance. Receives double
      duration from malicious Enchantment/charm magic, half duration on
      other Enchantment/charm effects.
      Desc. :
      Abjurers are specialist mages who concentrate their studies towards the mastery
      of protective magic. So adept have they become that they automatically gain
      every known abjuration spell when they gain levels, including spells which only
      the abjurer may master.

      Although the Abjurer will not have the benefit of Enchantment spells, they are
      still formidible foes. Their protective magic lasts much longer than that of
      other mages, and they still have access to many of the most dangerous spells.
      +
      Char Class: Abjurer (Mage) 
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : At 5th level, receives bonus damage from Abjuration as levels
      advance. At 10th level, receives double duration on your
      Abjuration magic, and half duration from malicious Abjuration
      magic.
      Limits : Unable to cast Enchantment/charm spells. Receives penalty damage
      from Enchantment/charm as levels advance. Receives double
      duration from malicious Enchantment/charm magic, half duration on
      other Enchantment/charm effects.
      Desc. :
      Abjurers are specialist mages who concentrate their studies towards the mastery
      of protective magic. So adept have they become that they automatically gain
      every known abjuration spell when they gain levels, including spells which only
      the abjurer may master.

      Although the Abjurer will not have the benefit of Enchantment spells, they are
      still formidible foes. Their protective magic lasts much longer than that of
      other mages, and they still have access to many of the most dangerous spells.

      ABOVE -

      Command : ABOVE
      Usage : ABOVE
      Example : above
      Short(s):
      Travel above deck from the room or location.
      +
      Command : ABOVE 
      Usage : ABOVE
      Example : above
      Short(s):
      Travel above deck from the room or location.

      ACCOUNT -

      Command : ACCOUNT
      Usage : ACCOUNT
      Example : account
      Short(s):
      If this mud supports accounts, this command will show you a list of your
      characters, and your account expiration date, if applicable. You can also use
      LOGOUT to return to the account menu, or SWITCH to quickly change between
      characters on the same account.
      +
      Command : ACCOUNT 
      Usage : ACCOUNT
      Example : account
      Short(s):
      If this mud supports accounts, this command will show you a list of your
      characters, and your account expiration date, if applicable. You can also use
      LOGOUT to return to the account menu, or SWITCH to quickly change between
      characters on the same account.

      ACHIEVEMENTS -

      Command : ACHIEVEMENTS
      Usage : ACHIEVEMENTS (PLAYER/ACCOUNT) (ALL/NOW/ANNOUNCE) ([PLAYERNAME])
      Usage : ACHIEVEMENTS (AWARDS/REMORT/FUTURE/RETIRE) ([PLAYERNAME])
      Example : achievements
      Example : achievements all
      Example : achievements bob
      Example : achievements player now
      Example : achievements account announce bob
      Example : achievements future bob
      This command shows the player all their notable achievements in the game. If
      the optional NOW parameter is given, then all achievements in which the player
      has made any progress is shown. If the optional ALL parameter is given, then
      all Possible achievements are shown, along with any progress the player has
      made towards them. If ANNOUNCE is specified, then the player will announce the
      achievements to the room. If a player name is specified, then the achievements
      of that player are shown instead. If the optional player or account parameter
      is specified, then the achievements will be limited to player or account
      specific achievements, if your mud supports accounts.

      The AWARDS parameter will show all awards, from all sources, that the current
      or given target has received.
      The FUTURE parameter will show all account awards that would be received by the
      next character created on this player account.
      The RETIRE parameter will show all awards that would be received by this player
      account should the current or given player retire immediately, including
      previously earned awards.
      The REMORT parameter will show all awards that would be received by the current
      or given player should they remort immediately, including previously earned
      awards.

      Some achievements are evaluated only once an hour, but this command will also
      force your achievement tracker to do an evaluation.
      +
      Command : ACHIEVEMENTS 
      Usage : ACHIEVEMENTS (PLAYER/ACCOUNT) (ALL/NOW/ANNOUNCE) ([PLAYERNAME])
      Usage : ACHIEVEMENTS (AWARDS/REMORT/FUTURE/RETIRE) ([PLAYERNAME])
      Example : achievements
      Example : achievements all
      Example : achievements bob
      Example : achievements player now
      Example : achievements account announce bob
      Example : achievements future bob
      This command shows the player all their notable achievements in the game. If
      the optional NOW parameter is given, then all achievements in which the player
      has made any progress is shown. If the optional ALL parameter is given, then
      all Possible achievements are shown, along with any progress the player has
      made towards them. If ANNOUNCE is specified, then the player will announce the
      achievements to the room. If a player name is specified, then the achievements
      of that player are shown instead. If the optional player or account parameter
      is specified, then the achievements will be limited to player or account
      specific achievements, if your mud supports accounts.

      The AWARDS parameter will show all awards, from all sources, that the current
      or given target has received.
      The FUTURE parameter will show all account awards that would be received by the
      next character created on this player account.
      The RETIRE parameter will show all awards that would be received by this player
      account should the current or given player retire immediately, including
      previously earned awards.
      The REMORT parameter will show all awards that would be received by the current
      or given player should they remort immediately, including previously earned
      awards.

      Some achievements are evaluated only once an hour, but this command will also
      force your achievement tracker to do an evaluation.

      ACTIVATE -

      Command : ACTIVATE
      Usage : ACTIVATE ([COMMANDS]) [ITEM]
      Example : activate phazer
      Example : activate console
      Example : activate stun phazer
      This multi-purpose command is used to turn-on electrical devices, and, in some
      circumstances, cause the device to perform its function. (by including optional
      parameters), and operate computer consoles.
      +
      Command : ACTIVATE 
      Usage : ACTIVATE ([COMMANDS]) [ITEM]
      Example : activate phazer
      Example : activate console
      Example : activate stun phazer
      This multi-purpose command is used to turn-on electrical devices, and, in some
      circumstances, cause the device to perform its function. (by including optional
      parameters), and operate computer consoles.

      AFFECT -

      Command : AFFECTS
      Usage : AFFECTS
      Example : affects
      Short(s): AFF
      List your present disposition, as well as any spells or other affects that your
      character is currently under the influence of.
      +
      Command : AFFECTS 
      Usage : AFFECTS
      Example : affects
      Short(s): AFF
      List your present disposition, as well as any spells or other affects that your
      character is currently under the influence of.

      @@ -1032,22 +1051,22 @@

      CoffeeMud 5.9

      AFK -

      Command : AFK
      Usage : AFK ([OPTIONAL MESSAGE])
      Example : afk
      Example : afk I am eating.
      Short(s):
      Notifies the system that you are away from your keyboard. Entering AFK again,
      or just entering a new command will reset this status. You may enter an
      optional message to give to those who attempt to TELL you something.
      +
      Command : AFK 
      Usage : AFK ([OPTIONAL MESSAGE])
      Example : afk
      Example : afk I am eating.
      Short(s):
      Notifies the system that you are away from your keyboard. Entering AFK again,
      or just entering a new command will reset this status. You may enter an
      optional message to give to those who attempt to TELL you something.

      AFT -

      Command : AFT
      Usage : AFT
      Example : aft
      Short(s):
      Travel towards the rear of a ship.
      +
      Command : AFT 
      Usage : AFT
      Example : aft
      Short(s):
      Travel towards the rear of a ship.

      AFT_PORTSIDE -

      Command : AFT PORTSIDE
      Usage : AFT PORTSIDE
      Example : aft portside
      Short(s):
      Travel towards the rear left of a ship.
      +
      Command : AFT PORTSIDE 
      Usage : AFT PORTSIDE
      Example : aft portside
      Short(s):
      Travel towards the rear left of a ship.

      AFT_STARBOARD -

      Command : AFT STARBOARD
      Usage : AFT STARBOARD
      Example : aft starboard
      Short(s):
      Travel towards the rear right of a ship.
      +
      Command : AFT STARBOARD 
      Usage : AFT STARBOARD
      Example : aft starboard
      Short(s):
      Travel towards the rear right of a ship.

      @@ -1057,37 +1076,37 @@

      CoffeeMud 5.9

      ALIAS -

      Command : ALIAS
      Usage : ALIAS
      Example : alias
      Short(s):
      This command will allow a player to manage a list of alias command strings.
      Any command string a player enters which begins with one of the listed alias
      names will be replaced with the given alias value. This allows players to
      create shorter keywords for activating commands which might normally require
      longer strings.
      +
      Command : ALIAS 
      Usage : ALIAS
      Example : alias
      Short(s):
      This command will allow a player to manage a list of alias command strings.
      Any command string a player enters which begins with one of the listed alias
      names will be replaced with the given alias value. This allows players to
      create shorter keywords for activating commands which might normally require
      longer strings. Multiple commands may be combined by putting a tilde ~
      character between them. You may also prefix an entire alias command string
      with the word NOECHO to prevent the commands from being echoed.

      ALIGNMENT -

      Your alignment represents your moral fiber, with Good representing selfless
      benevolence, Evil representing selfish maliciousness, and Neutral representing
      the balance of the two.

      In combat, the amount of experience you receive from the vanquishing of a foe
      depends partially on your alignment versus that of the creature you have
      killed. In general, if you are Good and you kill a Good creature, or Evil and
      kill an Evil creature, or Neutral and kill a Neutral creature, you receive
      least experience. The amount of experience can vary depending upon how close
      to perfect Goodness, perfect Evil, or pure Neutrality you are. In addition to
      receiving the least amount of experience for violating this rule, you will find
      your characters alignment slowly changing with each repeat offense.

      For some classes, alignment can have other affects. Paladins must always be
      good, and will find that their spellcasting ability disappears with their
      goodness. Clerics may be good or evil, but their spell choices can profoundly
      impact their alignment. A Good Cleric or Paladin who casts malicious spells
      will soon find themselves becoming evil. Evil Clerics can suffer the same fate
      for using benevolent spells.
      +
      Your alignment represents your moral fiber, with Good representing selfless
      benevolence, Evil representing selfish maliciousness, and Neutral representing
      the balance of the two.

      In combat, the amount of experience you receive from the vanquishing of a foe
      depends partially on your alignment versus that of the creature you have
      killed. In general, if you are Good and you kill a Good creature, or Evil and
      kill an Evil creature, or Neutral and kill a Neutral creature, you receive
      least experience. The amount of experience can vary depending upon how close
      to perfect Goodness, perfect Evil, or pure Neutrality you are. In addition to
      receiving the least amount of experience for violating this rule, you will find
      your characters alignment slowly changing with each repeat offense.

      For some classes, alignment can have other affects. Paladins must always be
      good, and will find that their spellcasting ability disappears with their
      goodness. Clerics may be good or evil, but their spell choices can profoundly
      impact their alignment. A Good Cleric or Paladin who casts malicious spells
      will soon find themselves becoming evil. Evil Clerics can suffer the same fate
      for using benevolent spells.

      ALTERER -

      Char Class: Alterer (Mage)
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : At 5th level, receives bonus damage from Alteration as levels
      advance. At 10th level, receives double duration on your
      Alteration magic, and half duration from malicious Alteration
      magic.
      Limits : Unable to cast Invocation/evocation spells. Receives penalty
      damage from Invocation/evocation as levels advance. Receives
      double duration from malicious Invocation/evocation magic, half
      duration on other Invocation/evocation effects.
      Desc. :
      Alterers are specialist mages who concentrate their studies in the mastery of
      altering the world around them. Their all-purpose skills serve them
      wonderfully in combat, in the maintenance of their own health and equipment,
      and in becoming successful adventurers. So skilled are they in the alteration
      of the universe that they gain all known alteration spells, including some
      which only the alterer may gain.

      The Alterer suffers from a lack of access to the Evocation school of magic, the
      long duration and heavy impact of their spells plus the general usefulness of
      their school makes them a good choice for all mages. Since they have their own
      kind of destructive magic, they will find they don't miss evocations at all.
      +
      Char Class: Alterer (Mage) 
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : At 5th level, receives bonus damage from Alteration as levels
      advance. At 10th level, receives double duration on your
      Alteration magic, and half duration from malicious Alteration
      magic.
      Limits : Unable to cast Invocation/evocation spells. Receives penalty
      damage from Invocation/evocation as levels advance. Receives
      double duration from malicious Invocation/evocation magic, half
      duration on other Invocation/evocation effects.
      Desc. :
      Alterers are specialist mages who concentrate their studies in the mastery of
      altering the world around them. Their all-purpose skills serve them
      wonderfully in combat, in the maintenance of their own health and equipment,
      and in becoming successful adventurers. So skilled are they in the alteration
      of the universe that they gain all known alteration spells, including some
      which only the alterer may gain.

      The Alterer suffers from a lack of access to the Evocation school of magic, the
      long duration and heavy impact of their spells plus the general usefulness of
      their school makes them a good choice for all mages. Since they have their own
      kind of destructive magic, they will find they don't miss evocations at all.

      ANSI -

      Command : ANSI
      Usage : ANSI (OFF)
      Example : ansi
      Example : ansi off
      Short(s):
      Turns color output on or off. NOANSI or NOCOLOR or the OFF argument to turn it
      off. See also COLORSET.
      +
      Command : ANSI 
      Usage : ANSI (OFF)
      Example : ansi
      Example : ansi off
      Short(s):
      Turns color output on or off. NOANSI or NOCOLOR or the OFF argument to turn it
      off. See also COLORSET.

      APOTHOCARY -

      A common mispelling for APOTHECARY.
      +
      A common misspelling for APOTHECARY.

      APPRENTICE -

      Char Class: Apprentice (Commoner)
      Max-Stats : Others (18)
      Qualifiers: Wisdom 5+, Intelligence 5+
      Races : All
      Prime Stat: Wisdom Attack Pts: +(Wis/18)-1 per level
      Practices : 5 +[(Wisdom/6)+5 per lvl] Trains : 6 +1 per level
      Hit Points: 20 +[(Con/9)+(1d4) /lvl] Mana : 100 +[(Int/10)+(1d2)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
      Weapons : Must use dagger-like or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : Gains lots of xp for training to a new class, and gets bonus
      common skills.
      Limits :
      Desc. :
      An Apprentice may not go past level 1, and qualifies only for the games most
      common non-combat skills. You are free to move around in the game like anyone
      else, in order to learn some of the ropes before choosing a more permanent
      career. When you have decided which of the main classes to go to, you may use
      the TRAIN command with an appropriate teacher to become the class of your
      choosing. If you can't find an appropriate teacher, remember that a player of
      the proper class may be able to help you. Be sure to save yourself a training
      point for this purpose!
      +
      Char Class: Apprentice (Commoner) 
      Max-Stats : Others (18)
      Qualifiers: Wisdom 5+, Intelligence 5+
      Races : All
      Prime Stat: Wisdom Attack Pts: +(Wis/18)-1 per level
      Practices : 5 +[(Wisdom/6)+5 per lvl] Trains : 6 +1 per level
      Hit Points: 20 +[(Con/9)+(1d4) /lvl] Mana : 100 +[(Int/10)+(1d2)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
      Weapons : Must use dagger-like or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : Gains lots of xp for training to a new class, and gets bonus
      common skills.
      Limits :
      Desc. :
      An Apprentice may not go past level 1, and qualifies only for the games most
      common non-combat skills. You are free to move around in the game like anyone
      else, in order to learn some of the ropes before choosing a more permanent
      career. When you have decided which of the main classes to go to, you may use
      the TRAIN command with an appropriate teacher to become the class of your
      choosing. If you can't find an appropriate teacher, remember that a player of
      the proper class may be able to help you. Be sure to save yourself a training
      point for this purpose!

      ARCANIST -

      Char Class: Arcanist (Thief)
      Max-Stats : Intelligence (22), Dexterity (22), Others (18)
      Qualifiers: Dexterity 9+, Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/5)+(1d3)/lvl]
      Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear leather, cloth, or vegetation based armor.
      Bonuses : Magic resistance, 1%/level. Huge discounts when buying potions
      after 5th level. Ability to memorize spells learned through
      SpellCraft. Can see wand charges at level 30.
      Limits :
      Desc. :
      Also known as the Arcane Rogue, the Arcanist is the thief who has become
      fascinated with all things arcane, but has little or no innate magical power.
      He is an accumulator of wands and scrolls; making good use of his limited
      knowledge to create, improve, and most especially use these items to his
      devious ends. Arcanists are also just knowledgable enough to learn spells
      simply by observing their usage, although, lacking any innate power, he forgets
      them as soon as they are used.
      +
      Char Class: Arcanist (Thief) 
      Max-Stats : Intelligence (22), Dexterity (22), Others (18)
      Qualifiers: Dexterity 9+, Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/5)+(1d3)/lvl]
      Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear leather, cloth, or vegetation based armor.
      Bonuses : Magic resistance, 1%/level. Huge discounts when buying potions
      after 5th level. Ability to memorize spells learned through
      SpellCraft. Can see wand charges at level 30.
      Limits :
      Desc. :
      Also known as the Arcane Rogue, the Arcanist is the thief who has become
      fascinated with all things arcane, but has little or no innate magical power.
      He is an accumulator of wands and scrolls; making good use of his limited
      knowledge to create, improve, and most especially use these items to his
      devious ends. Arcanists are also just knowledgable enough to learn spells
      simply by observing their usage, although, lacking any innate power, he forgets
      them as soon as they are used.

      @@ -1097,22 +1116,22 @@

      CoffeeMud 5.9

      AREAS -

      Command : AREAS
      Usage : AREAS ([FILTER EXPRESSION]) (SORT=[SORTTYPE])
      Example : areas
      Example : areas $population > 10 or ($avg_level < 5 and $avg_level > 2)
      Example : areas $med_alignment >= 7500
      Example : areas $med_alignment >= 7500 sort=med_level
      Short(s):
      This command will list all the areas in the known world of the game.

      You can also filter the list by entering a expression that tests various
      statistics about the area in order to help find the one you want. You can use
      any normal mathematical calculation and comparisons >, <, >=, =, !=, <>, <=,
      and can combine expressions using "and" or "or". Use parenthesis to affect the
      order of evaulation. Most importantly, you can test any of the following
      variables about the areas: $POPULATION, $MIN_LEVEL, $MAX_LEVEL, $AVG_LEVEL,
      $MED_LEVEL, $AVG_ALIGNMENT, $MED_ALIGNMENT, $TOTAL_LEVELS,
      $TOTAL_INTELLIGENT_LEVELS, $VISITABLE_ROOMS
      You can sort the list by the same variables that can be filtered, which will
      cause the display to show the value of that stat alongside the area name. You
      can also sort by REVERSE (name), LEVEL, and AUTHOR.

      You may also enter HELP [AREA NAME] to get more help on the areas you see
      listed with this command.
      +
      Command : AREAS 
      Usage : AREAS ([FILTER EXPRESSION]) (SORT=[SORTTYPE])
      Example : areas
      Example : areas $population > 10 or ($avg_level < 5 and $avg_level > 2)
      Example : areas $med_alignment >= 7500
      Example : areas $med_alignment >= 7500 sort=med_level
      Short(s):
      This command will list all the areas in the known world of the game.

      You can also filter the list by entering a expression that tests various
      statistics about the area in order to help find the one you want. You can use
      any normal mathematical calculation and comparisons >, <, >=, =, !=, <>, <=,
      and can combine expressions using "and" or "or". Use parenthesis to affect the
      order of evaulation. Most importantly, you can test any of the following
      variables about the areas: $POPULATION, $MIN_LEVEL, $MAX_LEVEL, $AVG_LEVEL,
      $MED_LEVEL, $AVG_ALIGNMENT, $MED_ALIGNMENT, $TOTAL_LEVELS,
      $TOTAL_INTELLIGENT_LEVELS, $VISITABLE_ROOMS
      You can sort the list by the same variables that can be filtered, which will
      cause the display to show the value of that stat alongside the area name. You
      can also sort by REVERSE (name), LEVEL, and AUTHOR.

      You may also enter HELP [AREA NAME] to get more help on the areas you see
      listed with this command.

      AREA_COINS -


      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      Currency : Copper
      copper bit(s) (cc) : (exchange rate is 1.0 of base)
      silver bit(s) (sc) : Equal to 10 copper bits.
      gold bit(s) (gc) : Equal to 100 copper bits.
      platinum bit(s) (pc): Equal to 500 copper bits.
      aluminum bit(s) (ac): Equal to 10000 copper bits.
      +
       
      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      AREA_CURRENCY -


      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      Currency : Copper
      copper bit(s) (cc) : (exchange rate is 1.0 of base)
      silver bit(s) (sc) : Equal to 10 copper bits.
      gold bit(s) (gc) : Equal to 100 copper bits.
      platinum bit(s) (pc): Equal to 500 copper bits.
      aluminum bit(s) (ac): Equal to 10000 copper bits.
      +
       
      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      AREA_MONEY -


      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      Currency : Copper
      copper bit(s) (cc) : (exchange rate is 1.0 of base)
      silver bit(s) (sc) : Equal to 10 copper bits.
      gold bit(s) (gc) : Equal to 100 copper bits.
      platinum bit(s) (pc): Equal to 500 copper bits.
      aluminum bit(s) (ac): Equal to 10000 copper bits.
      +
       
      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      @@ -1127,22 +1146,22 @@

      CoffeeMud 5.9

      ARTISAN -

      Char Class: Artisan (Commoner)
      Max-Stats : Strength (22), Intelligence (22), Dexterity (22), Constitution
      (22), Charisma (22), Wisdom (22), Others (18)
      Qualifiers: Strength 9+, Dexterity 9+
      Races : All
      Prime Stat: Wisdom Attack Pts: +(Wis/18)-1 per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/10)+(1d2)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use dagger-like or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : Gains experience when using common skills and no common skill
      limits.
      Limits :
      Desc. :
      An Artisan is a professional tradesman who specializes in the common skills
      that make civilization work. Although his fighting weakness makes him a poor
      choice for exploring those monster filled dungeons, the Artisan is still able
      to advance by using his skills and gaining experience while he does! Artisans,
      like Apprentices, may still choose to go into a more adventurous profession,
      but like Apprentices, they are unable to go back.
      +
      Char Class: Artisan (Commoner) 
      Max-Stats : Strength (22), Intelligence (22), Dexterity (22), Constitution
      (22), Charisma (22), Wisdom (22), Others (18)
      Qualifiers: Strength 9+, Dexterity 9+
      Races : All
      Prime Stat: Wisdom Attack Pts: +(Wis/18)-1 per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/10)+(1d2)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use dagger-like or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : Gains experience when using common skills and no common skill
      limits.
      Limits :
      Desc. :
      An Artisan is a professional tradesman who specializes in the common skills
      that make civilization work. Although his fighting weakness makes him a poor
      choice for exploring those monster filled dungeons, the Artisan is still able
      to advance by using his skills and gaining experience while he does! Artisans,
      like Apprentices, may still choose to go into a more adventurous profession,
      but like Apprentices, they are unable to go back.

      ASK -

      Command : ASK
      Usage : ASK ([MOB NAME]) [MESSAGE]
      Example : ask Where am I?
      Short(s):
      Causes your character to speak to one or more characters or mobs in the same
      room as yourself. You may specify the mob to speak to, or just speak in
      general.
      +
      Command : ASK 
      Usage : ASK ([MOB NAME]) [MESSAGE]
      Example : ask Where am I?
      Short(s):
      Causes your character to speak to one or more characters or mobs in the same
      room as yourself. You may specify the mob to speak to, or just speak in
      general.

      ASSASSIN -

      Char Class: Assassin (Thief)
      Max-Stats : Dexterity (22), Wisdom (22), Others (18)
      Qualifiers: Dexterity 5+, Wisdom 5+
      Races : All
      Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
      Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear leather, cloth, or vegetation based armor.
      Bonuses : Strong resistance to all poisons at 21st level.
      Limits :
      Desc. :
      Assassins reflect the darkest and most wicked side of the rogue. The dealing
      of death becomes a goal in itself, the epitomy of evil. The assassin becomes
      so centered on this art that he begins to slow his pace, learning and
      contemplating each "mark" as the best method of killing them becomes clear.
      They also learn skills in keeping track of and tracking down their marks, as
      well as other means of making life for the targeted miserable, and short. The
      assassin can use any weapons, unlike the standard thief, though his armor is
      still restricted.
      +
      Char Class: Assassin (Thief) 
      Max-Stats : Dexterity (22), Wisdom (22), Others (18)
      Qualifiers: Dexterity 5+, Wisdom 5+
      Races : All
      Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
      Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
      Weapons : May use any weapons.
      Armor : Must wear leather, cloth, or vegetation based armor.
      Bonuses : Strong resistance to all poisons at 21st level.
      Limits :
      Desc. :
      Assassins reflect the darkest and most wicked side of the rogue. The dealing
      of death becomes a goal in itself, the epitomy of evil. The assassin becomes
      so centered on this art that he begins to slow his pace, learning and
      contemplating each "mark" as the best method of killing them becomes clear.
      They also learn skills in keeping track of and tracking down their marks, as
      well as other means of making life for the targeted miserable, and short. The
      assassin can use any weapons, unlike the standard thief, though his armor is
      still restricted.

      ASSIST -

      Command : ASSIST
      Usage : ASSIST [REQUEST]
      Example : assist I'm stuck here and I can't get out!
      Short(s):
      Use this command to make requests of the Archons.
      +
      Command : ASSIST 
      Usage : ASSIST [REQUEST]
      Example : assist I'm stuck here and I can't get out!
      Short(s):
      Use this command to make requests of the Archons.

      @@ -1162,82 +1181,82 @@

      CoffeeMud 5.9

      AUCTION -

      Command : AUCTION
      Usage : AUCTION UP [ITEM] ([OPENING BID])
      Usage : AUCTION BID [AMOUNT]
      Usage : AUCTION LIST
      Usage : AUCTION INFO
      Usage : AUCTION CLOSE
      Usage : AUCTION CHANNEL [MSG])
      Example : auction up ring
      Example : auction up ring 100
      Example : auction bid 150
      Example : auction channel the ring is really great!
      Example : auction close
      Example : auction list
      Example : auction info
      Short(s):
      This versatile command is used by players wishing to auction items at real time
      over the AUCTION channel, as well as by those wishing to bid on items up for
      auction. To start an auction, the player enters AUCTION UP plus the name of
      the item, and an optional starting bid. If there is no other auction going on
      at the time, the auction will begin. Auctions last for a silent 5 minutes,
      plus 1 minute for each going once/twice/sold. If no bids have been received
      after the first 3 minutes, the item will proceed directly to the going
      once/twice/sold period. The person putting on the auction may, at any time,
      close the auction without penalty by entering "auction close", or communicate
      on the auction channel (to give a better item description perhaps) using
      "auction channel [message]".

      To place a bid on an auction that is ongoing, a player need only enter "auction
      bid [amount]". Where amount is the maximum amount the player will pay for the
      item. A proxy bidding system is in place for all auctions. The current bid on
      the item will always be less than or equal to the bid of the high bidder, and
      at least 1 gold more than the bid of the previous high bidder. This means
      that, if the current bid on an item is 5, and a player bids 10, the new bid
      will become 6 (one more than the previous high bid). If another player then
      bids 20, the new bid will become 11.

      Players can also get information on a live auction while it is going on by
      entering AUCTION INFO or AUCTION LIST.

      When an auction ends, the system will attempt to automatically complete the
      transaction for both the bidder and the auctioneer. The proper money will be
      transferred (in converted notes) from the high bidder to the auctioneer. The
      item up for auction will be automatically transferred from the auctioneer to
      the high bidder. The auction house may take a cut both when then auction is
      placed up, and on the final price.

      See also help on AUCTIONS
      +
      Command : AUCTION 
      Usage : AUCTION UP [ITEM] ([OPENING BID])
      Usage : AUCTION BID [AMOUNT]
      Usage : AUCTION LIST
      Usage : AUCTION INFO
      Usage : AUCTION CLOSE
      Usage : AUCTION CHANNEL [MSG])
      Example : auction up ring
      Example : auction up ring 100
      Example : auction bid 150
      Example : auction channel the ring is really great!
      Example : auction close
      Example : auction list
      Example : auction info
      Short(s):
      This versatile command is used by players wishing to auction items at real time
      over the AUCTION channel, as well as by those wishing to bid on items up for
      auction. To start an auction, the player enters AUCTION UP plus the name of
      the item, and an optional starting bid. If there is no other auction going on
      at the time, the auction will begin. Auctions last for a silent 5 minutes,
      plus 1 minute for each going once/twice/sold. If no bids have been received
      after the first 3 minutes, the item will proceed directly to the going
      once/twice/sold period. The person putting on the auction may, at any time,
      close the auction without penalty by entering "auction close", or communicate
      on the auction channel (to give a better item description perhaps) using
      "auction channel [message]".

      To place a bid on an auction that is ongoing, a player need only enter "auction
      bid [amount]". Where amount is the maximum amount the player will pay for the
      item. A proxy bidding system is in place for all auctions. The current bid on
      the item will always be less than or equal to the bid of the high bidder, and
      at least 1 gold more than the bid of the previous high bidder. This means
      that, if the current bid on an item is 5, and a player bids 10, the new bid
      will become 6 (one more than the previous high bid). If another player then
      bids 20, the new bid will become 11.

      Players can also get information on a live auction while it is going on by
      entering AUCTION INFO or AUCTION LIST.

      When an auction ends, the system will attempt to automatically complete the
      transaction for both the bidder and the auctioneer. The proper money will be
      transferred (in converted notes) from the high bidder to the auctioneer. The
      item up for auction will be automatically transferred from the auctioneer to
      the high bidder. The auction house may take a cut both when then auction is
      placed up, and on the final price.

      See also help on AUCTIONS

      AUCTIONS -

      Auctions are a system whereby players can buy and sell items from each other
      using an open bidding system. In this system, a bidder places a bid which
      represents the most they will pay for the item. However, a bidder must only
      end up paying an amount equal to the most anyone ELSE would also pay, so long
      as it is less than their own maximum bid.

      This game supports two kinds of auctions. One is a multi-game-day auction,
      which requires that you find an auctioneer mob and use commmands like BUY,
      SELL, VIEW, and BID. The game also supports a live auction system, which is
      managed using the AUCTION command. Only one such live auction is allowed at
      any one time. See help on the above commands for more information.
      +
      Auctions are a system whereby players can buy and sell items from each other
      using an open bidding system. In this system, a bidder places a bid which
      represents the most they will pay for the item. However, a bidder must only
      end up paying an amount equal to the most anyone ELSE would also pay, so long
      as it is less than their own maximum bid.

      This game supports two kinds of auctions. One is a multi-game-day auction,
      which requires that you find an auctioneer mob and use commmands like BUY,
      SELL, VIEW, and BID. The game also supports a live auction system, which is
      managed using the AUCTION command. Only one such live auction is allowed at
      any one time. See help on the above commands for more information.

      AUTOAFFECTS -

      Command : AUTOAFFECTS
      Usage : AUTOAFFECTS
      Example : autoaffects
      Short(s): aaf
      List the skills or other auto-invoked affects that your character is currently
      under the influence of.
      +
      Command : AUTOAFFECTS 
      Usage : AUTOAFFECTS
      Example : autoaffects
      Short(s): aaf
      List the skills or other auto-invoked affects that your character is currently
      under the influence of.

      AUTOASSIST -

      Command : AUTOASSIST
      Usage : AUTOASSIST (ON/OFF)
      Example : autoassist
      Example : autoassist off
      Short(s):
      Toggles whether or not you automatically assist fellow group members who have
      entered combat.
      +
      Command : AUTOASSIST 
      Usage : AUTOASSIST (ON/OFF)
      Example : autoassist
      Example : autoassist off
      Short(s):
      Toggles whether or not you automatically assist fellow group members who have
      entered combat.

      AUTODRAW -

      Command : AUTODRAW
      Usage : AUTODRAW (ON/OFF)
      Example : autodraw
      Example : autodraw off
      Short(s):
      Toggles whether or not you automatically draw a weapon from a sheath before
      combat and automatically sheath your weapons when no longer in combat.
      +
      Command : AUTODRAW 
      Usage : AUTODRAW (ON/OFF)
      Example : autodraw
      Example : autodraw off
      Short(s):
      Toggles whether or not you automatically draw a weapon from a sheath before
      combat and automatically sheath your weapons when no longer in combat.

      AUTOEXITS -

      Command : AUTOEXITS
      Usage : AUTOEXITS (ON/OFF)
      Example : autoexits
      Example : autoexits off
      Short(s):
      Toggles whether or not the exits to any room are automatically displayed
      whenever you look.
      +
      Command : AUTOEXITS 
      Usage : AUTOEXITS (ON/OFF)
      Example : autoexits
      Example : autoexits off
      Short(s):
      Toggles whether or not the exits to any room are automatically displayed
      whenever you look.

      AUTOFORWARD -

      Command : AUTOFORWARD
      Usage : AUTOFORWARD (ON/OFF)
      Example : autoforward
      Example : autoforward off
      Short(s):
      Toggles whether or not email sent to your players email address
      (playername@mudhost) will be forwarded to the email address you have on file
      with your player. See help on the EMAIL command also.
      +
      Command : AUTOFORWARD 
      Usage : AUTOFORWARD (ON/OFF)
      Example : autoforward
      Example : autoforward off
      Short(s):
      Toggles whether or not email sent to your players email address
      (playername@mudhost) will be forwarded to the email address you have on file
      with your player. See help on the EMAIL command also.

      AUTOGOLD -

      Command : AUTOGOLD
      Usage : AUTOGOLD (ON/OFF)
      Example : autogold
      Example : autogold off
      Short(s):
      Toggles whether or not you automatically collect any gold from the corpses of
      vanquished foes.
      +
      Command : AUTOGOLD 
      Usage : AUTOGOLD (ON/OFF)
      Example : autogold
      Example : autogold off
      Short(s):
      Toggles whether or not you automatically collect any gold from the corpses of
      vanquished foes.

      AUTOGUARD -

      Command : AUTOGUARD
      Usage : AUTOGUARD (ON/OFF)
      Example : autoguard
      Example : autoguard off
      Short(s): guard
      By default, all players and mobs will literally follow from room to room
      whoever is the leader of their group. By toggling on AUTOGUARD, a player or
      mob will stay put, even when the leader leaves the room.
      +
      Command : AUTOGUARD 
      Usage : AUTOGUARD (ON/OFF)
      Example : autoguard
      Example : autoguard off
      Short(s): guard
      By default, all players and mobs will literally follow from room to room
      whoever is the leader of their group. By toggling on AUTOGUARD, a player or
      mob will stay put, even when the leader leaves the room.

      AUTOIMPROVEMENT -

      Command : AUTOIMPROVEMENT
      Usage : AUTOIMPROVEMENT (ON/OFF)
      Example : autoimprovement
      Example : autoimprovement off
      Short(s):
      Toggles whether or not you are automatically notified whenever your proficiency
      goes up in one of your skills/spells/prayers/chants/songs/etc..
      +
      Command : AUTOIMPROVEMENT 
      Usage : AUTOIMPROVEMENT (ON/OFF)
      Example : autoimprovement
      Example : autoimprovement off
      Short(s):
      Toggles whether or not you are automatically notified whenever your proficiency
      goes up in one of your skills/spells/prayers/chants/songs/etc..

      AUTOINVOKE -

      Command : AUTOINVOKE
      Usage : AUTOINVOKE
      Example : autoinvoke
      Short(s):
      This command allows the player to manage their auto-invoking skills. These are
      skills, like Dodge or Healing Aura, which, once learned or gained, are
      automatically activated for the player for an indefinite duration. This
      command will allow the player to deactivate or reinvoke these skills.
      The name of the skill to modify may optionally be modified with a starting or
      ending asterisk (*) to match multiple skills, and may be preceded by the word
      INVOKE or UNINVOKE to specify an action other than toggle.
      +
      Command : AUTOINVOKE 
      Usage : AUTOINVOKE
      Example : autoinvoke
      Short(s):
      This command allows the player to manage their auto-invoking skills. These are
      skills, like Dodge or Healing Aura, which, once learned or gained, are
      automatically activated for the player for an indefinite duration. This
      command will allow the player to deactivate or reinvoke these skills.
      The name of the skill to modify may optionally be modified with a starting or
      ending asterisk (*) to match multiple skills, and may be preceded by the word
      INVOKE or UNINVOKE to specify an action other than toggle.

      AUTOLOOT -

      Command : AUTOLOOT
      Usage : AUTOLOOT (ON/OFF)
      Example : autoloot
      Example : autoloot off
      Short(s):
      Toggles whether or not you automatically collect any items from the corpses of
      vanquished foes.
      +
      Command : AUTOLOOT 
      Usage : AUTOLOOT (ON/OFF)
      Example : autoloot
      Example : autoloot off
      Short(s):
      Toggles whether or not you automatically collect any items from the corpses of
      vanquished foes.

      AUTOMAP -

      Command : AUTOMAP
      Usage : AUTOMAP (ON/OFF)
      Example : automap
      Example : automap off
      Short(s):
      If this mud supports the feature, then this command toggles whether or not you
      automatically see a mini-map of your immediate surroundings when you enter a
      new room.
      +
      Command : AUTOMAP 
      Usage : AUTOMAP (ON/OFF)
      Example : automap
      Example : automap off
      Short(s):
      If this mud supports the feature, then this command toggles whether or not you
      automatically see a mini-map of your immediate surroundings when you enter a
      new room.

      AUTOMELEE -

      Command : AUTOMELEE
      Usage : AUTOMELEE (ON/OFF)
      Example : automelee
      Example : automelee off
      Short(s):
      Toggles whether or not you automatically advance towards an opponent who is out
      of range of your weapon. When turned off it will allow a mage to stand back
      and use ranged spells without entering melee combat, or allow a player with a
      ranged weapon (such as a bow) to use an attack to retreat to a ranged position
      from a melee position. This is turned on by default, and should be toggled
      with care.
      +
      Command : AUTOMELEE 
      Usage : AUTOMELEE (ON/OFF)
      Example : automelee
      Example : automelee off
      Short(s):
      Toggles whether or not you automatically advance towards an opponent who is out
      of range of your weapon. When turned off it will allow a mage to stand back
      and use ranged spells without entering melee combat, or allow a player with a
      ranged weapon (such as a bow) to use an attack to retreat to a ranged position
      from a melee position. This is turned on by default, and should be toggled
      with care.

      AUTONOTIFY -

      Command : AUTONOTIFY
      Usage : AUTONOTIFY (ON/OFF)
      Example : autonotify
      Example : autonotify off
      Short(s):
      Toggles whether or not you are automatically notified whenever one of the users
      on your FRIENDS list logs on. See the FRIENDS command for more information on
      this.
      +
      Command : AUTONOTIFY 
      Usage : AUTONOTIFY (ON/OFF)
      Example : autonotify
      Example : autonotify off
      Short(s):
      Toggles whether or not you are automatically notified whenever one of the users
      on your FRIENDS list logs on. See the FRIENDS command for more information on
      this.

      AUTORUN -

      Command : AUTORUN
      Usage : AUTORUN (ON/OFF)
      Example : autorun
      Example : autorun off
      Short(s):
      Toggles whether or not you automatically run when using the standard movement
      commands. Running consumes movement points far more quickly than standard
      movement does.
      +
      Command : AUTORUN 
      Usage : AUTORUN (ON/OFF)
      Example : autorun
      Example : autorun off
      Short(s):
      Toggles whether or not you automatically run when using the standard movement
      commands. Running consumes movement points far more quickly than standard
      movement does.

      @@ -1247,7 +1266,7 @@

      CoffeeMud 5.9

      AUTOWEATHER -

      Command : AUTOWEATHER
      Usage : AUTOWEATHER (ON/OFF)
      Example : autoweather
      Example : autoweather off
      Short(s):
      Toggles whether or not you automatically see weather information along with the
      room descriptions.
      +
      Command : AUTOWEATHER 
      Usage : AUTOWEATHER (ON/OFF)
      Example : autoweather
      Example : autoweather off
      Short(s):
      Toggles whether or not you automatically see weather information along with the
      room descriptions.

      @@ -1262,12 +1281,12 @@

      CoffeeMud 5.9

      BARBARIAN -

      Char Class: Barbarian (Fighter)
      Max-Stats : Strength (22), Constitution (22), Others (18)
      Qualifiers: Strength 9+, Constitution 9+
      Races : All
      Prime Stat: Strength Attack Pts: +(Str/18) per level
      Practices : 3 +[(Wisdom/6)-1 per lvl] Trains : 4 +1 per level
      Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/8)+(1d2)/lvl]
      Movement : 100 +[13X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : May use any weapons.
      Armor : Must wear non-metal armor.
      Bonuses : Damage reduction 1pt/5 levels. A 1%/level resistance to
      Enchantments. Receives bonus conquest and duel experience.
      Limits :
      Desc. :
      Barbarians are the wild warriors of the frontier. Their ability to deal large
      amounts of damage in combat, as well as inspire combative behaviors in others
      makes them especially ferocious. They are fond of mastering numerous weapons,
      and building up their bodies, though they distrust metal armors, and may not
      wear them without difficulties.

      How to play: Barbarian combat skills make them desirable as group members.
      While their non-metal armor restriction can sometimes hurt their nomination as
      tanks, their ability to deal and absorb large amounts of damage can more than
      make up for anything lacked. Because of this, the Barbarian flourishes as well
      alone as in groups.

      The Barbarian is every bit as strong a fighter as a pure Fighter, and has that
      extra combative edge that many players look for in a Class. Players who
      dislike subtelty and enjoy straight up hack-and-slash playing will enjoy the
      Barbarian's simple destructive style.
      +
      Char Class: Barbarian (Fighter) 
      Max-Stats : Strength (22), Constitution (22), Others (18)
      Qualifiers: Strength 9+, Constitution 9+
      Races : All
      Prime Stat: Strength Attack Pts: +(Str/18) per level
      Practices : 3 +[(Wisdom/6)-1 per lvl] Trains : 4 +1 per level
      Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/8)+(1d2)/lvl]
      Movement : 100 +[13X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : May use any weapons.
      Armor : Must wear non-metal armor.
      Bonuses : Damage reduction 1pt/5 levels. A 1%/level resistance to
      Enchantments. Receives bonus conquest and duel experience.
      Limits :
      Desc. :
      Barbarians are the wild warriors of the frontier. Their ability to deal large
      amounts of damage in combat, as well as inspire combative behaviors in others
      makes them especially ferocious. They are fond of mastering numerous weapons,
      and building up their bodies, though they distrust metal armors, and may not
      wear them without difficulties.

      How to play: Barbarian combat skills make them desirable as group members.
      While their non-metal armor restriction can sometimes hurt their nomination as
      tanks, their ability to deal and absorb large amounts of damage can more than
      make up for anything lacked. Because of this, the Barbarian flourishes as well
      alone as in groups.

      The Barbarian is every bit as strong a fighter as a pure Fighter, and has that
      extra combative edge that many players look for in a Class. Players who
      dislike subtelty and enjoy straight up hack-and-slash playing will enjoy the
      Barbarian's simple destructive style.

      BARD -

      Char Class: Bard (Bard)
      Max-Stats : Charisma (25), Others (18)
      Qualifiers: Charisma 9+
      Races : Duergar, Dwarf, Elf, Half Elf, Halfling and Human
      Prime Stat: Charisma Attack Pts: +(Cha/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d2)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear non-metal armor.
      Bonuses : Receives group bonus combat experience when in an intelligent
      group, and more for a group with players. Receives exploration
      and pub-finding experience based on danger level.
      Limits :
      Desc. :
      Bards are traveling singers, whose "songs" can possess powerful magic. They
      are highly desired group members for the inspiration they bring to their team
      members, and the great stings they provide to their enemies. They possess the
      same weapon and armor restrictions as thieves, but also qualify for many thief
      skills.

      Bard is the basis for numerous sub-classes which the player may choose to gain
      levels in at any time. These sub-classes include the Charlatan, Dancer,
      Minstrel, and the Jester.

      How to play: The great strength of the bard is in his wide assortment of
      skills, and in his powerful songs. The bard may try his hand as the lonesome
      traveler, but will find his skills still put him behind his peers. It is in
      the company of other, more powerful classes, that the bard will flourish. And
      because of the unique nature of his magic, and how his skills will always
      affect groups, that groups will always want to have a bard along.

      Bards are as weak as thieves in combat, and lack their general sneakiness, so
      in the company of others must the bard find his path to greatness, filling any
      skill gaps in almost any group with the appropriate magic or ability.
      +
      Char Class: Bard (Bard) 
      Max-Stats : Charisma (25), Others (18)
      Qualifiers: Charisma 9+
      Races : Duergar, Dwarf, Elf, Half Elf, Halfling and Human
      Prime Stat: Charisma Attack Pts: +(Cha/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d2)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear non-metal armor.
      Bonuses : Receives group bonus combat experience when in an intelligent
      group, and more for a group with players. Receives exploration
      and pub-finding experience based on danger level.
      Limits :
      Desc. :
      Bards are traveling singers, whose "songs" can possess powerful magic. They
      are highly desired group members for the inspiration they bring to their team
      members, and the great stings they provide to their enemies. They possess the
      same weapon and armor restrictions as thieves, but also qualify for many thief
      skills.

      Bard is the basis for numerous sub-classes which the player may choose to gain
      levels in at any time. These sub-classes include the Charlatan, Dancer,
      Minstrel, and the Jester.

      How to play: The great strength of the bard is in his wide assortment of
      skills, and in his powerful songs. The bard may try his hand as the lonesome
      traveler, but will find his skills still put him behind his peers. It is in
      the company of other, more powerful classes, that the bard will flourish. And
      because of the unique nature of his magic, and how his skills will always
      affect groups, that groups will always want to have a bard along.

      Bards are as weak as thieves in combat, and lack their general sneakiness, so
      in the company of others must the bard find his path to greatness, filling any
      skill gaps in almost any group with the appropriate magic or ability.

      @@ -1282,17 +1301,17 @@

      CoffeeMud 5.9

      BEASTMASTER -

      Char Class: Beastmaster (Druid)
      Max-Stats : Dexterity (22), Constitution (22), Others (18)
      Qualifiers: Dexterity 9+, Constitution 9+
      Races : Duergar, Dwarf, Elf, Half Elf and Human
      Prime Stat: Constitution Attack Pts: +(Con/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 15 level(s)
      Weapons : Must use wooden, plant-based, or leather weapons.
      Armor : Must wear non-metal armor.
      Bonuses : When leading animals into battle, will not divide experience
      among animal followers. Can create a druidic connection with an
      area. Benefits from animal/plant/stone followers leveling.
      Benefits from freeing animals from cities.
      Limits : Must remain Neutral to avoid skill and chant failure chances.
      Desc. :
      Like Tarzan or Grizzly Adams, the BeastMaster is the lord of his particular
      jungle, being both the guardian and master steward of the animal kingdom.
      Unlike the other druids then, the beastmaster takes great pride in his animal
      changing abilities, and receives many more animal forms as he progresses in
      level. The beastmaster is also more accutely aware of the dangers of the wild,
      and is thus a much more physical and able fighter than other druids tend to be.

      How to play: The Beastmaster is the perfect loner druid class, though he is
      never truly alone with all the animals he can summon to his side. He also has
      numerous ways of enhancing his own innate fighting ability through magical
      chants, making him formidable even when adventuring without animal companions.
      +
      Char Class: Beastmaster (Druid) 
      Max-Stats : Dexterity (22), Constitution (22), Others (18)
      Qualifiers: Dexterity 9+, Constitution 9+
      Races : Duergar, Dwarf, Elf, Half Elf and Human
      Prime Stat: Constitution Attack Pts: +(Con/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 15 level(s)
      Weapons : Must use wooden, plant-based, or leather weapons.
      Armor : Must wear non-metal armor.
      Bonuses : When leading animals into battle, will not divide experience
      among animal followers. Can create a druidic connection with an
      area. Benefits from animal/plant/stone followers leveling.
      Benefits from freeing animals from cities.
      Limits : Must remain Neutral to avoid skill and chant failure chances.
      Desc. :
      Like Tarzan or Grizzly Adams, the BeastMaster is the lord of his particular
      jungle, being both the guardian and master steward of the animal kingdom.
      Unlike the other druids then, the beastmaster takes great pride in his animal
      changing abilities, and receives many more animal forms as he progresses in
      level. The beastmaster is also more accutely aware of the dangers of the wild,
      and is thus a much more physical and able fighter than other druids tend to be.


      How to play: The Beastmaster is the perfect loner druid class, though he is
      never truly alone with all the animals he can summon to his side. He also has
      numerous ways of enhancing his own innate fighting ability through magical
      chants, making him formidable even when adventuring without animal companions.

      BELOW -

      Command : BELOW
      Usage : BELOW
      Example : below
      Short(s):
      Travel below deck from the room or location.
      +
      Command : BELOW 
      Usage : BELOW
      Example : below
      Short(s):
      Travel below deck from the room or location.

      BID -

      Command : BID
      Usage : BID [AMOUNT] [ITEM NAME] ([SHOPKEEPER NAME])
      Example : bid 100 sword
      Example : bid 100 sword mrauctioneer
      Example : bid "100 golden notes" "sword of the ancients" mrauctioneer
      Short(s):
      When an auctioneer is present in the same room or area as your character, this
      command will allow you to place a bid on an item from that auctioneer. Placing
      a bid automatically removes coin from your person.

      If your maximum bid is beat by another bidder (you are outbid), then you will
      automatically receive a refund. You must then return to the auctioneer to
      place another bid.

      If you win the auction, you will be notified after the auction ends. You must
      then return to the auctioneer and use the BUY command to claim your
      merchandise. You will not be charged for claiming an item you won in auction.
      If the item sold for less then your maximum bid, the auctioneer will give you a
      refund of the difference when you claim the item.

      See also LIST, BUY, SELL, DEPOSIT, WITHDRAW, VIEW.
      +
      Command : BID 
      Usage : BID [AMOUNT] [ITEM NAME] ([SHOPKEEPER NAME])
      Example : bid 100 sword
      Example : bid 100 sword mrauctioneer
      Example : bid "100 golden notes" "sword of the ancients" mrauctioneer
      Short(s):
      When an auctioneer is present in the same room or area as your character, this
      command will allow you to place a bid on an item from that auctioneer. Placing
      a bid automatically removes coin from your person.

      If your maximum bid is beat by another bidder (you are outbid), then you will
      automatically receive a refund. You must then return to the auctioneer to
      place another bid.

      If you win the auction, you will be notified after the auction ends. You must
      then return to the auctioneer and use the BUY command to claim your
      merchandise. You will not be charged for claiming an item you won in auction.
      If the item sold for less then your maximum bid, the auctioneer will give you a
      refund of the difference when you claim the item.

      See also LIST, BUY, SELL, DEPOSIT, WITHDRAW, VIEW.

      @@ -1302,7 +1321,7 @@

      CoffeeMud 5.9

      BOARD -

      Command : BOARD
      Usage : BOARD [RIDEABLE ITEM]
      Example : board canoe
      Short(s): ride
      Your character attempts to board a boat, or other rideable creature, carriage,
      horse, or item. Once boarded, the item can be navigated around by use of the
      normal N,S,E,W navigation commands. See also MOUNT, LEAVE, DISMOUNT.
      +
      Command : BOARD 
      Usage : BOARD [RIDEABLE ITEM]
      Example : board canoe
      Short(s): ride
      Your character attempts to board a boat, or other rideable creature, carriage,
      horse, or item. Once boarded, the item can be navigated around by use of the
      normal N,S,E,W navigation commands. See also MOUNT, LEAVE, DISMOUNT.

      @@ -1312,12 +1331,12 @@

      CoffeeMud 5.9

      BORROW -

      Command : BORROW
      Usage : BORROW [AMOUNT] ([BANKER NAME])
      Example : borrow 1000
      Example : borrow "10 gold coins" "Joe Banker"
      Example : borrow "500 archon notes" banker
      Short(s):
      When a banker is present in the same room or area as your character, this
      command will allow you to borrow money from that banker. You must first have
      deposited enough items with the banker to provide sufficient collateral against
      your loan amount. Money is thenceforth automatically withdrawn from your bank
      account every month to service the loan. Failure to have enough money in your
      account to provide for the loan may result in your items being put up for sale
      by the banker. You should use the LIST command to review your account balance
      from time to time.
      +
      Command : BORROW 
      Usage : BORROW [AMOUNT] ([BANKER NAME])
      Example : borrow 1000
      Example : borrow "10 gold coins" "Joe Banker"
      Example : borrow "500 archon notes" banker
      Short(s):
      When a banker is present in the same room or area as your character, this
      command will allow you to borrow money from that banker. You must first have
      deposited enough items with the banker to provide sufficient collateral against
      your loan amount. Money is thenceforth automatically withdrawn from your bank
      account every month to service the loan. Failure to have enough money in your
      account to provide for the loan may result in your items being put up for sale
      by the banker. You should use the LIST command to review your account balance
      from time to time.

      BRIEF -

      Command : BREIF
      Usage : BRIEF (ON/OFF)
      Example : brief
      Example : brief off
      Short(s):
      Toggles whether the room descriptions are shown as you move around. See also
      the COMPRESS command.
      +
      Command : BREIF 
      Usage : BRIEF (ON/OFF)
      Example : brief
      Example : brief off
      Short(s):
      Toggles whether the room descriptions are shown as you move around. See also
      the COMPRESS command.

      @@ -1327,7 +1346,7 @@

      CoffeeMud 5.9

      BUG -

      Command : BUG
      Usage : BUG [BUG REPORT]
      Example : bug every time i cast a spell, i get logged off!
      Short(s):
      Please use this command to submit bugs against the CoffeeMud codebase.
      +
      Command : BUG 
      Usage : BUG [BUG REPORT]
      Example : bug every time i cast a spell, i get logged off!
      Short(s):
      Please use this command to submit bugs against the CoffeeMud codebase.

      @@ -1337,42 +1356,42 @@

      CoffeeMud 5.9

      BURGLAR -

      Char Class: Burglar (Thief)
      Max-Stats : Dexterity (22), Charisma (22), Others (18)
      Qualifiers: Dexterity 9+, Charisma 9+
      Races : All
      Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
      Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
      Weapons : Must use sword, daggers, flailed, blunt, or natural weapons.
      Armor : Must wear leather, cloth, or vegetation based armor.
      Bonuses : Bonus experience for using certain skills.
      Limits :
      Desc. :
      The burglar is the thief who has made the accumulation of wealth and power his
      center of being, to the detriment of all else. The taking of the property of
      others by stealth, wits, or even charm makes him the bane of the rich and
      lawful alike. This most purist of thieves also has superior skill at being
      undetected in the performance of these dastardly deeds, though he stands at a
      slight disadvantage to better trained thieves if caught.
      +
      Char Class: Burglar (Thief) 
      Max-Stats : Dexterity (22), Charisma (22), Others (18)
      Qualifiers: Dexterity 9+, Charisma 9+
      Races : All
      Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
      Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
      Weapons : Must use sword, daggers, flailed, blunt, or natural weapons.
      Armor : Must wear leather, cloth, or vegetation based armor.
      Bonuses : Bonus experience for using certain skills.
      Limits :
      Desc. :
      The burglar is the thief who has made the accumulation of wealth and power his
      center of being, to the detriment of all else. The taking of the property of
      others by stealth, wits, or even charm makes him the bane of the rich and
      lawful alike. This most purist of thieves also has superior skill at being
      undetected in the performance of these dastardly deeds, though he stands at a
      slight disadvantage to better trained thieves if caught.

      BUY -

      Command : BUY
      Usage : BUY [ITEM NAME] ([SHOPKEEPER NAME]) (FOR [NAME])
      Example : buy sword
      Example : buy sword weaponsmith
      Example : buy sword weaponsmith for bob
      Short(s):
      When a shopkeeper is present in the same room or area as your character, this
      command will allow you to purchase an item from that shopkeeper, or close an
      auction you started.

      The price for the item, as well as the availability of certain items can be
      determined by using the 'LIST' command. If more than one shopkeeper is in the
      room, you may have to specify the shopkeeper name in the parameters. You may
      also purchase items for someone else by adding the "for" syntax to the end of
      the command. See also LIST, SELL, DEPOSIT, WITHDRAW, VIEW, BID.
      +
      Command : BUY 
      Usage : BUY [ITEM NAME] ([SHOPKEEPER NAME]) (FOR [NAME])
      Example : buy sword
      Example : buy sword weaponsmith
      Example : buy sword weaponsmith for bob
      Short(s):
      When a shopkeeper is present in the same room or area as your character, this
      command will allow you to purchase an item from that shopkeeper, or close an
      auction you started.

      The price for the item, as well as the availability of certain items can be
      determined by using the 'LIST' command. If more than one shopkeeper is in the
      room, you may have to specify the shopkeeper name in the parameters. You may
      also purchase items for someone else by adding the "for" syntax to the end of
      the command. See also LIST, SELL, DEPOSIT, WITHDRAW, VIEW, BID.

      CAST -

      Skill    : CAST
      Usage : CAST [SPELL NAME] [TARGET NAME]
      Example : cast sleep orc
      Short(s) : CA
      Mages, Rangers, and at later levels, Thieves and Bards can invoke their magical
      abilities using the cast command. Some spells require that you direct the
      spell at a target, while others only apply to the caster. For help on a
      particular spell, enter help and then the name of the spell.
      +
      Skill    : CAST 
      Usage : CAST [SPELL NAME] [TARGET NAME]
      Example : cast sleep orc
      Short(s) : CA
      Mages, Rangers, and at later levels, Thieves and Bards can invoke their magical
      abilities using the cast command. Some spells require that you direct the
      spell at a target, while others only apply to the caster. For help on a
      particular spell, enter help and then the name of the spell.

      CENTAUR -

      Race Name : Centaur (Equine)
      Stat Mods.: Strength+1, intelligence+1, charisma-1, wisdom-1, max strength
      adj.+1, max intelligence adj.+1, max charisma adj.-1, max wisdom
      adj.-1
      Abilities : Infravision, Buck(50%), Hardiness(100%), Foraging(50%)
      Languages : Elvish(75%)
      Life Exp. : 78 Years
      Immunities:
      Equipment :
      Desc. :
      Centaurs are large creatures with the body of a horse and the upper torso,
      head, and arms of a human. Their class choices are limited, but they excel at
      forestry, and make excellent rangers and druids.
      +
      Race Name : Centaur (Equine) 
      Stat Mods.: Strength+1, intelligence+1, charisma-1, wisdom-1, max strength
      adj.+1, max intelligence adj.+1, max charisma adj.-1, max wisdom
      adj.-1
      Abilities : Infravision, Buck(50%), Hardiness(100%), Foraging(50%)
      Languages : Elvish(75%)
      Life Exp. : 78 Years
      Immunities:
      Equipment :
      Desc. :
      Centaurs are large creatures with the body of a horse and the upper torso,
      head, and arms of a human. Their class choices are limited, but they excel at
      forestry, and make excellent rangers and druids.

      CHANNEL -

      Command : [CHANNEL]
      Usage : [CHANNEL] ,[SOCIAL] ([TARGET])/LAST [NUMBER]/[MESSAGE]
      Example : [channel] hello everyone!
      Example : [channel] ,smile bob
      Example : [channel] ,does a high five!
      Example : [channel] last 30
      Short(s):
      This command is for global communication with all users online. The parameter
      is a simple message to send to everyone online. You can use a comma and a
      social name to use a social over the channel. You can use a comma and an emote
      string to emote over the channel. The "LAST" command can be used to view
      previous messages you may have missed. Use the NO[CHANNEL] command to silence
      this channel and turn if off for you. When turned off [CHANNEL] can turn it on
      again.[EXTRA]
      See also: CHANNELS, SOCIALS
      +
      Command : [CHANNEL] 
      Usage : [CHANNEL] ,[SOCIAL] ([TARGET])/LAST [NUMBER]/[MESSAGE]
      Example : [channel] hello everyone!
      Example : [channel] ,smile bob
      Example : [channel] ,does a high five!
      Example : [channel] last 30
      Short(s):
      This command is for global communication with all users online. The parameter
      is a simple message to send to everyone online. You can use a comma and a
      social name to use a social over the channel. You can use a comma and an emote
      string to emote over the channel. The "LAST" command can be used to view
      previous messages you may have missed. Use the NO[CHANNEL] command to silence
      this channel and turn if off for you. When turned off [CHANNEL] can turn it on
      again.[EXTRA]
      See also: CHANNELS, SOCIALS

      CHANNELS -

      Command : CHANNELS
      Usage : CHANNELS
      Example : channels
      Short(s):
      List all the available channels, along with their status. Do HELP GOSSIP for
      more information on how to use Channels.
      +
      Command : CHANNELS 
      Usage : CHANNELS
      Example : channels
      Short(s):
      List all the available channels, along with their status. Do HELP GOSSIP for
      more information on how to use Channels.

      CHANTS -

      Command : CHANTS
      Usage : CHANTS (PLANT CONTROL, DEEP MAGIC, etc../[NAME]) ([LEVEL])
      Example : chants
      Example : chants plant control
      Example : chants ?
      Example : chants barkskin
      Short(s):
      Lists any druidic chants that you know, along with your proficiency in them.
      Can also be qualified to list your chants by domain, or use ? to list domains.
      You can get your level and proficiency for a particular chant by listing it by
      name. A level parameter may be given to show chants only up to that level.
      +
      Command : CHANTS 
      Usage : CHANTS (PLANT CONTROL, DEEP MAGIC, etc../[NAME]) ([LEVEL])
      Example : chants
      Example : chants plant control
      Example : chants ?
      Example : chants barkskin
      Short(s):
      Lists any druidic chants that you know, along with your proficiency in them.
      Can also be qualified to list your chants by domain, or use ? to list domains.
      You can get your level and proficiency for a particular chant by listing it by
      name. A level parameter may be given to show chants only up to that level.

      CHANWHO -

      Command : CHANWHO
      Usage : CHANWHO [CHANNEL NAME]
      Example : chanwho gossip
      Example : chanwho gossip@anotherMud
      Short(s):
      Lists all users listening on a particular channel. The channel name may be
      followed by an @ sign and the name of an I3 mud as well.
      +
      Command : CHANWHO 
      Usage : CHANWHO [CHANNEL NAME]
      Example : chanwho gossip
      Example : chanwho gossip@anotherMud
      Short(s):
      Lists all users listening on a particular channel. The channel name may be
      followed by an @ sign and the name of an I3 mud as well.

      @@ -1387,7 +1406,7 @@

      CoffeeMud 5.9

      CHARLATAN -

      Char Class: Charlatan (Bard)
      Max-Stats : Charisma (22), Wisdom (22), Others (18)
      Qualifiers: Charisma 9+, Wisdom 9+
      Races : Gnome, Half Elf and Human
      Prime Stat: Charisma Attack Pts: +(Cha/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/3)+(1d6)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear non-metal armor.
      Bonuses : Receives 2% resistance per level to mind affects, 4% resistance
      per level to divination spells. Non-class skills become cheaper
      at 30th level. Gains a random non-class skill or spell every
      other level! Receives exploration and pub-finding experience
      based on danger level.
      Limits :
      Desc. :
      The Charlatan is the master of deception and disguise. Often praised because
      of his natural acting ability, as well as his highly social nature, the
      Charlatan can be quite antisocial if he chooses, and extremely annoying to
      other players almost without trying.

      How to play: The Charlatan is also a natural spy in muds with numerous players,
      and has an extremely wide assortment of skills. More than any other class, the
      Charlatan can taste the powers of all other classes, sometimes with real skill,
      and sometimes only in seeming. For this reason, the Charlatan is ideal for
      those who want a taste of all classes, or at least to seem like he is. He is a
      natural group member, being able to fit almost any role by using his varied
      skills, or by tricking his group members into thinking he belongs in the role
      they require.
      +
      Char Class: Charlatan (Bard) 
      Max-Stats : Charisma (22), Wisdom (22), Others (18)
      Qualifiers: Charisma 9+, Wisdom 9+
      Races : Gnome, Half Elf and Human
      Prime Stat: Charisma Attack Pts: +(Cha/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/3)+(1d6)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear non-metal armor.
      Bonuses : Receives 2% resistance per level to mind affects, 4% resistance
      per level to divination spells. Non-class skills become cheaper
      at 30th level. Gains a random non-class skill or spell every
      other level! Receives exploration and pub-finding experience
      based on danger level.
      Limits :
      Desc. :
      The Charlatan is the master of deception and disguise. Often praised because
      of his natural acting ability, as well as his highly social nature, the
      Charlatan can be quite antisocial if he chooses, and extremely annoying to
      other players almost without trying.

      How to play: The Charlatan is also a natural spy in muds with numerous players,
      and has an extremely wide assortment of skills. More than any other class, the
      Charlatan can taste the powers of all other classes, sometimes with real skill,
      and sometimes only in seeming. For this reason, the Charlatan is ideal for
      those who want a taste of all classes, or at least to seem like he is. He is a
      natural group member, being able to fit almost any role by using his varied
      skills, or by tricking his group members into thinking he belongs in the role
      they require.

      @@ -1397,117 +1416,117 @@

      CoffeeMud 5.9

      CLANACCEPT -

      Command : CLANACCEPT
      Usage : CLANACCEPT ([CLAN NAME]) [MEMBER NAME]
      Example : clanaccept bob
      Short(s):
      Accept an applicant for membership to your clan.
      +
      Command : CLANACCEPT 
      Usage : CLANACCEPT ([CLAN NAME]) [MEMBER NAME]
      Example : clanaccept bob
      Short(s):
      Accept an applicant for membership to your clan.

      CLANAPPLY -

      Command : CLANAPPLY
      Usage : CLANAPPLY [CLAN NAME]
      Example : clanapply my clan
      Short(s):
      Apply to a clan for membership.
      +
      Command : CLANAPPLY 
      Usage : CLANAPPLY [CLAN NAME]
      Example : clanapply my clan
      Short(s):
      Apply to a clan for membership.

      CLANASSIGN -

      Command : CLANASSIGN
      Usage : CLANASSIGN ([CLAN NAME]) [MEMBER NAME] [POSITION NAME]
      Example : classassign bob treasurer
      Short(s):
      Promote or Demote a member to the listed position. Positions include: boss,
      applicant, treasurer, lieutentant, member, leader, and others depending upon
      the type of clan you have.
      +
      Command : CLANASSIGN 
      Usage : CLANASSIGN ([CLAN NAME]) [MEMBER NAME] [POSITION NAME]
      Example : classassign bob treasurer
      Short(s):
      Promote or Demote a member to the listed position. Positions include: boss,
      applicant, treasurer, lieutentant, member, leader, and others depending upon
      the type of clan you have.

      CLANCREATE -

      Command : CLANCREATE
      Usage : CLANCREATE
      Example : clancreate
      Short(s):
      Attempts to found a new clan, which players may then apply to.
      +
      Command : CLANCREATE 
      Usage : CLANCREATE
      Example : clancreate
      Short(s):
      Attempts to found a new clan, which players may then apply to.

      CLANDECLARE -

      Command : CLANDECLARE
      Usage : CLANDECLARE ([YOUR CLAN]) [TARGET CLAN] [WAR/HOSTILE/FRIENDLY/ALLY]
      Example : clandeclare otherclan ally
      Example : clandeclare "my clan" myenemy war
      Short(s):
      Allows the boss to declare a new relationship with another clan. Members of
      clans in a state of war with each other will automatically be able to
      playerkill each other in accordance with the muds general playerkilling
      guidelines. Members of clans in alliance with a clan at war are able to assist
      in the killing.
      +
      Command : CLANDECLARE 
      Usage : CLANDECLARE ([YOUR CLAN]) [TARGET CLAN] [WAR/HOSTILE/FRIENDLY/ALLY]
      Example : clandeclare otherclan ally
      Example : clandeclare "my clan" myenemy war
      Short(s):
      Allows the boss to declare a new relationship with another clan. Members of
      clans in a state of war with each other will automatically be able to
      playerkill each other in accordance with the muds general playerkilling
      guidelines. Members of clans in alliance with a clan at war are able to assist
      in the killing.

      CLANDETAILS -

      Command : CLANDETAILS
      Usage : CLANDETAILS ([CLAN NAME])
      Example : clandetails
      Example : clandetails my clan
      Short(s): CLAN
      Gets some details on the clan.
      +
      Command : CLANDETAILS 
      Usage : CLANDETAILS ([CLAN NAME])
      Example : clandetails
      Example : clandetails my clan
      Short(s): CLAN
      Gets some details on the clan.

      CLANDONATESET -

      Command : CLANDONATESET
      Usage : CLANDONATESET ([CLAN NAME])
      Example : clandonateset
      Short(s):
      Sets the current room to the clans Donation room for the purposes of the Clan
      Donate spell.
      +
      Command : CLANDONATESET 
      Usage : CLANDONATESET ([CLAN NAME])
      Example : clandonateset
      Short(s):
      Sets the current room to the clans Donation room for the purposes of the Clan
      Donate spell.

      CLANEXILE -

      Command : CLANEXILE
      Usage : CLANEXILE ([CLAN NAME]) [MEMBER NAME]
      Example : clanexile bob
      Short(s):
      Exile an applicant for membership to your clan.
      +
      Command : CLANEXILE 
      Usage : CLANEXILE ([CLAN NAME]) [MEMBER NAME]
      Example : clanexile bob
      Short(s):
      Exile an applicant for membership to your clan.

      CLANEXP -

      See the CLANTAX command for information on clan experience taxing.
      +
      See the CLANTAX command for information on clan experience taxing. See help on
      SPELL CLANEXPERIENCE for information on the spell/clan benefit.

      CLANEXPERIENCE -

      See the CLANTAX command for information on clan experience taxing.
      +
      See the CLANTAX command for information on clan experience taxing. See help on
      SPELL CLANEXPERIENCE for information on the spell/clan benefit.

      CLANHOMESET -

      Command : CLANHOMESET
      Usage : CLANHOMESET ([CLAN NAME])
      Example : clanhomeset
      Short(s):
      Sets the current room to the clans Home room for the purposes of the Clan Home
      spell.
      +
      Command : CLANHOMESET 
      Usage : CLANHOMESET ([CLAN NAME])
      Example : clanhomeset
      Short(s):
      Sets the current room to the clans Home room for the purposes of the Clan Home
      spell.

      CLANKILLS -

      Command : CLANKILLS
      Usage : CLANKILLS ([CLAN NAME])
      Example : clankills
      Shows the members of your clan in the order of who has killed the most mobs
      and/or players of a rival clan, such as during a war or a conquest.
      +
      Command : CLANKILLS 
      Usage : CLANKILLS ([CLAN NAME])
      Example : clankills
      Shows the members of your clan in the order of who has killed the most mobs
      and/or players of a rival clan, such as during a war or a conquest.

      CLANLIST -

      Command : CLANLIST
      Usage : CLANLIST
      Example : clanlist
      Short(s):
      Gets a list of available clans.
      +
      Command : CLANLIST 
      Usage : CLANLIST
      Example : clanlist
      Short(s):
      Gets a list of available clans.

      CLANMORGUESET -

      Command : CLANMORGUESET
      Usage : CLANMORGUESET ([CLAN NAME])
      Example : clanmorgueset
      Short(s):
      Sets the current room to the clans Morgue room, where the corpses of dead clan
      members are magically transported.
      +
      Command : CLANMORGUESET 
      Usage : CLANMORGUESET ([CLAN NAME])
      Example : clanmorgueset
      Short(s):
      Sets the current room to the clans Morgue room, where the corpses of dead clan
      members are magically transported.

      CLANPREMISE -

      Command : CLANPREMISE
      Usage : CLANPREMISE ([CLAN NAME])
      Example : clanpremise
      Short(s):
      Allows the boss to describe the premise of his or her Clan.
      +
      Command : CLANPREMISE 
      Usage : CLANPREMISE ([CLAN NAME])
      Example : clanpremise
      Short(s):
      Allows the boss to describe the premise of his or her Clan.

      CLANPVPKILLS -

      Command : CLANPVPKILLS
      Usage : CLANPVPKILLS ([CLAN NAME])
      Example : clanpvpkills
      Shows the members of your clan in the order of who has killed the most players
      of a rival clan, such as during a war or a conquest.
      +
      Command : CLANPVPKILLS 
      Usage : CLANPVPKILLS ([CLAN NAME])
      Example : clanpvpkills
      Shows the members of your clan in the order of who has killed the most players
      of a rival clan, such as during a war or a conquest.

      CLANQUAL -

      Command : CLANQUAL
      Usage : CLANQUAL ([CLAN NAME])
      Example : clanqual
      Short(s):
      Enter the encoded qualifications for applying to your clan. The following
      codes are allowed:
      +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
      +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
      -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
      -CHANCE 50 (disallow the given % of the time)
      -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
      +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
      -CLASS +thief +mage +ranger (disallow all but excepted char classes)
      +CLASS -thief -mage -ranger (disallow only listed classes)
      -BASECLASS +thief +mage (disallow all but excepted base char classes)
      +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
      -RACE +elf +dwarf (disallow all but excepted races)
      +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
      -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
      +RACECAT -elf -humanoid (disallow only listed racial categories)
      -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
      +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
      -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
      +GENDER -male -female -neuter (disallow only listed genders)
      -FACTION (disallow all faction and values, even a lack of faction)
      -FACTION +myfactionrange +faction.rangecode (create exceptions)
      +FACTION -rangecode -faction.rangecode (disallow only faction range code)
      -NAMES +bob "+my name" (disallow all except those with given names)
      +NAMES -bob "-my name" (disallow only those with one of the given names)
      -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
      +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
      -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
      +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
      -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
      +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
      -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
      -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
      -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
      -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
      +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
      -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
      +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
      -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
      +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
      -MOOD +grumpy +normal (disallow all except those with given moods)
      +MOOD -grumpy -normal (disallow only those with subtracted moods)
      -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
      +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
      -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
      +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
      -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
      -STR X (disallow those with strength greater than X)
      +STR X (disallow those with strength less than X)
      -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
      +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
      +-ADJSTR...ADJCON (Same as above, but uses current values)
      -GROUPSIZE X (disallow those in groups larger than X)
      +GROUPSIZE X (disallow those in groups smaller than X)
      -AREA +thatarea "+my areaname" (disallow all except those in listed area)
      +AREA -thatarea "-my areaname" (disallow only those in listed area)
      -HOME "+area name" (disallow all except those from listed home/beacon area)
      +HOME "-my areaname" (disallow only those from listed home/beacon area)
      -ISHOME (disallow all npcs not currently in their home/beacon areas)
      +ISHOME (disallow all npcs unless they are in their home/beacon areas)
      -ITEM "+item name" etc... (disallow only those with an item name)
      -WORN "+item name" etc... (disallow only those wearing item name)
      -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
      +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
      -RESOURCES "+OAK" etc.. (disallow only items of added resources)
      +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
      -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
      +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
      -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
      +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
      -VALUE X (disallow those with value or money less than X)
      +VALUE X (disallow those with value or money greater than X)
      -WEIGHT X (disallow those weighing less than X)
      +WEIGHT X (disallow those weighing more than X)
      -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
      +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
      +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
      -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
      +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
      -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
      +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
      -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
      +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
      -ABILITY X (disallow those with magical ability less than X)
      +ABILITY X (disallow those with magical ability greater than X)
      -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
      +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
      -SEASON +FALL (disallow those only when season is FALL)
      +SEASON -SPRING (disallow those whenever the season is SPRING)
      -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
      +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
      -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
      +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
      -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
      +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
      -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
      +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
      -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
      +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
      -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
      +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)
      +
      Command : CLANQUAL 
      Usage : CLANQUAL ([CLAN NAME])
      Example : clanqual
      Short(s):
      Enter the encoded qualifications for applying to your clan. The following
      codes are allowed:
      +SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
      +SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
      -PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
      -CHANCE 50 (disallow the given % of the time)
      -JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
      +JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
      -CLASS +thief +mage +ranger (disallow all but excepted char classes)
      +CLASS -thief -mage -ranger (disallow only listed classes)
      -BASECLASS +thief +mage (disallow all but excepted base char classes)
      +BASECLASS -thief -mage -ranger (disallow only listed base char classes)
      -RACE +elf +dwarf (disallow all but excepted races)
      +RACE -elf -dwarf -human -half -gnome (disallow only listed races)
      -RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
      +RACECAT -elf -humanoid (disallow only listed racial categories)
      -ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
      +ALIGNMENT -evil -good -neutral (disallow only listed alignments)
      -GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
      +GENDER -male -female -neuter (disallow only listed genders)
      -FACTION (disallow all faction and values, even a lack of faction)
      -FACTION +myfactionrange +faction.rangecode (create exceptions)
      +FACTION -rangecode -faction.rangecode (disallow only faction range code)
      -NAMES +bob "+my name" (disallow all except those with given names)
      +NAMES -bob "-my name" (disallow only those with one of the given names)
      -SUBNAMES +*ending +*inside* (disallow all except those with partial name)
      +SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
      -ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
      +ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
      -TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
      +TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
      -EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
      +EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
      -LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
      -=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
      -CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
      -MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
      +ANYCLASS -thief -mage (disallow only those with a listed multi-class)
      -ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
      +ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
      -SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
      +SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
      -MOOD +grumpy +normal (disallow all except those with given moods)
      +MOOD -grumpy -normal (disallow only those with subtracted moods)
      -CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
      +CLAN -Killers "-Avengers" (disallow only those in a listed clan)
      -DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
      +DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
      -ANYCLASS +thief +ranger (disallow all except those with a multi-class)
      -STR X (disallow those with strength greater than X)
      +STR X (disallow those with strength less than X)
      -INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
      +INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
      +-ADJSTR...ADJCON (Same as above, but uses current values)
      -GROUPSIZE X (disallow those in groups larger than X)
      +GROUPSIZE X (disallow those in groups smaller than X)
      -AREA +thatarea "+my areaname" (disallow all except those in listed area)
      +AREA -thatarea "-my areaname" (disallow only those in listed area)
      -HOME "+area name" (disallow all except those from listed home/beacon area)
      +HOME "-my areaname" (disallow only those from listed home/beacon area)
      -ISHOME (disallow all npcs not currently in their home/beacon areas)
      +ISHOME (disallow all npcs unless they are in their home/beacon areas)
      -LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
      +LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
      -ITEM "+item name" etc... (disallow only those with an item name)
      -WORN "+item name" etc... (disallow only those wearing item name)
      -MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
      +MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
      -RESOURCES "+OAK" etc.. (disallow only items of added resources)
      +RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
      -IF <CONDITION> (disallow, unless they meet Scriptable conditions)
      +IF <CONDITION> (never disallow anyone who meets Scriptable cond)
      -IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
      +IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
      -VALUE X (disallow those with value or money less than X)
      +VALUE X (disallow those with value or money greater than X)
      -WEIGHT X (disallow those weighing less than X)
      +WEIGHT X (disallow those weighing more than X)
      -ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
      +ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
      +-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
      -WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
      +WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
      -DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
      +DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
      -SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
      +SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
      -ABILITY X (disallow those with magical ability less than X)
      +ABILITY X (disallow those with magical ability greater than X)
      -HOUR/-MONTH/-DAY +X (disallow always, unless the hour/month/day is X)
      +HOUR/+MONTH/+DAY -X (disallow those only when the hour/month/day is X)
      -SEASON +FALL (disallow those only when season is FALL)
      +SEASON -SPRING (disallow those whenever the season is SPRING)
      -WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
      +WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
      -QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
      +QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
      -EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
      +EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
      -SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
      +SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
      -SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
      +SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
      -ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
      +ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

      CLANREJECT -

      Command : CLANREJECT
      Usage : CLANREJECT ([CLAN NAME]) [MEMBER NAME]
      Example : clanreject bob
      Short(s):
      Reject an applicant for membership to your clan.
      +
      Command : CLANREJECT 
      Usage : CLANREJECT ([CLAN NAME]) [MEMBER NAME]
      Example : clanreject bob
      Short(s):
      Reject an applicant for membership to your clan.

      CLANRESIGN -

      Command : CLANRESIGN
      Usage : CLANRESIGN ([CLAN NAME])
      Example : clanresign
      Short(s):
      Resign as a member of a clan.
      +
      Command : CLANRESIGN 
      Usage : CLANRESIGN ([CLAN NAME])
      Example : clanresign
      Short(s):
      Resign as a member of a clan.

      CLANS -

      Clans are a group of players banded together for some common purpose, or due to
      common lineage or fellowship. Clans are created using the CLANCREATE command,
      and listed using CLANLIST. Once created, CLANPREMISE can be used to describe
      the clan. Potential members apply to clans using CLANAPPLY, and are either
      accepted by the clan using CLANACCEPT or rejected using CLANREJECT, after
      listing the applicants names using CLANDETAILS. Bosses can set up autorejecting
      qualifications to the clan using CLANQUAL. Once accepted, members can be
      removed using CLANEXILE or promoted to other offices using CLANASSIGN. Members
      can leave on their own using CLANRESIGN. Offices like Treasurers can deal with
      special Clan bankers and postmen on their Clans behalf. Members can cast "Clan
      Donate" to their clans after the boss has used CLANDONATESET to set a donation
      room for their clan. Members can share their experience points with the clan
      if the bosses have set up an experience tax rate using CLANTAX. Members also
      have access to the spell "Clan Home" which they can use to recall to the room
      set by the boss using CLANHOMESET. Clan activity is very important. If the
      minimum number of members is not maintained, then pending or inactive clans may
      be deleted by the system. Once there are several active clans, the bosses may
      use CLANDECLARE to declare relations between their clan and others, and members
      can use CLANKILLS or CLANPVPKILLS to keep track of how their members fair in
      war.

      There are many different types of clans: GANG, GUILD, UNION, FELLOWSHIP,
      THEOCRACY, ANARCHY, and FAMILY. See the HELP entry for each of these clan
      types for more information.
      +
      Clans are a group of players banded together for some common purpose, or due to
      common lineage or fellowship. Clans are created using the CLANCREATE command,
      and listed using CLANLIST. Once created, CLANPREMISE can be used to describe
      the clan. Potential members apply to clans using CLANAPPLY, and are either
      accepted by the clan using CLANACCEPT or rejected using CLANREJECT, after
      listing the applicants names using CLANDETAILS. Bosses can set up autorejecting
      qualifications to the clan using CLANQUAL. Once accepted, members can be
      removed using CLANEXILE or promoted to other offices using CLANASSIGN. Members
      can leave on their own using CLANRESIGN. Offices like Treasurers can deal with
      special Clan bankers and postmen on their Clans behalf. Members can cast "Clan
      Donate" to their clans after the boss has used CLANDONATESET to set a donation
      room for their clan. Members can share their experience points with the clan
      if the bosses have set up an experience tax rate using CLANTAX. Members also
      have access to the spell "Clan Home" which they can use to recall to the room
      set by the boss using CLANHOMESET. Clan activity is very important. If the
      minimum number of members is not maintained, then pending or inactive clans may
      be deleted by the system. Once there are several active clans, the bosses may
      use CLANDECLARE to declare relations between their clan and others, and members
      can use CLANKILLS or CLANPVPKILLS to keep track of how their members fair in
      war.

      There are many different types of clans: GANG, GUILD, UNION, FELLOWSHIP,
      THEOCRACY, ANARCHY, and FAMILY. See the HELP entry for each of these clan
      types for more information.

      CLANTAX -

      Command : CLANTAX
      Usage : CLANTAX ([CLAN NAME]) ([NUMBER])
      Example : clantax
      Short(s):
      Allows the boss to set the percentage of member experience which is taken by
      the clan. This experience can then be spent by those with Clan Crafting and
      Clan Enchanting spells. Experience is also taken at this rate from areas
      controlled by the clan via Clan Flags.
      +
      Command : CLANTAX 
      Usage : CLANTAX ([CLAN NAME]) ([NUMBER])
      Example : clantax
      Short(s):
      Allows the boss to set the percentage of member experience which is taken by
      the clan. This experience can then be spent by those with Clan Crafting and
      Clan Enchanting spells. Experience is also taken at this rate from areas
      controlled by the clan via Clan Flags.

      CLANVOTE -

      Command : CLANVOTE
      Usage : CLANVOTE ([CLAN NAME]) ([NUMBER]
      Example : clanvote
      Short(s):
      Allows a voting member of a clan to cast a vote on a pending matter.
      +
      Command : CLANVOTE 
      Usage : CLANVOTE ([CLAN NAME]) ([NUMBER]
      Example : clanvote
      Short(s):
      Allows a voting member of a clan to cast a vote on a pending matter.

      CLANWHO -

      Command : CLANWHO
      Usage : CLANWHO ([CLANNAME])
      Example : clanwho
      Example : clanwho myclan
      Short(s): clwh
      Shows who is online from your clan or one of your clans by name.
      +
      Command : CLANWHO 
      Usage : CLANWHO ([CLANNAME])
      Example : clanwho
      Example : clanwho myclan
      Short(s): clwh
      Shows who is online from your clan or one of your clans by name.

      @@ -1517,12 +1536,12 @@

      CoffeeMud 5.9

      CLAN_EXP -

      See the CLANTAX command for information on clan experience taxing.
      +
      See the CLANTAX command for information on clan experience taxing. See help on
      SPELL CLANEXPERIENCE for information on the spell/clan benefit.

      CLAN_EXPERIENCE -

      See the CLANTAX command for information on clan experience taxing.
      +
      See the CLANTAX command for information on clan experience taxing.  See help on
      SPELL CLANEXPERIENCE for information on the spell/clan benefit.

      @@ -1532,7 +1551,7 @@

      CoffeeMud 5.9

      CLERIC -

      Char Class: Cleric (Cleric)
      Max-Stats : Wisdom (25), Others (18)
      Qualifiers: Wisdom 9+
      Races : All
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Evil must use polearm, sword, axe, edged, or daggers. Neutral
      must use blunt, ranged, thrown, staff, natural, or sword. Good
      must use blunt, flailed, natural, staff, or hammer.
      Armor : May wear any armor.
      Bonuses :
      Limits : Using prayers outside your alignment introduces failure chance.
      Desc. :
      Clerics are the great vassals of the Gods. Through them the wonders of both
      good and evil are possible. Clerics possess great magical abilities in their
      numerous "prayers". While their weapon choices are limited to their alignment,
      they may wear any type of armor.

      The Cleric is the general of priests, appeasing all the gods equally, or
      choosing to focus on one at his whim. However, should the cleric wish to show
      true devotion, he can gain levels in specialist classes which may or may not be
      available to him, depending on his disposition. These classes include: Templar,
      Shaman, Doomsayer, Necromancer, Missionary, Purist, Healer, or Oracle.

      How to play: The first, last, and greatest strength of the good Cleric is in
      his ability to heal, just as the ability to harm aids the evil Cleric. A
      Cleric is unique in his ability to flourish either alone or in groups, being
      moderately skilled in combat, and having the healing ability to last a long
      time in a tough fight. Clerics are highly desired for groups, however, as the
      lead fighter in the group will want the Cleric's healing touch in battle.

      The only weakness of the Cleric is offensively, which the evil Cleric will make
      up for with harmful magic, and the good Cleric will compensate for with healing
      spells to last out the battle. With a balanced approach, the Cleric can gain
      experience with the efficiency of a fighter.
      +
      Char Class: Cleric (Cleric) 
      Max-Stats : Wisdom (25), Others (18)
      Qualifiers: Wisdom 9+
      Races : All
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Evil must use polearm, sword, axe, edged, or daggers. Neutral
      must use blunt, ranged, thrown, staff, natural, or sword. Good
      must use blunt, flailed, natural, staff, or hammer.
      Armor : May wear any armor.
      Bonuses :
      Limits : Using prayers outside your alignment introduces failure chance.
      Desc. :
      Clerics are the great vassals of the Gods. Through them the wonders of both
      good and evil are possible. Clerics possess great magical abilities in their
      numerous "prayers". While their weapon choices are limited to their alignment,
      they may wear any type of armor.

      The Cleric is the general of priests, appeasing all the gods equally, or
      choosing to focus on one at his whim. However, should the cleric wish to show
      true devotion, he can gain levels in specialist classes which may or may not be
      available to him, depending on his disposition. These classes include: Templar,
      Shaman, Doomsayer, Necromancer, Missionary, Purist, Healer, or Oracle.

      How to play: The first, last, and greatest strength of the good Cleric is in
      his ability to heal, just as the ability to harm aids the evil Cleric. A
      Cleric is unique in his ability to flourish either alone or in groups, being
      moderately skilled in combat, and having the healing ability to last a long
      time in a tough fight. Clerics are highly desired for groups, however, as the
      lead fighter in the group will want the Cleric's healing touch in battle.

      The only weakness of the Cleric is offensively, which the evil Cleric will make
      up for with harmful magic, and the good Cleric will compensate for with healing
      spells to last out the battle. With a balanced approach, the Cleric can gain
      experience with the efficiency of a fighter.

      @@ -1542,7 +1561,7 @@

      CoffeeMud 5.9

      CLOSE -

      Command : CLOSE
      Usage : CLOSE [ITEM/DIRECTION NAME]
      Example : close chest
      Example : close east
      Example : close door
      Short(s):
      Tries to close an item, door, or any other entity specified.
      +
      Command : CLOSE 
      Usage : CLOSE [ITEM/DIRECTION NAME]
      Example : close chest
      Example : close east
      Example : close door
      Short(s):
      Tries to close an item, door, or any other entity specified.

      @@ -1557,12 +1576,12 @@

      CoffeeMud 5.9

      COINS -


      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      Currency : Copper
      copper bit(s) (cc) : (exchange rate is 1.0 of base)
      silver bit(s) (sc) : Equal to 10 copper bits.
      gold bit(s) (gc) : Equal to 100 copper bits.
      platinum bit(s) (pc): Equal to 500 copper bits.
      aluminum bit(s) (ac): Equal to 10000 copper bits.
      +
       
      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      COLORSET -

      Command : COLORSET
      Usage : COLORSET (DEFAULT)
      Example : colorset
      Short(s):
      Change some of the system colors to match your preferences.
      +
      Command : COLORSET 
      Usage : COLORSET (DEFAULT)
      Example : colorset
      Short(s):
      Change some of the system colors to match your preferences.

      @@ -1572,12 +1591,17 @@

      CoffeeMud 5.9

      COMMA -

      Another way to perform a social.  E.g.:
      ,smile
      You smile.
      See SOCIALS for more information.
      +
      Another way to perform a social.  E.g.: 
      ,smile
      You smile.
      See SOCIALS for more information.

      COMMANDS -

      Command : COMMANDS
      Usage : COMMANDS
      Example : commands
      Short(s):
      Gives a list of all valid commands, excepting SOCIALS.

      Players can also enter COMMANDS CLEAR to empty this users command queue.
      +
      Command : COMMANDS 
      Usage : COMMANDS
      Example : commands
      Short(s):
      Gives a list of all valid commands, excepting SOCIALS.

      Players can also enter COMMANDS CLEAR to empty this users command queue.
      +

      + +

      + COMMONER +

      A commoner is the name given to the set of classes found amongst the regular
      townfolk. These classes include Artisan, Apprentice, Gaoler, Sailor, and
      Scholar.

      @@ -1592,32 +1616,32 @@

      CoffeeMud 5.9

      COMPARE -

      Command : COMPARE
      Usage : COMPARE [ITEM NAME] ([ITEM NAME])
      Example : compare sword mace
      Example : compare shirt
      Short(s):
      Compares the basic deadliness of two weapons, or the basic protectiveness of
      two similar pieces of armor. If only one item is specified, it will attempt to
      compare it to a worn item, or a similar one in inventory.
      +
      Command : COMPARE 
      Usage : COMPARE [ITEM NAME] ([ITEM NAME])
      Example : compare sword mace
      Example : compare shirt
      Short(s):
      Compares the basic deadliness of two weapons, or the basic protectiveness of
      two similar pieces of armor. If only one item is specified, it will attempt to
      compare it to a worn item, or a similar one in inventory.

      COMPRESS -

      Command : COMPRESS
      Usage : COMPRESS (ON/OFF)
      Example : compress
      Example : compress off
      Short(s):
      Toggles whether compressed room and equipment descriptions are shown. See also
      the BRIEF command.
      +
      Command : COMPRESS 
      Usage : COMPRESS (ON/OFF)
      Example : compress
      Example : compress off
      Short(s):
      Toggles whether compressed room and equipment descriptions are shown. See also
      the BRIEF command.

      CONFIG -

      Command : CONFIG
      Usage : CONFIG ([FLAG NAME]/PAGEBREAK [VAL]/LINEWRAP [VAL)
      Example : config
      Example : config autodraw
      Example : config pagebreak disabled
      Short(s): AUTO
      Display all of a players configuration flags. The flags may be changed by
      entering the command words shown (autogold, etc..) as commands, or as arguments
      to config.
      +
      Command : CONFIG 
      Usage : CONFIG ([FLAG NAME]/PAGEBREAK [VAL]/LINEWRAP [VAL)
      Example : config
      Example : config autodraw
      Example : config pagebreak disabled
      Short(s): AUTO
      Display all of a players configuration flags. The flags may be changed by
      entering the command words shown (autogold, etc..) as commands, or as arguments
      to config.

      CONJURER -

      Char Class: Conjurer (Mage)
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : At 5th level, receives bonus damage from Conjuration as levels
      advance. At 10th level, receives double duration on your
      Conjuration magic, and half duration from malicious Conjuration
      magic.
      Limits : Unable to cast Transmutation spells. Receives penalty damage
      from Transmutation as levels advance. Receives double duration
      from malicious Transmutation magic, half duration on other
      Transmutation effects.
      Desc. :
      Conjurers are specialist mages who concentrate their studies in the mastery of
      movement. They are adept at transporting themselves and other creatures, as
      well as items and entire armies with their powerful spells. So adept are they
      at conjuration that they gain all known conjuration spells, including some
      which only the conjurers may understand.

      The Conjurer may lack Transmutation abilities, but he does not miss that
      strange magic. After all, it's always better to be yourself, wherever you
      might find yourself.
      +
      Char Class: Conjurer (Mage) 
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : At 5th level, receives bonus damage from Conjuration as levels
      advance. At 10th level, receives double duration on your
      Conjuration magic, and half duration from malicious Conjuration
      magic.
      Limits : Unable to cast Transmutation spells. Receives penalty damage
      from Transmutation as levels advance. Receives double duration
      from malicious Transmutation magic, half duration on other
      Transmutation effects.
      Desc. :
      Conjurers are specialist mages who concentrate their studies in the mastery of
      movement. They are adept at transporting themselves and other creatures, as
      well as items and entire armies with their powerful spells. So adept are they
      at conjuration that they gain all known conjuration spells, including some
      which only the conjurers may understand.

      The Conjurer may lack Transmutation abilities, but he does not miss that
      strange magic. After all, it's always better to be yourself, wherever you
      might find yourself.

      CONQUEST -

      One or more areas in the realm may be designated as conquerable by clans. 

      To conquer an area, or even to discover if an area CAN be conquered, the clan
      must use the Clan Crafting skill to construct a clan Flag. The Flag must then
      be dropped into any room in the area. Doing so will tell you if the area is
      conquerable, who controls it if anyone, how many CONTROL POINTS are required to
      control the area, and how many control points any warring clans may presently
      have in the area. An area not currently controlled by any clan may freely be
      conquered. An area already controlled by a clan may only be conquered by a
      rival clan if that clan has properly declared War.

      The clan Flag is the most important item in Conquest. The Flag must be on the
      ground in order for any clan to score control points in an area, or to even
      maintain control once the area has been conquered. If there is not at least
      one Flag on the ground, a conquered area will revert to neutral status.
      Luckily, any resident citizens in the same room as a conquerer's flag will tend
      to guard the flag from thieves. Also, Flags can only be removed by a member of
      the clan whose flag it is, or by a rival clan after they have completely
      conquered and control the area.

      Once a flag has been laid down, the clan whose flag it is may LOOK at the flag
      at any time to see the status of their conquest; i.e. the number of control
      points they have scored, and how many they must score to complete the conquest.
      A control point is scored whenever a resident intelligent mob of that area is
      killed, forced (via charm or other methods) to follow a member of the
      conquering clan, or (in the case of a Theocracy) converted to the faith.
      Control points awarded are equal to the level of the intelligent mob killed,
      charmed, or converted. Control points will also fade over time, to reflect a
      restoration of order in the area.

      If an area is already under the control of a clan, the resident mobs will
      resist invasion by rivals. Once an area is conquered, however, all resident
      mobs will instantly repudiate any previous controlling clan, drop any clan
      items they may be carrying, and swear allegiance to the conquering clan. At
      this point, any clan members who are designated as having conquerers privileges
      may ORDER any non-animal member of the area to do anything they like. Control
      points become irrelevant to the conquerers once conquest is complete. A number
      of days following the conquest of an area, the area will be in dispute as order
      is restored. During this period, no items left by vanquished clans can be
      retrieved. Once control is completely established, however, the controlling
      clan may clear out the previous clans items for experience.

      Clan members are unable to gain any experience points inside their own
      conquered areas. However, anyone else gaining experience in a clan controlled
      area automatically pays the clans tax on their experience gain. This makes
      controlling a large number of areas very lucrative for clans.

      A conquered area benefits greatly from items created using Clan Crafting.
      These items can be crafted by a designated Enchanter, given sufficient
      materials and clan experience. Aside from the direct benefit of putting the
      residents of a conquered area to work, clan crafted items in the hands of a
      conquered areas residents also makes those residents happy. Keeping such items
      in the hands of a sufficient number of especially higher level mobs will stave
      off spontaneous revolts, which become possible from time to time in a conquered
      area. During war, clan items can be captured for additional clan experience by
      rival clans who have properly declared war. The types and functions of clan
      items include:

      Book of the Laws - These must be constructed inside the area for which the book
      is intended. It will allow a properly privileged clan member to read and
      modify numerous aspects of law and order in the area, including the location of
      jails, the types of laws, and the duration of punishments. A Law Book must be
      read by clan member authorized to change law before the Guardbanner and Gavel
      below will begin working.

      Guardbanner - These can be given to mobs in a conquered area to designate them
      as deputys of the area, who are authorized to enforce laws and arrest
      lawbreakers.

      Judges Gavel - This can be given to a mob in a conquered area to designate him
      as the judge of the area, authorizing him to deal out punishments like parole,
      jail time, or death.

      Donation List - This item should be placed inside the official Donation Room
      for a clan. If this is done, the list will automatically grow to include every
      single addition and removal.

      Pamphlet - These can be given to mobs conquered by RIVAL clans to make them
      disloyal to the conquering clan. Pamphlets will have a tendency to spread over
      time. Pamphlet holders will also drop any rival clan items they have, which
      hurts control.

      Shop Apron - These can be given to mobs conquered by your clan, or to mobs
      permanently stationed at your clan home. They turn the mob into a shopkeeper,
      who will sell things in their shop inventory, and buy things as their coinage
      allows. They can be GIVEN things to sell by clan members in proper authority
      over them. They will not deal with clans with whom your clan is hostile or at
      war.

      Membership Card - These can be given to mobs conquered by your clan to make
      them utterly loyal to your clan. Mobs with membership cards will never accept
      Pamphlets, and will take them away if they are offered any.

      Gathering items - Items such as the Miners Pick and Lumberjacks Saw can be
      given to mobs to make them work for the clan, performing the Common skill
      associated with the item. If the mobs with these items are also Mobile, they
      may also carry their resources to other mobs in the same area who need their
      resources in order to use their Crafting items. Firebuilders are especially
      good at this task, as they will carry wood they find to smiths and light the
      fires that the smiths need to shape the metals.

      Crafting items - Items such as the Tailors Needle and Potters Wheel can be
      given to mobs to make them craft items for the clan, performing the Common
      skill associated with the item. These mobs can be given example items to use
      as templates for what they will attempt to make, or they can be given nothing
      to make them craft items at random. For the skill to work, the mob must not
      have anything in its inventory to confuse the skill, such as a Blacksmith item
      holder carrying some smurfberries. Also, the holder must have the correct
      resource and sufficient quantity in the room to work from, although, they may
      receive assistance gaining the resources they need from mobs with Gathering
      Items.

      Executioners Scales - This item makes the mob a tenacious attacker of evil
      creatures and thieves.

      Assassins Eye - This item makes the mob a tenacious attacker of good creatures
      and paladins.

      Scavengers Sticker - This item makes the mob a scavenger, picking anything up
      they find on the ground.

      Tax Collectors Clipboard - This item makes the mob a collector of tax money
      from anyone who is not also a member of their clan.

      See also Clan Crafting.
      +
      One or more areas in the realm may be designated as conquerable by clans.  

      To conquer an area, or even to discover if an area CAN be conquered, the clan
      must use the Clan Crafting skill to construct a clan Flag. The Flag must then
      be dropped into any room in the area. Doing so will tell you if the area is
      conquerable, who controls it if anyone, how many CONTROL POINTS are required to
      control the area, and how many control points any warring clans may presently
      have in the area. An area not currently controlled by any clan may freely be
      conquered. An area already controlled by a clan may only be conquered by a
      rival clan if that clan has properly declared War.

      The clan Flag is the most important item in Conquest. The Flag must be on the
      ground in order for any clan to score control points in an area, or to even
      maintain control once the area has been conquered. If there is not at least
      one Flag on the ground, a conquered area will revert to neutral status.
      Luckily, any resident citizens in the same room as a conquerer's flag will tend
      to guard the flag from thieves. Also, Flags can only be removed by a member of
      the clan whose flag it is, or by a rival clan after they have completely
      conquered and control the area.

      Once a flag has been laid down, the clan whose flag it is may LOOK at the flag
      at any time to see the status of their conquest; i.e. the number of control
      points they have scored, and how many they must score to complete the conquest.
      A control point is scored whenever a resident intelligent mob of that area is
      killed, forced (via charm or other methods) to follow a member of the
      conquering clan, or (in the case of a Theocracy) converted to the faith.
      Control points awarded are equal to the level of the intelligent mob killed,
      charmed, or converted. Control points will also fade over time, to reflect a
      restoration of order in the area.

      If an area is already under the control of a clan, the resident mobs will
      resist invasion by rivals. Once an area is conquered, however, all resident
      mobs will instantly repudiate any previous controlling clan, drop any clan
      items they may be carrying, and swear allegiance to the conquering clan. At
      this point, any clan members who are designated as having conquerers privileges
      may ORDER any non-animal member of the area to do anything they like. Control
      points become irrelevant to the conquerers once conquest is complete. A number
      of days following the conquest of an area, the area will be in dispute as order
      is restored. During this period, no items left by vanquished clans can be
      retrieved. Once control is completely established, however, the controlling
      clan may clear out the previous clans items for experience.

      Clan members are unable to gain any experience points inside their own
      conquered areas. However, anyone else gaining experience in a clan controlled
      area automatically pays the clans tax on their experience gain. This makes
      controlling a large number of areas very lucrative for clans.

      A conquered area benefits greatly from items created using Clan Crafting.
      These items can be crafted by a designated Enchanter, given sufficient
      materials and clan experience. Aside from the direct benefit of putting the
      residents of a conquered area to work, clan crafted items in the hands of a
      conquered areas residents also makes those residents happy. Keeping such items
      in the hands of a sufficient number of especially higher level mobs will stave
      off spontaneous revolts, which become possible from time to time in a conquered
      area. During war, clan items can be captured for additional clan experience by
      rival clans who have properly declared war. The types and functions of clan
      items include:

      Book of the Laws - These must be constructed inside the area for which the book
      is intended. It will allow a properly privileged clan member to read and
      modify numerous aspects of law and order in the area, including the location of
      jails, the types of laws, and the duration of punishments. A Law Book must be
      read by clan member authorized to change law before the Guardbanner and Gavel
      below will begin working.

      Guardbanner - These can be given to mobs in a conquered area to designate them
      as deputys of the area, who are authorized to enforce laws and arrest
      lawbreakers.

      Judges Gavel - This can be given to a mob in a conquered area to designate him
      as the judge of the area, authorizing him to deal out punishments like parole,
      jail time, or death.

      Donation List - This item should be placed inside the official Donation Room
      for a clan. If this is done, the list will automatically grow to include every
      single addition and removal.

      Pamphlet - These can be given to mobs conquered by RIVAL clans to make them
      disloyal to the conquering clan. Pamphlets will have a tendency to spread over
      time. Pamphlet holders will also drop any rival clan items they have, which
      hurts control.

      Shop Apron - These can be given to mobs conquered by your clan, or to mobs
      permanently stationed at your clan home. They turn the mob into a shopkeeper,
      who will sell things in their shop inventory, and buy things as their coinage
      allows. They can be GIVEN things to sell by clan members in proper authority
      over them. They will not deal with clans with whom your clan is hostile or at
      war.

      Membership Card - These can be given to mobs conquered by your clan to make
      them utterly loyal to your clan. Mobs with membership cards will never accept
      Pamphlets, and will take them away if they are offered any.

      Gathering items - Items such as the Miners Pick and Lumberjacks Saw can be
      given to mobs to make them work for the clan, performing the Common skill
      associated with the item. If the mobs with these items are also Mobile, they
      may also carry their resources to other mobs in the same area who need their
      resources in order to use their Crafting items. Firebuilders are especially
      good at this task, as they will carry wood they find to smiths and light the
      fires that the smiths need to shape the metals.

      Crafting items - Items such as the Tailors Needle and Potters Wheel can be
      given to mobs to make them craft items for the clan, performing the Common
      skill associated with the item. These mobs can be given example items to use
      as templates for what they will attempt to make, or they can be given nothing
      to make them craft items at random. For the skill to work, the mob must not
      have anything in its inventory to confuse the skill, such as a Blacksmith item
      holder carrying some smurfberries. Also, the holder must have the correct
      resource and sufficient quantity in the room to work from, although, they may
      receive assistance gaining the resources they need from mobs with Gathering
      Items.

      Executioners Scales - This item makes the mob a tenacious attacker of evil
      creatures and thieves.

      Assassins Eye - This item makes the mob a tenacious attacker of good creatures
      and paladins.

      Scavengers Sticker - This item makes the mob a scavenger, picking anything up
      they find on the ground.

      Tax Collectors Clipboard - This item makes the mob a collector of tax money
      from anyone who is not also a member of their clan.

      See also Clan Crafting.

      CONSIDER -

      Command : CONSIDER
      Usage : CONSIDER [MOB NAME]/[ITEM NAME]
      Example : consider dragon
      Example : consider sword
      Short(s):
      Sizes up a monster or character against your own, so that you can determine
      first whether the creature measures up in experience worth, and then whether a
      fight with such a creature is wise, or just a waste of time. This command will
      also tell you if you have any skills that might be helpful to the item or
      character. See also HELP GCONSIDER.
      +
      Command : CONSIDER 
      Usage : CONSIDER [MOB NAME]/[ITEM NAME]
      Example : consider dragon
      Example : consider sword
      Short(s):
      Sizes up a monster or character against your own, so that you can determine
      first whether the creature measures up in experience worth, and then whether a
      fight with such a creature is wise, or just a waste of time. This command will
      also tell you if you have any skills that might be helpful to the item or
      character. See also HELP GCONSIDER.

      @@ -1637,12 +1661,12 @@

      CoffeeMud 5.9

      CRAWL -

      Command : CRAWL
      Usage : CRAWL [DIRECTION]
      Example : crawl e
      Short(s):
      Causes your character to drop down and crawl in the given direction.
      +
      Command : CRAWL 
      Usage : CRAWL [DIRECTION]
      Example : crawl e
      Short(s):
      Causes your character to drop down and crawl in the given direction.

      CREDITS -

      Command : CREDITS
      Usage : CREDITS
      Example : credits
      Short(s):
      See a little message from the folks who wrote CoffeeMud.
      +
      Command : CREDITS 
      Usage : CREDITS
      Example : credits
      Short(s):
      See a little message from the folks who wrote CoffeeMud.

      @@ -1652,12 +1676,12 @@

      CoffeeMud 5.9

      CURRENCIES -


      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      Currency : Copper
      copper bit(s) (cc) : (exchange rate is 1.0 of base)
      silver bit(s) (sc) : Equal to 10 copper bits.
      gold bit(s) (gc) : Equal to 100 copper bits.
      platinum bit(s) (pc): Equal to 500 copper bits.
      aluminum bit(s) (ac): Equal to 10000 copper bits.
      +
       
      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      CURRENCY -


      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      Currency : Copper
      copper bit(s) (cc) : (exchange rate is 1.0 of base)
      silver bit(s) (sc) : Equal to 10 copper bits.
      gold bit(s) (gc) : Equal to 100 copper bits.
      platinum bit(s) (pc): Equal to 500 copper bits.
      aluminum bit(s) (ac): Equal to 10000 copper bits.
      +
       
      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      @@ -1677,22 +1701,22 @@

      CoffeeMud 5.9

      DANCER -

      Char Class: Dancer (Bard)
      Max-Stats : Strength (22), Charisma (22), Others (18)
      Qualifiers: Charisma 9+, Strength 9+
      Races : Elf, Half Elf, Halfling and Human
      Prime Stat: Charisma Attack Pts: +(Cha/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d2)/lvl]
      Movement : 100 +[18X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : Receives defensive bonus for high dexterity. Receives group
      bonus combat experience when in an intelligent group, and more
      for a group of players. Receives exploration and pub-finding
      experience based on danger level.
      Limits :
      Desc. :
      The Dancer is the graceful master of dance, who entertains and leads others in
      the joyous and powerful maneuvers of his craft. Like the Bard, the Dancer is a
      highly desired group member for his "group affecting" skills, which include the
      magical dances in which he specializes.

      How to play: Due to his weak fighting skill, the Dancer will likely look to
      groups for his primary advancement, much like the other bards. Dancers also
      gain a select set of powerful fighter skills to prove the worth of their
      diligence in maintaining his body. This makes them valuable group members,
      even without their powerfully enhancing dances.
      +
      Char Class: Dancer (Bard) 
      Max-Stats : Strength (22), Charisma (22), Others (18)
      Qualifiers: Charisma 9+, Strength 9+
      Races : Elf, Half Elf, Halfling and Human
      Prime Stat: Charisma Attack Pts: +(Cha/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d2)/lvl]
      Movement : 100 +[18X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : Receives defensive bonus for high dexterity. Receives group
      bonus combat experience when in an intelligent group, and more
      for a group of players. Receives exploration and pub-finding
      experience based on danger level.
      Limits :
      Desc. :
      The Dancer is the graceful master of dance, who entertains and leads others in
      the joyous and powerful maneuvers of his craft. Like the Bard, the Dancer is a
      highly desired group member for his "group affecting" skills, which include the
      magical dances in which he specializes.

      How to play: Due to his weak fighting skill, the Dancer will likely look to
      groups for his primary advancement, much like the other bards. Dancers also
      gain a select set of powerful fighter skills to prove the worth of their
      diligence in maintaining his body. This makes them valuable group members,
      even without their powerfully enhancing dances.

      DEACTIVATE -

      Command : DEACTIVATE
      Usage : DEACTIVATE ([PARAMS]) [ITEM]
      Example : deactivate phazer
      Example : deactivate console
      Example : deactivate stun phazer
      This multi-purpose command is used to turn-off electrical devices, and cause it
      to stop doing whatever it is it was doing. For wall panels, this may mean
      disconnecting the panel from the circuitry, effecting all other components in
      the panel.
      +
      Command : DEACTIVATE 
      Usage : DEACTIVATE ([PARAMS]) [ITEM]
      Example : deactivate phazer
      Example : deactivate console
      Example : deactivate stun phazer
      This multi-purpose command is used to turn-off electrical devices, and cause it
      to stop doing whatever it is it was doing. For wall panels, this may mean
      disconnecting the panel from the circuitry, effecting all other components in
      the panel.

      DEITIES -

      Command : DEITIES
      Usage : DEITIES
      Example : deities
      Short(s): GODS, DEITY
      This command will list all the known deities in your realm, along with some
      information about them, the requirements to worship them, the requirements to
      become a cleric of them, the blessings they bestow, and the rituals required to
      receive those blessings.

      For more information on deities and the worship of them, see the help entries
      for RELIGION, BLESSINGS, SERVICES, and RITUALS.
      +
      Command : DEITIES 
      Usage : DEITIES
      Example : deities
      Short(s): GODS, DEITY
      This command will list all the known deities in your realm, along with some
      information about them, the requirements to worship them, the requirements to
      become a cleric of them, the blessings they bestow, and the rituals required to
      receive those blessings.

      For more information on deities and the worship of them, see the help entries
      for RELIGION, BLESSINGS, SERVICES, and RITUALS.

      DELVER -

      Char Class: Delver (Druid)
      Max-Stats : Strength (22), Constitution (22), Others (18)
      Qualifiers: Strength 9+, Constitution 9+
      Races : Duergar, Dwarf, Half Elf and Human
      Prime Stat: Constitution Attack Pts: +(Con/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use stone, crystal, metal, or glass weapons.
      Armor : Must wear stone, crystal, or metal armor.
      Bonuses : Can create a druidic connection with an area. Benefits from
      freeing animals from cities.
      Limits : Must remain Neutral to avoid skill and chant failure chances.
      Desc. :
      The Delver is a stolid druid of caves and the underdark, being the guardian of
      the rocks and stone and the cold caverns of the deep. The Delver is
      unconcerned with plants or the sky or the doings of the weather, or any of the
      creatures that live upon it, relying rather on the solid earth to draw his
      power from. For this reason, the Delver is particularly at home among the
      rocks, and is able to call upon them to aid him at need.

      How to play: The Delver requires little in the way of precasting or planning,
      so long as he stays in cave or rocky environments. He is able to instantly
      call upon the rocks and stones to help him in combat, and is friend to golems
      and stone creatures. For this reason, the Delver is better able to fit into
      groups who wish to adventure in the mountains and the underground, and can be a
      valuable leader when its time to enter the deep dark.
      +
      Char Class: Delver (Druid) 
      Max-Stats : Strength (22), Constitution (22), Others (18)
      Qualifiers: Strength 9+, Constitution 9+
      Races : Duergar, Dwarf, Half Elf and Human
      Prime Stat: Constitution Attack Pts: +(Con/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use stone, crystal, metal, or glass weapons.
      Armor : Must wear stone, crystal, or metal armor.
      Bonuses : Can create a druidic connection with an area. Benefits from
      freeing animals from cities.
      Limits : Must remain Neutral to avoid skill and chant failure chances.
      Desc. :
      The Delver is a stolid druid of caves and the underdark, being the guardian of
      the rocks and stone and the cold caverns of the deep. The Delver is
      unconcerned with plants or the sky or the doings of the weather, or any of the
      creatures that live upon it, relying rather on the solid earth to draw his
      power from. For this reason, the Delver is particularly at home among the
      rocks, and is able to call upon them to aid him at need.

      How to play: The Delver requires little in the way of precasting or planning,
      so long as he stays in cave or rocky environments. He is able to instantly
      call upon the rocks and stones to help him in combat, and is friend to golems
      and stone creatures. For this reason, the Delver is better able to fit into
      groups who wish to adventure in the mountains and the underground, and can be a
      valuable leader when its time to enter the deep dark.

      @@ -1702,17 +1726,17 @@

      CoffeeMud 5.9

      DEPOSIT -

      Command : DEPOSIT
      Usage : DEPOSIT [ITEM NAME] ([CLERK NAME])
      Example : deposit 1000
      Example : deposit jewel
      Example : deposit letter
      Short(s):
      When a banker or postal clerk is present in the same room as your character,
      this command will allow you to deposit an item into your account with that
      banker, or to deposit a letter or item to ship with the postal clerk. See also
      LIST, BUY, SELL, WITHDRAW, VIEW, BID.
      +
      Command : DEPOSIT 
      Usage : DEPOSIT [ITEM NAME] ([CLERK NAME])
      Example : deposit 1000
      Example : deposit jewel
      Example : deposit letter
      Short(s):
      When a banker or postal clerk is present in the same room as your character,
      this command will allow you to deposit an item into your account with that
      banker, or to deposit a letter or item to ship with the postal clerk. See also
      LIST, BUY, SELL, WITHDRAW, VIEW, BID.

      DESCRIPTION -

      Command : DESCRIPTION
      Usage : DESCRIPTION [NEW DESCRIPTION TEXT] ...
      Example : description A handsome adventurer with lots of buckles.
      Short(s):
      Changes your description to the text specified. The description is the text
      seen when someone LOOKs at you.
      +
      Command : DESCRIPTION 
      Usage : DESCRIPTION [NEW DESCRIPTION TEXT] ...
      Example : description A handsome adventurer with lots of buckles.
      Short(s):
      Changes your description to the text specified. The description is the text
      seen when someone LOOKs at you.

      DESTROY -

      Command : DESTROY
      Usage : DESTROY [ITEM NAME] ...
      Example : destroy cup
      Example : destroy letter
      Short(s):
      Take an item out of your carried inventory and destroy it. This mundane
      destruction only works on things very easily destroyed, such as glass, liquids,
      or paper. Other kinds of things must be destroyed using fire or magic.
      +
      Command : DESTROY 
      Usage : DESTROY [ITEM NAME] ...
      Example : destroy cup
      Example : destroy letter
      Short(s):
      Take an item out of your carried inventory and destroy it. This mundane
      destruction only works on things very easily destroyed, such as glass, liquids,
      or paper. Other kinds of things must be destroyed using fire or magic.

      @@ -1727,7 +1751,7 @@

      CoffeeMud 5.9

      DIG -

      Usage    : DIG
      Example : dig
      Example : dig
      This command lets the player dig a hole in the ground. The hole is best dug
      proper tools, but smaller ones can still be dug with hands and elbows. The more
      often this command is used, the larger the hole will be. Items can be placed
      in the hole by the player who uses the hole, and filled back in by anyone using
      the CLOSE or FILL commands. If a hole is not filled in when the players leave,
      it will be filled in if empty, and hidden from view otherwise. A hole with
      items can be uncovered by anyone by using the DIG command in the same room.
      Items placed in holes will persist, but foods and liquids will rot faster.
      +
      Usage    : DIG (STOP) 
      Example : dig
      Example : dig stop
      This command lets the player dig a hole in the ground. The hole is best dug
      proper tools, but smaller ones can still be dug with hands and elbows. The more
      often this command is used, the larger the hole will be. Items can be placed
      in the hole by the player who uses the hole, and filled back in by anyone using
      the CLOSE or FILL commands. If a hole is not filled in when the players leave,
      it will be filled in if empty, and hidden from view otherwise. A hole with
      items can be uncovered by anyone by using the DIG command in the same room.
      Items placed in holes will persist, but foods and liquids will rot faster.
      This can be aborted by entering dig stop.

      @@ -1737,12 +1761,12 @@

      CoffeeMud 5.9

      DISEMBARK -

      Command : DISEMBARK
      Usage : DISEMBARK
      Example : disembark
      Short(s): DISEM, DIS
      If your character is presently riding in a boat, this command will cause you to
      get out of the boat.
      +
      Command : DISEMBARK 
      Usage : DISEMBARK
      Example : disembark
      Short(s): DISEM, DIS
      If your character is presently riding in a boat, this command will cause you to
      get out of the boat.

      DISMOUNT -

      Command : DISMOUNT
      Usage : DISMOUNT ([WHAT])
      Example : dismount
      Example : dismount wagon
      Short(s): DISM, DIS
      If your character is presently riding a horse, this command will cause you to
      dismount from the horse. If you specify an item, it will also dismount the item
      from whatever it is mounted to. See also MOUNT, LEAVE, BOARD.
      +
      Command : DISMOUNT 
      Usage : DISMOUNT ([WHAT])
      Example : dismount
      Example : dismount wagon
      Short(s): DISM, DIS
      If your character is presently riding a horse, this command will cause you to
      dismount from the horse. If you specify an item, it will also dismount the item
      from whatever it is mounted to. See also MOUNT, LEAVE, BOARD.

      @@ -1762,87 +1786,87 @@

      CoffeeMud 5.9

      DIVINER -

      Char Class: Diviner (Mage)
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : At 5th level, receives bonus damage from Divination as levels
      advance. At 10th level, receives double duration on your
      Divination magic, and half duration from malicious Divination
      magic.
      Limits : Unable to cast Illusion spells. Receives penalty damage from
      Illusion as levels advance. Receives double duration from
      malicious Illusion magic, half duration on other Illusion effects.
      Desc. :
      Diviners are specialist mages who have mastered the arts of unconvering
      secrets, and obtaining knowledge. The entire world is an open book for them,
      just waiting for the pages to be turned. So adept do these mages become at
      divination that they gain all known divination spells, including some which are
      even secrets to the other mages!

      The Diviner's love of knowledge means he loses the knack of casting spells of
      illusion. However, they make up for this by being the most popular of advisors
      and group members when strange and amazing treasures are uncovered, or some
      secret needs to be told.
      +
      Char Class: Diviner (Mage) 
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : At 5th level, receives bonus damage from Divination as levels
      advance. At 10th level, receives double duration on your
      Divination magic, and half duration from malicious Divination
      magic.
      Limits : Unable to cast Illusion spells. Receives penalty damage from
      Illusion as levels advance. Receives double duration from
      malicious Illusion magic, half duration on other Illusion effects.
      Desc. :
      Diviners are specialist mages who have mastered the arts of unconvering
      secrets, and obtaining knowledge. The entire world is an open book for them,
      just waiting for the pages to be turned. So adept do these mages become at
      divination that they gain all known divination spells, including some which are
      even secrets to the other mages!

      The Diviner's love of knowledge means he loses the knack of casting spells of
      illusion. However, they make up for this by being the most popular of advisors
      and group members when strange and amazing treasures are uncovered, or some
      secret needs to be told.

      DOOMSAYER -

      Char Class: Doomsayer (Cleric)
      Max-Stats : Strength (22), Wisdom (22), Others (18)
      Qualifiers: Strength 9+, Wisdom 9+
      Races : All
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use polearms, axes, swords, daggers, or edged weapons.
      Armor : May wear any armor.
      Bonuses : Receives 1 pt damage reduction/level from fire attacks.
      Limits : Always fumbles good prayers, and fumbles all prayers when
      alignment is above 500. Qualifies and receives evil prayers.
      Using non-aligned prayers introduces failure chance. Vulnerable
      to cold attacks.
      Desc. :
      Doomsayers are very special servants of the gods, whose proclaimations of fire
      and brimstone give them resistance to fire attacks, as well as special powers
      controlling it. The Doomsayer is an evil aligned class, meaning that he will
      always fumble on good prayers, and does not qualify for good prayers. However,
      the Doomsayer can use many dangerous edged weapons, any kind of armor, and gets
      numerous special prayers that only the doomsayer can claim.

      How to play: The Doomsayer is easily the most wicked, cruel, and hated of all
      the Clerics. He is also the most social of the evil clerics, being a clear
      rival to the Healer. He is best played as a loner in cities, bringing the
      wrath of his God wherever he goes.
      +
      Char Class: Doomsayer (Cleric) 
      Max-Stats : Strength (22), Wisdom (22), Others (18)
      Qualifiers: Strength 9+, Wisdom 9+
      Races : All
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use polearms, axes, swords, daggers, or edged weapons.
      Armor : May wear any armor.
      Bonuses : Receives 1 pt damage reduction/level from fire attacks.
      Limits : Always fumbles good prayers, and fumbles all prayers when
      alignment is above 500. Qualifies and receives evil prayers.
      Using non-aligned prayers introduces failure chance. Vulnerable
      to cold attacks.
      Desc. :
      Doomsayers are very special servants of the gods, whose proclaimations of fire
      and brimstone give them resistance to fire attacks, as well as special powers
      controlling it. The Doomsayer is an evil aligned class, meaning that he will
      always fumble on good prayers, and does not qualify for good prayers. However,
      the Doomsayer can use many dangerous edged weapons, any kind of armor, and gets
      numerous special prayers that only the doomsayer can claim.

      How to play: The Doomsayer is easily the most wicked, cruel, and hated of all
      the Clerics. He is also the most social of the evil clerics, being a clear
      rival to the Healer. He is best played as a loner in cities, bringing the
      wrath of his God wherever he goes.

      DOWN -

      Command : DOWN
      Usage : DOWN
      Example : down
      Short(s): D
      Try to travel downward, whether it be down a ladder, downstairs, or down to the
      ground when flying.
      +
      Command : DOWN 
      Usage : DOWN
      Example : down
      Short(s): D
      Try to travel downward, whether it be down a ladder, downstairs, or down to the
      ground when flying.

      DRAW -

      Command : DRAW
      Usage : DRAW ([WEAPON NAME]) ([SHEATH NAME])
      Example : draw
      Example : draw sword
      Example : draw sword sheath
      Example : draw sheath
      Short(s):
      Takes one or more weapons from the sheaths you are wearing and either wields or
      holds the item as appropriate. In combat, a sword does you no good in its
      sheath, so this is a good command. See SHEATH.
      +
      Command : DRAW 
      Usage : DRAW ([WEAPON NAME]) ([SHEATH NAME])
      Example : draw
      Example : draw sword
      Example : draw sword sheath
      Example : draw sheath
      Short(s):
      Takes one or more weapons from the sheaths you are wearing and either wields or
      holds the item as appropriate. In combat, a sword does you no good in its
      sheath, so this is a good command. See SHEATH.

      DRESS -

      Command : DRESS
      Usage : DRESS [MOB NAME] [ITEM NAME]
      Example : dress joe tunic
      Short(s):
      Allows the player to put a piece of armor, clothing, barding, or whatever on
      the target mob. The target mob must be a follower of the player for this to
      work.
      +
      Command : DRESS 
      Usage : DRESS [MOB NAME] [ITEM NAME]
      Example : dress joe tunic
      Short(s):
      Allows the player to put a piece of armor, clothing, barding, or whatever on
      the target mob. The target mob must be a follower of the player for this to
      work.

      DRINK -

      Command : DRINK
      Usage : DRINK ([ITEM NAME])
      Example : drink cup
      Short(s):
      Take a drink from some drinkable source, such as a wineskin, cup, or bottle.
      Specifying a drink source is not necessary if you are in a freshwater location,
      such as a river. Drinking is necessary to remove the "You are thirsty"
      messages. Thirst can also hurt combat capabilities, and can eventually kill
      you.
      +
      Command : DRINK 
      Usage : DRINK ([ITEM NAME])
      Example : drink cup
      Short(s):
      Take a drink from some drinkable source, such as a wineskin, cup, or bottle.
      Specifying a drink source is not necessary if you are in a freshwater location,
      such as a river. Drinking is necessary to remove the "You are thirsty"
      messages. Thirst can also hurt combat capabilities, and can eventually kill
      you.

      DROP -

      Command : DROP
      Usage : DROP ([NUMBER]) [ITEM NAME] ...
      Example : drop cup
      Example : drop 3 berries
      Short(s):
      Take an item out of your carried inventory and place it somewhere in the room
      or area where your character is located.
      +
      Command : DROP 
      Usage : DROP ([NUMBER]) [ITEM NAME] ...
      Example : drop cup
      Example : drop 3 berries
      Short(s):
      Take an item out of your carried inventory and place it somewhere in the room
      or area where your character is located.

      DROW -

      Race Name : Drow (Elf)
      Stat Mods.: Intelligence+1, dexterity+3, constitution-4, charisma-3, save vs
      magic+30, max intelligence adj.+1, max dexterity adj.+3, max
      constitution adj.-4, max charisma adj.-3
      Abilities : Darkvision, infravision, Taint of Evil(100%), Light
      Sensitivity(100%), Darkness Globe(100%), Faerie Fire(25%)
      Languages : Drowish(75%), Undercommon(25%)
      Life Exp. : 430 Years
      Immunities: Syphilis, Poison Ivy
      Equipment : A delicate black shirt, a pair of sandals, some delicate
      leggings, a knitted weapon belt
      Desc. :
      Drow are the dark cousins to elves. Their existence living underground had
      radiated their bodies with dark magic and give them advantages in the cold,
      dark world. However, they hurt plenty when exposed to light. They have the
      ability to see in the dark, and can prove to be fiercesome fighters. All Drow
      start off with the ability to cast darkness and faerie fire.
      +
      Race Name : Drow (Elf) 
      Stat Mods.: Intelligence+1, dexterity+3, constitution-4, charisma-3, save vs
      magic+30, max intelligence adj.+1, max dexterity adj.+3, max
      constitution adj.-4, max charisma adj.-3
      Abilities : Darkvision, infravision, Taint of Evil(100%), Light
      Sensitivity(100%), Darkness Globe(100%), Faerie Fire(25%)
      Languages : Drowish(75%), Undercommon(25%)
      Life Exp. : 430 Years
      Immunities: Poison Ivy, Syphilis
      Equipment : A delicate black shirt, a pair of sandals, some delicate
      leggings, a knitted weapon belt
      Desc. :
      Drow are the dark cousins to elves. Their existence living underground had
      radiated their bodies with dark magic and give them advantages in the cold,
      dark world. However, they hurt plenty when exposed to light. They have the
      ability to see in the dark, and can prove to be fiercesome fighters. All Drow
      start off with the ability to cast darkness and faerie fire.

      DRUID -

      Char Class: Druid (Druid)
      Max-Stats : Constitution (25), Others (18)
      Qualifiers: Constitution 9+
      Races : Duergar, Dwarf, Elf, Half Elf and Human
      Prime Stat: Constitution Attack Pts: +(Con/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use wooden, plant-based, or leather weapons.
      Armor : Must wear non-metal armor.
      Bonuses : When leading animals into battle, will not divide experience
      among animal followers. Can create a druidic connection with an
      area. Benefits from animal/plant/stone followers leveling.
      Benefits from freeing animals from cities. Benefits from
      balancing the weather.
      Limits : Must remain Neutral to avoid skill and chant failure chances.
      Desc. :
      Druids are mystical guardians of the natural world, and the wielders of natures
      grandest powers. They may not wear metal, and can only use a small set of
      natural weapons, but their notorious health and magical chants more than make
      up for this. Like the natural world, Druids are restricted to a neutral
      alignment.

      Druid is the starting point for numerous sub-classes which the player may
      choose to gain levels in at any time. These sub-classes include: Delver,
      Beastmaster, Gaian, Mer, and SkyWatcher.

      How to play: The druid is the most complex class to play. Most of his magic
      requires the assistance of numerous spells to bear fruit, but the benefits make
      the complexity well worth it. The druid is also best fit for travelling with
      animal armies of his own creation. In groups, the druid can assist with some
      extra fire power at high levels. For the most part though, it is alone that
      the druid will flourish, forming his own animal groups to make up for his
      weakness in combat.

      Although weak in melee combat, due to equipment and skill limitations, the
      druid is capable of marshaling all the powers of animals and plants to aid in
      the vanquishing of foes for experience. At higher levels, as the powers of
      weather come into play, the Druid will find their magical prowess unequaled by
      any other class.
      +
      Char Class: Druid (Druid) 
      Max-Stats : Constitution (25), Others (18)
      Qualifiers: Constitution 9+
      Races : Duergar, Dwarf, Elf, Half Elf and Human
      Prime Stat: Constitution Attack Pts: +(Con/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use wooden, plant-based, or leather weapons.
      Armor : Must wear non-metal armor.
      Bonuses : Will gain random qualified chants. When leading animals into
      battle, will not divide experience among animal followers. Can
      create a druidic connection with an area. Benefits from
      animal/plant/stone followers leveling. Benefits from freeing
      animals from cities. Benefits from balancing the weather.
      Limits : Must remain Neutral to avoid skill and chant failure chances.
      Desc. :
      Druids are mystical guardians of the natural world, and the wielders of natures
      grandest powers. They may not wear metal, and can only use a small set of
      natural weapons, but their notorious health and magical chants more than make
      up for this. Like the natural world, Druids are restricted to a neutral
      alignment.

      Druid is the starting point for numerous sub-classes which the player may
      choose to gain levels in at any time. These sub-classes include: Delver,
      Beastmaster, Gaian, Mer, and SkyWatcher.

      How to play: The druid is the most complex class to play. Most of his magic
      requires the assistance of numerous spells to bear fruit, but the benefits make
      the complexity well worth it. The druid is also best fit for travelling with
      animal armies of his own creation. In groups, the druid can assist with some
      extra fire power at high levels. For the most part though, it is alone that
      the druid will flourish, forming his own animal groups to make up for his
      weakness in combat.

      Although weak in melee combat, due to equipment and skill limitations, the
      druid is capable of marshaling all the powers of animals and plants to aid in
      the vanquishing of foes for experience. At higher levels, as the powers of
      weather come into play, the Druid will find their magical prowess unequaled by
      any other class.

      DUEL -

      Command : DUEL
      Usage : DUEL [MOB NAME]
      Example : duel karlthedragon
      Short(s):
      Causes your character to either challenge the target player to a duel, or to
      accept a challenge from another player to duel. A duel is a fight between two
      players that is without consequences. Neither player can die while dueling,
      nor suffer permanent loss or harm. Players fight until one flees for longer
      than 30 seconds, or one of them is "killed", at which point the duel ends and
      both players are restored to the pre-duel state of health.
      +
      Command : DUEL 
      Usage : DUEL [MOB NAME]
      Example : duel karlthedragon
      Short(s):
      Causes your character to either challenge the target player to a duel, or to
      accept a challenge from another player to duel. A duel is a fight between two
      players that is without consequences. Neither player can die while dueling,
      nor suffer permanent loss or harm. Players fight until one flees for longer
      than 30 seconds, or one of them is "killed", at which point the duel ends and
      both players are restored to the pre-duel state of health.

      DUERGAR -

      Race Name : Duergar (Dwarf)
      Stat Mods.: Constitution+1, charisma-4, save vs fire+15, save vs cold-15,
      save vs water-10, save vs mind+5, save vs poison+10, save vs
      disease-10, max constitution adj.+1, max charisma adj.-4
      Abilities : Darkvision, Mining(50%), Invisibility(25%), Grow(25%)
      Languages : Dwarven(100%), Undercommon(25%)
      Life Exp. : 290 Years
      XP Adjust.: -10%
      Immunities: Syphilis
      Equipment : A grey work tunic, a pair of hefty work boots, some hefty work
      pants, a knitted weapon belt
      Desc. :
      Duergar are shorter than humans, but much stockier, and sport long black beards
      and bald heads.They receive one bonus Constitution point, but lose four
      Charisma points. They also have Darkvision, or the ability to see other
      creatures in the dark, and have a talent for Invisibility and Growth. Duergar,
      like their cousins the Dwarfs, are natural Miners, though their class choices
      will be even more limited.
      +
      Race Name : Duergar (Dwarf) 
      Stat Mods.: Constitution+1, charisma-4, save vs fire+15, save vs cold-15,
      save vs water-10, save vs mind+5, save vs poison+10, save vs
      disease-10, max constitution adj.+1, max charisma adj.-4
      Abilities : Darkvision, Mining(50%), Invisibility(25%), Grow(25%)
      Languages : Dwarven(100%), Undercommon(25%)
      Life Exp. : 290 Years
      XP Adjust.: -10%
      Immunities: Syphilis
      Equipment : A grey work tunic, a pair of hefty work boots, some hefty work
      pants, a knitted weapon belt
      Desc. :
      Duergar are shorter than humans, but much stockier, and sport long black beards
      and bald heads.They receive one bonus Constitution point, but lose four
      Charisma points. They also have Darkvision, or the ability to see other
      creatures in the dark, and have a talent for Invisibility and Growth. Duergar,
      like their cousins the Dwarfs, are natural Miners, though their class choices
      will be even more limited.

      DWARF -

      Race Name : Dwarf (Dwarf)
      Stat Mods.: Constitution+1, charisma-1, save vs poison+10, max constitution
      adj.+1, max charisma adj.-1
      Abilities : Infravision, Stonecunning(100%), Mining(50%)
      Languages : Dwarven(100%)
      Life Exp. : 290 Years
      Immunities: Syphilis
      Equipment : A grey work tunic, a pair of hefty work boots, some hefty work
      pants, a knitted weapon belt
      Desc. :
      Dwarves are shorter than humans, but much stockier, and enjoy sporting beards
      (including the women). They receive one bonus Constitution point, but lose one
      Charisma point. They also have Infravision, or the ability to see other
      creatures in the dark. Dwarves are natural Miners, though their class choices
      will be limited.
      +
      Race Name : Dwarf (Dwarf) 
      Stat Mods.: Constitution+1, charisma-1, save vs poison+10, max constitution
      adj.+1, max charisma adj.-1
      Abilities : Infravision, Stonecunning(100%), Mining(50%)
      Languages : Dwarven(100%)
      Life Exp. : 290 Years
      Immunities: Syphilis
      Equipment : A grey work tunic, a pair of hefty work boots, some hefty work
      pants, a knitted weapon belt
      Desc. :
      Dwarves are shorter than humans, but much stockier, and enjoy sporting beards
      (including the women). They receive one bonus Constitution point, but lose one
      Charisma point. They also have Infravision, or the ability to see other
      creatures in the dark. Dwarves are natural Miners, though their class choices
      will be limited.

      EAST -

      Command : EAST
      Usage : EAST
      Example : east
      Short(s): E
      Travel eastward from the present room or location.
      +
      Command : EAST 
      Usage : EAST
      Example : east
      Short(s): E
      Travel eastward from the present room or location.

      EAT -

      Command : EAT
      Usage : EAT [ITEM NAME] (FROM [CONTAINER])
      Example : eat pie
      Example : eat rice from bowl
      Short(s):
      Take a bite from some edible source, such as a ration, pie, or other food
      source. Eating is necessary to remove the "You are hungry" messages. Hunger
      can also hurt combat capabilities, and can eventually kill you.
      +
      Command : EAT 
      Usage : EAT [ITEM NAME] (FROM [CONTAINER])
      Example : eat pie
      Example : eat rice from bowl
      Short(s):
      Take a bite from some edible source, such as a ration, pie, or other food
      source. Eating is necessary to remove the "You are hungry" messages. Hunger
      can also hurt combat capabilities, and can eventually kill you.

      ELF -

      Race Name : Elf (Elf)
      Stat Mods.: Dexterity+1, constitution-1, save vs magic+10, max dexterity
      adj.+1, max constitution adj.-1
      Abilities : Infravision, Keenvision(100%), Foraging(50%)
      Languages : Elvish(75%)
      Life Exp. : 430 Years
      Immunities: Poison Ivy
      Equipment : A delicate green shirt, a pair of sandals, some delicate
      leggings, a knitted weapon belt
      Desc. :
      Elves are slightly shorter and more slender than humans, but are quick and
      agile. They receive one bonus Dexterity point, but lose one Constitution
      point. Elves have Infravision, are skilled at Foraging. Though their class
      choices are more limited than humans, they have the broadest choices of all
      demi-humans.
      +
      Race Name : Elf (Elf) 
      Stat Mods.: Dexterity+1, constitution-1, save vs magic+10, max dexterity
      adj.+1, max constitution adj.-1
      Abilities : Infravision, Keenvision(100%), Foraging(50%)
      Languages : Elvish(75%)
      Life Exp. : 430 Years
      Immunities: Poison Ivy
      Equipment : A delicate green shirt, a pair of sandals, some delicate
      leggings, a knitted weapon belt
      Desc. :
      Elves are slightly shorter and more slender than humans, but are quick and
      agile. They receive one bonus Dexterity point, but lose one Constitution
      point. Elves have Infravision, are skilled at Foraging. Though their class
      choices are more limited than humans, they have the broadest choices of all
      demi-humans.

      EMAIL -

      Command : EMAIL
      Usage : EMAIL (BOX ([NUM]))/([PLAYER NAME])
      Example : email
      Example : email box
      Example : email box 10
      Example : email Joe
      Short(s):
      Entering this command without any parameters will guide the player through the
      process of re-entering the email address on file for the player. If the
      AUTOFORWARD config flag is on, emails sent to the player address will be
      forwarded to this email address.

      Entering this command with the parameter of BOX will allow the player to read
      any email on file, for cases when the player has their AUTOFORWARD config flag
      off. A number may be appended to limit the number of newer messages shown.

      Entering this command with the name of a player will allow an email to be sent
      which, depending upon that players settings, will either be forwarded to their
      real email address, or only available within the mud.
      +
      Command : EMAIL 
      Usage : EMAIL (BOX ([NUM]))/([PLAYER NAME])
      Example : email
      Example : email box
      Example : email box 10
      Example : email Joe
      Short(s):
      Entering this command without any parameters will guide the player through the
      process of re-entering the email address on file for the player. If the
      AUTOFORWARD config flag is on, emails sent to the player address will be
      forwarded to this email address.

      Entering this command with the parameter of BOX will allow the player to read
      any email on file, for cases when the player has their AUTOFORWARD config flag
      off. A number may be appended to limit the number of newer messages shown.

      Entering this command with the name of a player will allow an email to be sent
      which, depending upon that players settings, will either be forwarded to their
      real email address, or only available within the mud.

      EMOTE -

      Command : EMOTE
      Usage : EMOTE [ACTION DESCRIPTION] ...
      Example : emote whistles at the big Dragon.
      Example : emote whistle(s) at /dragon.
      Example : : whistle(s) at /dragon saying Look at /dragon-m!.
      Short(s): :
      Causes a message to be displayed which will describe your character as
      performing the action described by the given emote message. For instance, the
      first example, if done by an adventurer named "Bob" would tell everyone else in
      the room that "Bob whistles at the big Dragon."

      You can use contextual pronouns by inserting special codes into your strings.
      These codes begin with a forward slash, followed by the name of a mob or item
      that is visible in the room, followed optionally by one of the following:
      -h : singular possessive pronouns "his" or "her"
      -m : singular personal pronoun "him" or "her"
      -s : name alone, or reflexive pronoun "himself" or "herself"
      -e : subjective case personal pronoun "he" or "she"
      's : possessive contraction john's, your
      -ms: reflexive/intensive pronouns "himself" or "herself" or "yourself"
      * While many codes may be used, only one unique name is allowed per string!

      You can also end verbs with (s) or (es) to make contextually correct.
      +
      Command : EMOTE 
      Usage : EMOTE [ACTION DESCRIPTION] ...
      Example : emote whistles at the big Dragon.
      Example : emote whistle(s) at /dragon.
      Example : : whistle(s) at /dragon saying Look at /dragon-m!.
      Short(s): :
      Causes a message to be displayed which will describe your character as
      performing the action described by the given emote message. For instance, the
      first example, if done by an adventurer named "Bob" would tell everyone else in
      the room that "Bob whistles at the big Dragon."

      You can use contextual pronouns by inserting special codes into your strings.
      These codes begin with a forward slash, followed by the name of a mob or item
      that is visible in the room, followed optionally by one of the following:
      -h : singular possessive pronouns "his" or "her"
      -m : singular personal pronoun "him" or "her"
      -s : name alone, or reflexive pronoun "himself" or "herself"
      -e : subjective case personal pronoun "he" or "she"
      's : possessive contraction john's, your
      -ms: reflexive/intensive pronouns "himself" or "herself" or "yourself"
      * While many codes may be used, only one unique name is allowed per string!

      You can also end verbs with (s) or (es) to make contextually correct.

      @@ -1852,12 +1876,12 @@

      CoffeeMud 5.9

      EMPTY -

      Command : EMPTY
      Usage : EMPTY [CONTAINER(S)] ([TARGET]/ME/SELF/GROUND/INVENTORY/HERE)
      Example : empty sack here
      Example : empty sack chest
      Short(s):
      Attempts to empty the contents of a container, either into your inventory, onto
      the floor, or into another container.
      +
      Command : EMPTY 
      Usage : EMPTY [CONTAINER(S)] ([TARGET]/ME/SELF/GROUND/INVENTORY/HERE)
      Example : empty sack here
      Example : empty sack chest
      Short(s):
      Attempts to empty the contents of a container, either into your inventory, onto
      the floor, or into another container.

      ENCHANTER -

      Char Class: Enchanter (Mage)
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : At 5th level, receives bonus damage from Enchantment/charm as
      levels advance. At 10th level, receives double duration on your
      Enchantment/charm magic, and half duration from malicious
      Enchantment/charm magic.
      Limits : Unable to cast Abjuration spells. Receives penalty damage from
      Abjuration as levels advance. Receives double duration from
      malicious Abjuration magic, half duration on other Abjuration
      effects.
      Desc. :
      Enchanters are specialist mages who can always seem to bring out the best
      magical aspects of whoever or whatever they turn their attention to. And when
      angered, the Enchanter can also twist their enemies to their will. So adept
      are they at this art of change that they gain all known enchantment spells,
      even those which only the enchanter may learn.

      Enchanters love change so much that they neglect the protective magic of
      abjuration, and find themselves unable to use that magic. However, the
      Enchanter does not fear the snake's poison, or the dragon's breath, especially
      when he can snap his fingers and make them both his pets!
      +
      Char Class: Enchanter (Mage) 
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : At 5th level, receives bonus damage from Enchantment/charm as
      levels advance. At 10th level, receives double duration on your
      Enchantment/charm magic, and half duration from malicious
      Enchantment/charm magic.
      Limits : Unable to cast Abjuration spells. Receives penalty damage from
      Abjuration as levels advance. Receives double duration from
      malicious Abjuration magic, half duration on other Abjuration
      effects.
      Desc. :
      Enchanters are specialist mages who can always seem to bring out the best
      magical aspects of whoever or whatever they turn their attention to. And when
      angered, the Enchanter can also twist their enemies to their will. So adept
      are they at this art of change that they gain all known enchantment spells,
      even those which only the enchanter may learn.

      Enchanters love change so much that they neglect the protective magic of
      abjuration, and find themselves unable to use that magic. However, the
      Enchanter does not fear the snake's poison, or the dragon's breath, especially
      when he can snap his fingers and make them both his pets!

      @@ -1867,22 +1891,22 @@

      CoffeeMud 5.9

      ENTER -

      Command : ENTER
      Usage : ENTER [EXIT OR ROOM NAME]
      Usage : ENTER [EXIT OR ROOM NAME]
      Example : enter door
      Example : enter portal
      Moves the player or creature through some exit or portal as specified by the
      EXITS command. Can be an alternative to the standard N,S,E,W,U,D commands.
      +
      Command : ENTER 
      Usage : ENTER [EXIT OR ROOM NAME]
      Usage : ENTER [EXIT OR ROOM NAME]
      Example : enter door
      Example : enter portal
      Moves the player or creature through some exit or portal as specified by the
      EXITS command. Can be an alternative to the standard N,S,E,W,U,D commands.

      EQUIPMENT -

      Command : EQUIPMENT
      Usage : EQUIPMENT (LONG)
      Example : equipment
      Example : equipment long
      Short(s): eq
      List the items you are wearing, wielding, holding, or are allowing to float
      nearby. Use the LONG modifier to also see wearing positions you may not have
      occupied, and anything being worn at other layers, including piercings and
      tattoos.
      +
      Command : EQUIPMENT 
      Usage : EQUIPMENT (LONG)
      Example : equipment
      Example : equipment long
      Short(s): eq
      List the items you are wearing, wielding, holding, or are allowing to float
      nearby. Use the LONG modifier to also see wearing positions you may not have
      occupied, and anything being worn at other layers, including piercings and
      tattoos.

      EVOKER -

      Char Class: Evoker (Mage)
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : At 5th level, receives bonus damage from Invocation/evocation as
      levels advance. At 10th level, receives double duration on your
      Invocation/evocation magic, and half duration from malicious
      Invocation/evocation magic.
      Limits : Unable to cast Alteration spells. Receives penalty damage from
      Alteration as levels advance. Receives double duration from
      malicious Alteration magic, half duration on other Alteration
      effects.
      Desc. :
      Evokers are specialist mages who can bring from nothing the powers of light and
      darkness, heat and cold, lightning and ferocious wind. So adept are these
      mages are the creation of these magical elements that they automatically gain
      all evocation/invocation spells, even those known only to evokers.

      Evokers are so impatient to create from nothing that they have neglected the
      study of the alteration of already existing things, and will find themselves
      unable to use alteration magic. However, the Evoker is the horror of all
      specialist mages, death in both fingers, and is envied by all for his power.
      +
      Char Class: Evoker (Mage) 
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : At 5th level, receives bonus damage from Invocation/evocation as
      levels advance. At 10th level, receives double duration on your
      Invocation/evocation magic, and half duration from malicious
      Invocation/evocation magic.
      Limits : Unable to cast Alteration spells. Receives penalty damage from
      Alteration as levels advance. Receives double duration from
      malicious Alteration magic, half duration on other Alteration
      effects.
      Desc. :
      Evokers are specialist mages who can bring from nothing the powers of light and
      darkness, heat and cold, lightning and ferocious wind. So adept are these
      mages are the creation of these magical elements that they automatically gain
      all evocation/invocation spells, even those known only to evokers.

      Evokers are so impatient to create from nothing that they have neglected the
      study of the alteration of already existing things, and will find themselves
      unable to use alteration magic. However, the Evoker is the horror of all
      specialist mages, death in both fingers, and is envied by all for his power.

      EXAMINE -

      Command : EXAMINE
      Usage : EXAMINE [ITEM NAME]
      Example : examine shelf
      Example : examine door
      Example : look
      Short(s): EXAM, EXA, LONGLOOK, LL, ID
      Take a must closer look at the item, mob, or other entity specified. If no
      entity is specified, this command will take a careful look around the room or
      area your character is presently in. This command takes longer to execute, but
      can sometimes deliver more information than a standard LOOK, depending upon the
      players intelligence.
      +
      Command : EXAMINE 
      Usage : EXAMINE [ITEM NAME]
      Example : examine shelf
      Example : examine door
      Example : look
      Short(s): EXAM, EXA, LONGLOOK, LL, ID
      Take a must closer look at the item, mob, or other entity specified. If no
      entity is specified, this command will take a careful look around the room or
      area your character is presently in. This command takes longer to execute, but
      can sometimes deliver more information than a standard LOOK, depending upon the
      players intelligence.

      @@ -1892,22 +1916,22 @@

      CoffeeMud 5.9

      EXCLAMATION_POINT -

      Command : !
      Usage : !
      Example : !
      Short(s):
      Repeats the last command you entered.
      +
      Command : ! 
      Usage : !
      Example : !
      Short(s):
      Repeats the last command you entered.

      EXIT -

      Command : EXIT
      Usage : EXIT
      Example : exit
      Short(s):
      If your character is presently riding or sleeping in or on something, this
      command will get you out.
      +
      Command : EXIT 
      Usage : EXIT
      Example : exit
      Short(s):
      If your character is presently riding or sleeping in or on something, this
      command will get you out.

      EXITS -

      Command : EXITS
      Usage : EXITS (SHORT/BRIEF)
      Example : exits
      Example : exits brief
      Short(s): ex
      List the exits available to your character from the current room or area. The
      "brief" (or "short") qualifier will leave out the exits details and just show
      you the directions.
      +
      Command : EXITS 
      Usage : EXITS (SHORT/BRIEF)
      Example : exits
      Example : exits brief
      Short(s): ex
      List the exits available to your character from the current room or area. The
      "brief" (or "short") qualifier will leave out the exits details and just show
      you the directions.

      EXPERIENCE -

      Command : EXPERIENCE
      Usage : EXPERIENCE
      Example : experience
      Short(s): exper, xp, exp
      List the amount of experience earned, and the number of hours played.
      +
      Command : EXPERIENCE 
      Usage : EXPERIENCE
      Example : experience
      Short(s): exper, xp, exp
      List the amount of experience earned, and the number of hours played.

      @@ -1917,12 +1941,12 @@

      CoffeeMud 5.9

      EXPERTISES -

      Command : EXPERTISES
      Usage : EXPERTISES
      Example : expertises
      Short(s): exps
      This command will list any expertises you have gained. Expertises are specific
      areas of knowledge your character has learned about, and usually enhance skills
      in one way or another. See also the QUALIFY and GAIN command.
      +
      Command : EXPERTISES 
      Usage : EXPERTISES
      Example : expertises
      Short(s): exps
      This command will list any expertises you have gained. Expertises are specific
      areas of knowledge your character has learned about, and usually enhance skills
      in one way or another. See also the QUALIFY and GAIN command.

      FACTIONS -

      Command : FACTIONS
      Usage : FACTIONS
      Example : factions
      Short(s): fac
      This command shows all Factions you have standing with. It shows what level of
      standing you have and how close you are to gaining or losing that level of
      standing. See also help on REPUTATION.
      +
      Command : FACTIONS 
      Usage : FACTIONS
      Example : factions
      Short(s): fac
      This command shows all Factions you have standing with. It shows what level of
      standing you have and how close you are to gaining or losing that level of
      standing. See also help on REPUTATION.

      @@ -1932,17 +1956,17 @@

      CoffeeMud 5.9

      FEED -

      Command : FEED
      Usage : FEED [MOB NAME] [ITEM NAME]
      Example : feed joe "pot pie"
      Example : feed joe waterskin
      Short(s):
      Allows the player to feed the target mob a piece of food or drink from the
      players inventory. The target mob must be a follower of the player for this to
      be successful.
      +
      Command : FEED 
      Usage : FEED [MOB NAME] [ITEM NAME]
      Example : feed joe "pot pie"
      Example : feed joe waterskin
      Short(s):
      Allows the player to feed the target mob a piece of food or drink from the
      players inventory. The target mob must be a follower of the player for this to
      be successful.

      FIGHTER -

      Char Class: Fighter (Fighter)
      Max-Stats : Strength (25), Others (18)
      Qualifiers: Strength 9+
      Races : All
      Prime Stat: Strength Attack Pts: +(Str/18) per level
      Practices : 3 +[(Wisdom/6)-1 per lvl] Trains : 4 +1 per level
      Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/8)+(1d2)/lvl]
      Movement : 100 +[12X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : May use any weapons.
      Armor : May wear any armor.
      Bonuses : Receives bonus conquest experience and bonus duel experience.
      Limits :
      Desc. :
      Fighters are brutish weapon masters, skilled in the art of killing. They may
      specialize in any weapon type, and learn numerous new fighting techniques as
      they advance in level. Fighters receive more hit points and attack bonuses per
      level than any other class, and are invaluable in a close melee.

      Fighter is the starting point for numerous sub-classes which the player may
      choose to gain levels in at any time. These sub-classes include: Monk, Ranger,
      Paladin, and Barbarian.

      How to play: The fighters strength is in his domination of pure combat. When
      playing alone, a fighter is fully capable of gaining the necessary experience.
      However, the fighter may choose to lead a group to gain an even greater
      advantage. As the tank (primary melee combatant) in a group, the fighter will
      give the group the benefit of his superior armor and fighting skill, while
      benefitting from the healing spells of a cleric, or the magical aids of a mage.

      The fighters greatest weakness is his inability to move secretly, or get into
      or out of tricky spots. For this reason, the fighter outside of a group should
      steer towards simple combat areas, and be content only with the treasures
      obtains from his kills.
      +
      Char Class: Fighter (Fighter) 
      Max-Stats : Strength (25), Others (18)
      Qualifiers: Strength 9+
      Races : All
      Prime Stat: Strength Attack Pts: +(Str/18) per level
      Practices : 3 +[(Wisdom/6)-1 per lvl] Trains : 4 +1 per level
      Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/8)+(1d2)/lvl]
      Movement : 100 +[12X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : May use any weapons.
      Armor : May wear any armor.
      Bonuses : Receives bonus conquest experience and bonus duel experience.
      Limits :
      Desc. :
      Fighters are brutish weapon masters, skilled in the art of killing. They may
      specialize in any weapon type, and learn numerous new fighting techniques as
      they advance in level. Fighters receive more hit points and attack bonuses per
      level than any other class, and are invaluable in a close melee.

      Fighter is the starting point for numerous sub-classes which the player may
      choose to gain levels in at any time. These sub-classes include: Monk, Ranger,
      Paladin, and Barbarian.

      How to play: The fighters strength is in his domination of pure combat. When
      playing alone, a fighter is fully capable of gaining the necessary experience.
      However, the fighter may choose to lead a group to gain an even greater
      advantage. As the tank (primary melee combatant) in a group, the fighter will
      give the group the benefit of his superior armor and fighting skill, while
      benefitting from the healing spells of a cleric, or the magical aids of a mage.


      The fighters greatest weakness is his inability to move secretly, or get into
      or out of tricky spots. For this reason, the fighter outside of a group should
      steer towards simple combat areas, and be content only with the treasures
      obtains from his kills.

      FILL -

      Command : FILL
      Usage : FILL [CONTAINER NAME] ([DRINK SOURCE])
      Example : fill bottle spring
      Short(s):
      Attempts to refill a liquid container, such as a bottle or a cup, from the
      given source. In many cases, containers can be refilled from other containers.
      If no source is specified, and the player is at a source of fresh water, then
      the fill will occur from the freshwater source.
      +
      Command : FILL 
      Usage : FILL [CONTAINER NAME] ([DRINK SOURCE])
      Example : fill bottle spring
      Short(s):
      Attempts to refill a liquid container, such as a bottle or a cup, from the
      given source. In many cases, containers can be refilled from other containers.
      If no source is specified, and the player is at a source of fresh water, then
      the fill will occur from the freshwater source.

      @@ -1952,97 +1976,97 @@

      CoffeeMud 5.9

      FLEE -

      Command : FLEE
      Usage : FLEE ([DIRECTION])
      Example : flee
      Short(s):
      While in combat, your character may need to quickly disengage and flee the
      room. A direction may be specified, but if one is not specified, a direction
      will be chosen for you. Fleeing from combat can cause you to lose experience
      points in many cases, so use this command sparingly. If all of your opponents
      are asleep, paralyzed, or bound, however, no loss is recorded for using this
      command.
      +
      Command : FLEE 
      Usage : FLEE ([DIRECTION])
      Example : flee
      Short(s):
      While in combat, your character may need to quickly disengage and flee the
      room. A direction may be specified, but if one is not specified, a direction
      will be chosen for you. Fleeing from combat can cause you to lose experience
      points in many cases, so use this command sparingly. If all of your opponents
      are asleep, paralyzed, or bound, however, no loss is recorded for using this
      command.

      FOLLOW -

      Command : FOLLOW
      Usage : FOLLOW [MOB NAME]
      Example : follow gunther
      Short(s): FOL
      In order to form adventuring groups, one or more characters may choose to
      follow a leader character. The leader then becomes the group leader, and is
      able to lead his or her followers around the map without their intervention.
      Followers may also come to the defence of a leader who is attacked, or who
      attacks another MOB. Lastly, leaders have the privilege of the ORDER command,
      to keep the followers in line. The number of followers one may have depends
      upon their Charisma score.

      Use FOLLOW SELF to stop following someone else.
      To force a follower to stop following you, use NOFOLLOW <MOBNAME>

      See also GROUP, NOFOLLOW, ORDER, FORMATION, and GTELL.
      +
      Command : FOLLOW 
      Usage : FOLLOW [MOB NAME]
      Example : follow gunther
      Short(s): FOL
      In order to form adventuring groups, one or more characters may choose to
      follow a leader character. The leader then becomes the group leader, and is
      able to lead his or her followers around the map without their intervention.
      Followers may also come to the defence of a leader who is attacked, or who
      attacks another MOB. Lastly, leaders have the privilege of the ORDER command,
      to keep the followers in line. The number of followers one may have depends
      upon their Charisma score.

      Use FOLLOW SELF to stop following someone else.
      To force a follower to stop following you, use NOFOLLOW <MOBNAME>

      See also GROUP, NOFOLLOW, ORDER, FORMATION, and GTELL.

      FOREWARD -

      Command : FOREWARD
      Usage : FOREWARD
      Example : foreward
      Short(s):
      Travel towards the front of a ship.
      +
      Command : FOREWARD 
      Usage : FOREWARD
      Example : foreward
      Short(s):
      Travel towards the front of a ship.

      FOREWARD_PORTSIDE -

      Command : FOREWARD PORTSIDE
      Usage : FOREWARD PORTSIDE
      Example : foreward portside
      Short(s):
      Travel towards the front left of a ship.
      +
      Command : FOREWARD PORTSIDE 
      Usage : FOREWARD PORTSIDE
      Example : foreward portside
      Short(s):
      Travel towards the front left of a ship.

      FOREWARD_STARBOARD -

      Command : FOREWARD STARBOARD
      Usage : FOREWARD STARBOARD
      Example : foreward starboard
      Short(s):
      Travel towards the front right of a ship.
      +
      Command : FOREWARD STARBOARD 
      Usage : FOREWARD STARBOARD
      Example : foreward starboard
      Short(s):
      Travel towards the front right of a ship.

      FORMATION -

      Command : FORMATION
      Usage : FORMATION ([MOB NAME] [ROW NUMBER])
      Example : formation
      Example : formation joe 2
      Short(s):
      When a player has followers, this command can be used to show where in the
      group order the player is located. The "front line" is considered row 0. The
      lead player must always be on a row ahead or on the same row as his followers.
      When formations are used in conjunction with AUTOMELEE, it can effectively aid
      archers and mages with ranged spells in battle. The range of the group members
      in formation, with respect to enemies, is always relative to the initial range
      of the lead player in combat. That is to say, if a group member is set to be
      at row #1, and the leader uses a bow to start off at range 3, then that group
      member will be at row #4 instead (1 off from the leaders position).
      Any member of a group can enter the FORMATION command without parameters to
      view the current marching order. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and
      GTELL.
      +
      Command : FORMATION 
      Usage : FORMATION ([MOB NAME] [ROW NUMBER])
      Example : formation
      Example : formation joe 2
      Short(s):
      When a player has followers, this command can be used to show where in the
      group order the player is located. The "front line" is considered row 0. The
      lead player must always be on a row ahead or on the same row as his followers.
      When formations are used in conjunction with AUTOMELEE, it can effectively aid
      archers and mages with ranged spells in battle. The range of the group members
      in formation, with respect to enemies, is always relative to the initial range
      of the lead player in combat. That is to say, if a group member is set to be
      at row #1, and the leader uses a bow to start off at range 3, then that group
      member will be at row #4 instead (1 off from the leaders position).
      Any member of a group can enter the FORMATION command without parameters to
      view the current marching order. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and
      GTELL.

      FORUM -

      A place to leave longer messages that other players can read. There are many
      forums, each with their own subject matter. Forums are available from the web
      site at http://localhost:27777/forums.html
      +
      A place to leave longer messages that other players can read. There are many
      forums, each with their own subject matter. Forums are available from the web
      site at http://:27777/forums.html

      FRIENDS -

      Command : FRIENDS
      Usage : FRIENDS (ADD/REMOVE [PLAYER NAME])
      Example : friends
      Example : friends list
      Example : friends add bob
      Example : friends remove bob
      Short(s):
      This command allows the player to add or remove names from his or her friends
      list. The friends list consists of some number of other players by name.
      Names on this list are subject to the AUTONOTIFY command, and are also
      filterable with the WHO command. For the spell of this name, use HELP SPELL
      FRIENDS.
      +
      Command : FRIENDS 
      Usage : FRIENDS (ADD/REMOVE [PLAYER NAME])
      Example : friends
      Example : friends list
      Example : friends add bob
      Example : friends remove bob
      Short(s):
      This command allows the player to add or remove names from his or her friends
      list. The friends list consists of some number of other players by name.
      Names on this list are subject to the AUTONOTIFY command, and are also
      filterable with the WHO command. For the spell of this name, use HELP SPELL
      FRIENDS.

      GAIAN -

      Char Class: Gaian (Druid)
      Max-Stats : Constitution (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Constitution 9+
      Races : Elf, Half Elf and Human
      Prime Stat: Constitution Attack Pts: +(Con/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use wooden, plant-based, or leather weapons.
      Armor : Must wear non-metal armor.
      Bonuses : Attains Greenskin (sunlight based bonuses/penalties) at level 5.
      At level 30, becomes totally undetectable in wilderness settings
      while hidden. Can create a druidic connection with an area.
      Benefits from animal/plant/stone followers leveling. Benefits
      from freeing animals from cities.
      Limits : Must remain Neutral to avoid skill and chant failure chances.
      Desc. :
      The Gaian is the druid of the green earth, watching over the plants, trees and
      all growing things. The gaian has a very special relationship with the plants
      and trees, having special abilities to make almost any location he steps into a
      sanctuary for his leafed friends. So in tune with green things is the gaian
      that sunlight can actually give his green tinted skin additional powers, though
      the darkness will slightly weaken his chanting stamina. The gaian can also
      call on the plants and trees around him to aid in him combat, to hide him from
      foes, or even to provide him with the things one would normally have to seek
      civilization for.

      How to play: The Gaian, so long as he stays around green plants, is a
      formidable foe to all enemies of nature. The gaian can call all aspects of the
      plants to his aid, and can always find sanctuary in the green plants during
      times of trouble. The gaian is weak in native combat abilities, like the other
      druids, but can make up for it with creative pre-casting, and good use of the
      power of nature during combat.
      +
      Char Class: Gaian (Druid) 
      Max-Stats : Constitution (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Constitution 9+
      Races : Elf, Half Elf and Human
      Prime Stat: Constitution Attack Pts: +(Con/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use wooden, plant-based, or leather weapons.
      Armor : Must wear non-metal armor.
      Bonuses : Attains Greenskin (sunlight based bonuses/penalties) at level 5.
      At level 30, becomes totally undetectable in wilderness settings
      while hidden. Can create a druidic connection with an area.
      Benefits from animal/plant/stone followers leveling. Benefits
      from freeing animals from cities.
      Limits : Must remain Neutral to avoid skill and chant failure chances.
      Desc. :
      The Gaian is the druid of the green earth, watching over the plants, trees and
      all growing things. The gaian has a very special relationship with the plants
      and trees, having special abilities to make almost any location he steps into a
      sanctuary for his leafed friends. So in tune with green things is the gaian
      that sunlight can actually give his green tinted skin additional powers, though
      the darkness will slightly weaken his chanting stamina. The gaian can also
      call on the plants and trees around him to aid in him combat, to hide him from
      foes, or even to provide him with the things one would normally have to seek
      civilization for.

      How to play: The Gaian, so long as he stays around green plants, is a
      formidable foe to all enemies of nature. The gaian can call all aspects of the
      plants to his aid, and can always find sanctuary in the green plants during
      times of trouble. The gaian is weak in native combat abilities, like the other
      druids, but can make up for it with creative pre-casting, and good use of the
      power of nature during combat.

      GAIN -

      Command : GAIN
      Usage : GAIN [SPELL NAME]
      Example : gain blunt specialization
      Short(s):
      Gain is a command, supported in most DikuMUD derivatives, which allows you to
      gain new abilities from certain kinds of mobs capable of teaching them. In
      CoffeeMud, *anyone* can TEACH an ability to another, provided the student is
      qualified to learn. However, since there are a few MOBs in CoffeeMud with the
      MOBTrainer behavior, it should be noted that, so long as the request is phrased
      as a SAY command, this command will still work.
      +
      Command : GAIN 
      Usage : GAIN [SPELL NAME]
      Example : gain blunt specialization
      Short(s):
      Gain is a command, supported in most DikuMUD derivatives, which allows you to
      gain new abilities from certain kinds of mobs capable of teaching them. In
      CoffeeMud, *anyone* can TEACH an ability to another, provided the student is
      qualified to learn. However, since there are a few MOBs in CoffeeMud with the
      MOBTrainer behavior, it should be noted that, so long as the request is phrased
      as a SAY command, this command will still work.

      GAOLER -

      Char Class: Gaoler (Commoner)
      Max-Stats : Strength (24), Dexterity (24), Others (18)
      Qualifiers: Strength 5+, Dexterity 5+
      Races : All
      Prime Stat: Strength Attack Pts: +(Str/18)-1 per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/10)+(1d2)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
      Weapons : Must use flailed weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : Gains experience when using certain skills. Screams of flayed,
      amputated, tattooed, body pierced, or chirguried victims grants
      xp/hr.
      Limits :
      Desc. :
      The Gaoler (pronounced like Jailer), is the ancient dungeon keeper. He
      specializes in those implements and activities which reflect the worst and most
      sadistic side of human nature. Although not much use as an adventurer, a
      player with a Gaoler background can be a valuable member of a clan, or a
      man-for-hire.
      +
      Char Class: Gaoler (Commoner) 
      Max-Stats : Strength (24), Dexterity (24), Others (18)
      Qualifiers: Strength 5+, Dexterity 5+
      Races : All
      Prime Stat: Strength Attack Pts: +(Str/18)-1 per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/10)+(1d2)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
      Weapons : Must use flailed weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : Gains experience when using certain skills, the screams of
      victims from certain skills per hr, sleeping by an occupied cell,
      feeding innamtes bad food.
      Limits :
      Desc. :
      The Gaoler (pronounced like Jailer), is the ancient dungeon keeper. He
      specializes in those implements and activities which reflect the worst and most
      sadistic side of human nature. Although not much use as an adventurer, a
      player with a Gaoler background can be a valuable member of a clan, or a
      man-for-hire.

      GCONSIDER -

      Command : GCONSIDER
      Usage : GCONSIDER [MOB NAME]
      Example : gconsider dragon
      Short(s):
      Sizes up a monster or character against your group, so that you can determine
      whether a fight with such a creature is wise, or just a waste of time. Unlike
      consider, this command will take into account the damage which your entire
      group will do against the creature, while limiting the creatures return attacks
      only against the leader of your group.
      +
      Command : GCONSIDER 
      Usage : GCONSIDER [MOB NAME]
      Example : gconsider dragon
      Short(s):
      Sizes up a monster or character against your group, so that you can determine
      whether a fight with such a creature is wise, or just a waste of time. Unlike
      consider, this command will take into account the damage which your entire
      group will do against the creature, while limiting the creatures return attacks
      only against the leader of your group.

      GET -

      Command : GET
      Usage : GET (ALL/[NUMBER]) [ITEM NAME] (FROM) ([CONTAINER NAME])
      Example : get all dagger backpack
      Example : get all body
      Example : get pie
      Example : get all
      Example : get pie.2
      Example : get all.pie container.3
      Example : get 5 pie
      Example : get 5 from bundle
      Example : get 10 from package
      Short(s):
      Places an item that is presently not in your carried inventory into your
      inventory. If the item is inside a specified container, it will be retrieved
      from the container. If it is in the room or area you are occupying, it will be
      retrieved from there.
      +
      Command : GET 
      Usage : GET (ALL/[NUMBER]) [ITEM NAME] (FROM) ([CONTAINER NAME])
      Example : get all dagger backpack
      Example : get all body
      Example : get pie
      Example : get all
      Example : get pie.2
      Example : get all.pie container.3
      Example : get 5 pie
      Example : get 5 from bundle
      Example : get 10 from package
      Short(s):
      Places an item that is presently not in your carried inventory into your
      inventory. If the item is inside a specified container, it will be retrieved
      from the container. If it is in the room or area you are occupying, it will be
      retrieved from there.

      GITHYANKI -

      Race Name : Githyanki (Humanoid)
      Stat Mods.: Dexterity+1, wisdom+1, save vs mind+10, max dexterity adj.+1, max
      wisdom adj.+1
      Abilities : Darkvision, Hide(25%), Astral Step(5%)
      Languages :
      Life Exp. : 260 Years
      XP Adjust.: -20%
      Immunities: Planar Instability
      Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
      belt
      Desc. :
      Githyanki are planar travelers from an ancient race whom have taken residence
      in the Astral Plane. They are tall and gaunt, but also quite powerful. They
      use their knowledge of the planes to take brief jaunts around obstacles,
      appearing to teleport into well protected areas.
      +
      Race Name : Githyanki (Humanoid) 
      Stat Mods.: Dexterity+1, wisdom+1, save vs mind+10, max dexterity adj.+1, max
      wisdom adj.+1
      Abilities : Darkvision, Hide(25%), Astral Step(5%)
      Languages :
      Life Exp. : 260 Years
      XP Adjust.: -20%
      Immunities: Planar Instability
      Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
      belt
      Desc. :
      Githyanki are planar travelers from an ancient race whom have taken residence
      in the Astral Plane. They are tall and gaunt, but also quite powerful. They
      use their knowledge of the planes to take brief jaunts around obstacles,
      appearing to teleport into well protected areas.

      GIVE -

      Command : GIVE
      Usage : GIVE (ALL) [ITEM NAME] [MOB NAME]
      Example : give all dagger Gunther
      Example : give all Gunther
      Example : give pie Gunther
      Short(s):
      Takes an item from your carried inventory and transfers it to the inventory of
      another MOB.
      +
      Command : GIVE 
      Usage : GIVE (ALL) [ITEM NAME] [MOB NAME]
      Example : give all dagger Gunther
      Example : give all Gunther
      Example : give pie Gunther
      Short(s):
      Takes an item from your carried inventory and transfers it to the inventory of
      another MOB.

      GNOLL -

      Race Name : Gnoll (Canine)
      Stat Mods.: Strength+2, intelligence-3, wisdom-2, save vs fire-10, save vs
      cold+15, save vs mind-10, save vs poison+10, save vs disease+20,
      max strength adj.+2, max intelligence adj.-3, max wisdom adj.-2
      Abilities : Infravision, Devour Corpse(50%)
      Languages : Orcish(75%)
      Life Exp. : 64 Years
      Immunities:
      Equipment : A loincloth
      Desc. :
      Gnolls are vicious anthropomorphic hyena-men. They stand 6 feet to 7 and a
      half feet tall, are lean and violent. Gnolls enjoy displays of cruelty and
      mercilessness, often pulling limbs from their living prey. They hunt creatures
      of all sorts, but particularly enjoy hunting intelligent species.
      +
      Race Name : Gnoll (Canine) 
      Stat Mods.: Strength+2, intelligence-3, wisdom-2, save vs fire-10, save vs
      cold+15, save vs mind-10, save vs poison+10, save vs disease+20,
      max strength adj.+2, max intelligence adj.-3, max wisdom adj.-2
      Abilities : Infravision, Devour Corpse(50%)
      Languages : Orcish(75%)
      Life Exp. : 64 Years
      Immunities:
      Equipment : A loincloth
      Desc. :
      Gnolls are vicious anthropomorphic hyena-men. They stand 6 feet to 7 and a
      half feet tall, are lean and violent. Gnolls enjoy displays of cruelty and
      mercilessness, often pulling limbs from their living prey. They hunt creatures
      of all sorts, but particularly enjoy hunting intelligent species.

      GNOME -

      Race Name : Gnome (Gnome)
      Stat Mods.: Intelligence+1, wisdom-1, save vs mind+10, max intelligence
      adj.+1, max wisdom adj.-1, save vs overlooking+10
      Abilities : Infravision, Burrowspeak(100%), Gem Digging(50%), Burrow Hide(25%)
      Languages : Gnomish(100%)
      Life Exp. : 260 Years
      XP Adjust.: 5%
      Immunities: Syphilis
      Equipment : A small patchy tunic, a pair of small shoes, a pair of small
      patchy pants, a knitted weapon belt
      Desc. :
      Gnomes are curious and quick-witted folk, resembling small dwarves. They
      receive one bonus Intelligence point, but lose one Wisdom point due to their
      carelessness. They also have Infravision, are skilled at Gem Digging, though
      their class choices will be limited.
      +
      Race Name : Gnome (Gnome) 
      Stat Mods.: Intelligence+1, wisdom-1, save vs mind+10, max intelligence
      adj.+1, max wisdom adj.-1, save vs overlooking+10
      Abilities : Infravision, Burrowspeak(100%), Gem Digging(50%), Burrow Hide(25%)
      Languages : Gnomish(100%)
      Life Exp. : 260 Years
      XP Adjust.: 5%
      Immunities: Syphilis
      Equipment : A small patchy tunic, a pair of small shoes, a pair of small
      patchy pants, a knitted weapon belt
      Desc. :
      Gnomes are curious and quick-witted folk, resembling small dwarves. They
      receive one bonus Intelligence point, but lose one Wisdom point due to their
      carelessness. They also have Infravision, are skilled at Gem Digging, though
      their class choices will be limited.

      GO -

      Command : GO
      Usage : GO ([NUMBER]) [DIRECTION] (etc..)
      Example : go east
      Example : go east north
      Example : go 4 north 2 east
      Short(s):
      Allows your player to automatically travel in the given path. Multiple
      directions may be specified.
      +
      Command : GO 
      Usage : GO ([NUMBER]) [DIRECTION] (etc..)
      Example : go east
      Example : go east north
      Example : go 4 north 2 east
      Short(s):
      Allows your player to automatically travel in the given path. Multiple
      directions may be specified.

      GOBLIN -

      Race Name : Goblin (Goblinoid)
      Stat Mods.: Strength-1, intelligence+1, dexterity+2, charisma-1, wisdom-1,
      max strength adj.-1, max intelligence adj.+1, max dexterity
      adj.+2, max charisma adj.-1, max wisdom adj.-1
      Abilities : Infravision, Mining(75%), Excavation(25%)
      Languages : Goblinese(100%), Orcish(50%)
      Life Exp. : 63 Years
      Immunities:
      Equipment : A small ratty tunic, a cotton loincloth, a knitted weapon belt
      Desc. :
      Goblins are small twisted creatures, quick on their feet, and natural tinkerers
      with all manner of wicked traps and devices Their class choices are limited,
      but they excel at thieving, and make great miners and delvers.
      +
      Race Name : Goblin (Goblinoid) 
      Stat Mods.: Strength-1, intelligence+1, dexterity+2, charisma-1, wisdom-1,
      max strength adj.-1, max intelligence adj.+1, max dexterity
      adj.+2, max charisma adj.-1, max wisdom adj.-1
      Abilities : Infravision, Mining(75%), Excavation(25%)
      Languages : Goblinese(100%), Orcish(50%)
      Life Exp. : 63 Years
      Immunities:
      Equipment : A small ratty tunic, a cotton loincloth, a knitted weapon belt
      Desc. :
      Goblins are small twisted creatures, quick on their feet, and natural tinkerers
      with all manner of wicked traps and devices Their class choices are limited,
      but they excel at thieving, and make great miners and delvers.

      @@ -2052,7 +2076,7 @@

      CoffeeMud 5.9

      GROUP -

      Command : GROUP
      Usage : GROUP
      Example : group
      Short(s):
      Lists the members of any group to which you may belong. See the FOLLOW,
      NOFOLLOW, ORDER, GTELL and FORMATION commands for more information on groups.
      See also the help on UNDRESS, AUTOMELEE, RANGE, and FEED.
      +
      Command : GROUP 
      Usage : GROUP
      Example : group
      Short(s):
      Lists the members of any group to which you may belong. See the FOLLOW,
      NOFOLLOW, ORDER, GTELL and FORMATION commands for more information on groups.
      See also the help on UNDRESS, AUTOMELEE, RANGE, and FEED.

      @@ -2062,22 +2086,22 @@

      CoffeeMud 5.9

      GTELL -

      Command : GTELL
      Usage : GTELL
      Example : gtell So when do we kill this thing?
      Example : gtell last 10
      Short(s):
      Sends a private message to the members of your characters group. If the first
      parameter is "last" and a number X follows, this command will show you the last
      X group tells. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and FORMATION.
      +
      Command : GTELL 
      Usage : GTELL
      Example : gtell So when do we kill this thing?
      Example : gtell last 10
      Short(s):
      Sends a private message to the members of your characters group. If the first
      parameter is "last" and a number X follows, this command will show you the last
      X group tells. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and FORMATION.

      HALFELF -

      Race Name : Half Elf (Elf)
      Stat Mods.: Justice save+5, save vs magic+5
      Abilities : Infravision, Fishing(50%), Cultural Adaption(50%)
      Languages : Elvish(50%)
      Life Exp. : 137 Years
      Immunities:
      Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
      belt
      Desc. :
      Half Elves are a mixture of humans and elves, possessing human drive and elven
      grace. They have Infravision, are skilled Fishermen, and have almost as many
      class choices as normal Humans.
      +
      Race Name : Half Elf (Elf) 
      Stat Mods.: Justice save+5, save vs magic+5
      Abilities : Infravision, Fishing(50%), Cultural Adaptation(50%)
      Languages : Elvish(50%)
      Life Exp. : 137 Years
      Immunities:
      Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
      belt
      Desc. :
      Half Elves are a mixture of humans and elves, possessing human drive and elven
      grace. They have Infravision, are skilled Fishermen, and have almost as many
      class choices as normal Humans.

      HALFLING -

      Race Name : Halfling (Halfling)
      Stat Mods.: Strength-1, dexterity+1, paralysis save+10, max strength adj.-1,
      max dexterity adj.+1, save vs detection+10
      Abilities : Infravision, Cooking(75%), Sling Proficiency(25%), Fast
      Slinging(25%)
      Languages : Elvish(25%)
      Life Exp. : 120 Years
      Immunities:
      Equipment : A small tunic, some small pants, a knitted weapon belt
      Desc. :
      Halflings are a very short fur-footed folk. They receive one bonus Dexterity
      point, but lose one point of Strength. They have Infravision, make excellent
      Cooks, though their class choices will be limited.
      +
      Race Name : Halfling (Halfling) 
      Stat Mods.: Strength-1, dexterity+1, paralysis save+10, max strength adj.-1,
      max dexterity adj.+1, save vs detection+10
      Abilities : Infravision, Cooking(75%), Sling Proficiency(25%), Fast
      Slinging(25%)
      Languages : Elvish(25%)
      Life Exp. : 120 Years
      Immunities:
      Equipment : A small tunic, some small pants, a knitted weapon belt
      Desc. :
      Halflings are a very short fur-footed folk. They receive one bonus Dexterity
      point, but lose one point of Strength. They have Infravision, make excellent
      Cooks, though their class choices will be limited.

      HEALER -

      Char Class: Healer (Cleric)
      Max-Stats : Charisma (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Charisma 9+
      Races : Dwarf, Elf, Half Elf and Human
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use hammers, staves, flailed, natural, or blunt weapons.
      Armor : May wear any armor.
      Bonuses : All healing prayers give bonus healing. Attains healing aura
      after 30th level.
      Limits : Always fumbles evil prayers. Qualifies and receives good
      prayers. Using non-aligned prayers introduces failure chance.
      Desc. :
      Healers project the most benevolent aspects of their gods by bringing life and
      good health to those around them. The Healer is so adept at these arts that
      his or her healing prayers are more powerful than those cast by any other
      cleric. The Healer is a good aligned class, meaning that he will always fumble
      on evil prayers, and does not qualify for evil prayers. The Healer also gets a
      few special prayers known only to the Healer, including the great Aura of
      Healing at 30th level.

      How to play: More than any other cleric, the Healer is a most desirable group
      member. There is no ailment, no weakness, no problem almost that the Healer
      can not cure through the power of his god. In the heat of battle, or in the
      periods in between, the Healer is a valued friend to those who take the brunt
      of battle. The Healer can also try it alone if he likes, if he is willing to
      use patience and plenty of cure spells to outlast his opponents.
      +
      Char Class: Healer (Cleric) 
      Max-Stats : Charisma (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Charisma 9+
      Races : Dwarf, Elf, Half Elf and Human
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use hammers, staves, flailed, natural, or blunt weapons.
      Armor : May wear any armor.
      Bonuses : All healing prayers give bonus healing. Attains healing aura
      after 30th level.
      Limits : Always fumbles evil prayers. Qualifies and receives good
      prayers. Using non-aligned prayers introduces failure chance.
      Desc. :
      Healers project the most benevolent aspects of their gods by bringing life and
      good health to those around them. The Healer is so adept at these arts that
      his or her healing prayers are more powerful than those cast by any other
      cleric. The Healer is a good aligned class, meaning that he will always fumble
      on evil prayers, and does not qualify for evil prayers. The Healer also gets a
      few special prayers known only to the Healer, including the great Aura of
      Healing at 30th level.

      How to play: More than any other cleric, the Healer is a most desirable group
      member. There is no ailment, no weakness, no problem almost that the Healer
      can not cure through the power of his god. In the heat of battle, or in the
      periods in between, the Healer is a valued friend to those who take the brunt
      of battle. The Healer can also try it alone if he likes, if he is willing to
      use patience and plenty of cure spells to outlast his opponents.

      @@ -2087,12 +2111,12 @@

      CoffeeMud 5.9

      HELP -

      Command : HELP
      Usage : HELP [COMMAND NAME]
      Example : help commands
      Short(s):
      Shows you a description of the commands and terminology used in the CoffeeMud
      system. Each command is broken into five parts.
      Command : Shows you the proper command name.
      Usage : Shows you the formal usage information. Words in
      Usage : parenthesis () are not required. Words in brackets
      Usage : [] should not be typed as is, but describe the kind of
      Usage : thing to type in.
      Example : Gives a command example of how the command is typed in.
      Short(s): If a command has a shorter version, they will be listed here.
      Finally, the description, a summary of what the command actually does.
      +
      Command : HELP 
      Usage : HELP [COMMAND NAME]
      Example : help commands
      Short(s):
      Shows you a description of the commands and terminology used in the CoffeeMud
      system. Each command is broken into five parts.
      Command : Shows you the proper command name.
      Usage : Shows you the formal usage information. Words in
      Usage : parenthesis () are not required. Words in brackets
      Usage : [] should not be typed as is, but describe the kind of
      Usage : thing to type in.
      Example : Gives a command example of how the command is typed in.
      Short(s): If a command has a shorter version, they will be listed here.
      Finally, the description, a summary of what the command actually does.

      HELPLIST -

      Command : HELPLIST
      Usage : HELPLIST [STRING PATTERN]
      Example : help pray
      Short(s):
      Shows you a list of all help entries matching the given string pattern.
      +
      Command : HELPLIST 
      Usage : HELPLIST [STRING PATTERN]
      Example : help pray
      Short(s):
      Shows you a list of all help entries matching the given string pattern.

      @@ -2102,7 +2126,7 @@

      CoffeeMud 5.9

      HIRE -

      Command : HIRE
      Usage : HIRE ([MOB NAME])_
      Example : hire larry
      Short(s):
      A placeholder for the ability to ask a mob whether or not they are for hire.
      +
      Command : HIRE 
      Usage : HIRE ([MOB NAME])_
      Example : hire larry
      Short(s):
      A placeholder for the ability to ask a mob whether or not they are for hire.

      @@ -2117,17 +2141,17 @@

      CoffeeMud 5.9

      HOLD -

      Command : HOLD
      Usage : HOLD (ALL) [ITEM NAME]
      Example : hold lantern
      Short(s):
      Places an item that is presently in your carried inventory into one of your
      free hands for holding. Some items only work when they are being held.
      +
      Command : HOLD 
      Usage : HOLD (ALL) [ITEM NAME]
      Example : hold lantern
      Short(s):
      Places an item that is presently in your carried inventory into one of your
      free hands for holding. Some items only work when they are being held.

      HOMES -

      Players may purchase and develop property of their own to serve as their online
      home away from home.

      The first step in this process is for the player to find a property that is for
      sale. Such properties will typically include a message such as "This lot is
      for sale.". After finding such a property, the player should enter LOOK ID to
      discover the properties unique lot number identifier. Write this down!

      The next step is to find the local Property dealer for that area. He shouldn't
      be too far away! Some property dealers deal in player property, and some only
      deal with Clans. Make sure you find the right one to buy your lot from. When
      the property dealer is found, you can use your lot number to purchase the
      correct lot from the dealer.

      Once the property is purchased, you will need to develop it. Skills such as
      Masonry, Construction, and Locksmithing are used to develop the properties you
      purchase. If you don't have these skills, or don't want them, you might be
      able to find mobs nearby which you may HIRE to perform these tasks.
      +
      Players may purchase and develop property of their own to serve as their online
      home away from home.

      The first step in this process is for the player to find a property that is for
      sale. Such properties will typically include a message such as "This lot is
      for sale.". After finding such a property, the player should enter LOOK ID to
      discover the properties unique lot number identifier. Write this down!

      The next step is to find the local Property dealer for that area. He shouldn't
      be too far away! Some property dealers deal in player property, and some only
      deal with Clans. Make sure you find the right one to buy your lot from. When
      the property dealer is found, you can use your lot number to purchase the
      correct lot from the dealer.

      Once the property is purchased, you will need to develop it. Skills such as
      Masonry, Construction, and Locksmithing are used to develop the properties you
      purchase. If you don't have these skills, or don't want them, you might be
      able to find mobs nearby which you may HIRE to perform these tasks.

      HUMAN -

      Race Name : Human (Humanoid)
      Stat Mods.: Justice save+10, trains+2
      Abilities : Diligent Studying(100%), Wood Chopping(50%)
      Languages :
      Life Exp. : 78 Years
      Immunities:
      Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
      belt
      Desc. :
      Just like you and me! Humans are versatile and successful adventurers. They
      receive 2 bonus training points at first level, make powerful lumberjacks.
      Humans also have the broadest class choices.
      +
      Race Name : Human (Humanoid) 
      Stat Mods.: Justice save+10, trains+2
      Abilities : Diligent Studying(100%), Wood Chopping(50%)
      Languages :
      Life Exp. : 78 Years
      Immunities:
      Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
      belt
      Desc. :
      Just like you and me! Humans are versatile and successful adventurers. They
      receive 2 bonus training points at first level, make powerful lumberjacks.
      Humans also have the broadest class choices.

      @@ -2142,27 +2166,27 @@

      CoffeeMud 5.9

      I3_INFO -

      Command : I3 INFO
      Usage : I3 INFO [MUD NAME]
      Example : i3 info coffeemud
      Short(s):
      Give some special information about the InterMud3 mud listed.
      +
      Command : I3 INFO 
      Usage : I3 INFO [MUD NAME]
      Example : i3 info coffeemud
      Short(s):
      Give some special information about the InterMud3 mud listed.

      I3_LIST -

      Command : I3 LIST
      Usage : I3 LIST
      Example : i3 list
      Short(s):
      Lists all the muds available on the InterMud3 channels.
      +
      Command : I3 LIST 
      Usage : I3 LIST
      Example : i3 list
      Short(s):
      Lists all the muds available on the InterMud3 channels.

      I3_LOCATE -

      Command : I3 LOCATE
      Usage : I3 LOCATE [NAME]
      Example : i3 locate bob
      Short(s):
      Sends a player locate message to the InterMud3 router, which will hopefully
      respond some day with the name of a mud where a player of the given name is
      located.
      +
      Command : I3 LOCATE 
      Usage : I3 LOCATE [NAME]
      Example : i3 locate bob
      Short(s):
      Sends a player locate message to the InterMud3 router, which will hopefully
      respond some day with the name of a mud where a player of the given name is
      located.

      I3_WHOIS -

      Command : WHOIS
      Usage : WHOIS [NAME]@[MUD NAME]
      Usage : WHOIS @[MUD NAME]
      Example : whois bob@coffeemud
      Example : whois @coffeemud
      Short(s):
      If the InterMud network is enabled on your mud, this command can be used to
      retrieve a list of players at the given mud, and to retrieve more information
      about a particular player on a mud. Use I3 LIST to see a list of all InterMud3
      muds, or IMC2 LIST to see a list of IMC2 muds.
      +
      Command : WHOIS 
      Usage : WHOIS [NAME]@[MUD NAME]
      Usage : WHOIS @[MUD NAME]
      Example : whois bob@coffeemud
      Example : whois @coffeemud
      Short(s):
      If the InterMud network is enabled on your mud, this command can be used to
      retrieve a list of players at the given mud, and to retrieve more information
      about a particular player on a mud. Use I3 LIST to see a list of all InterMud3
      muds, or IMC2 LIST to see a list of IMC2 muds.

      IDEA -

      Command : IDEA
      Usage : IDEA [REPORT]
      Example : idea I want a spell that kills everything everywhere.
      Short(s):
      Please use this command to submit ideas for the MUD.
      +
      Command : IDEA 
      Usage : IDEA [REPORT]
      Example : idea I want a spell that kills everything everywhere.
      Short(s):
      Please use this command to submit ideas for the MUD.

      @@ -2172,12 +2196,12 @@

      CoffeeMud 5.9

      IGNORE -

      Command : IGNORE
      Usage : IGNORE (ADD/REMOVE [PLAYER NAME])
      Example : ignore
      Example : ignore list
      Example : ignore add bob
      Example : ignore remove bob
      Short(s):
      This command allows the player to add or remove names from his or her ignored
      players list. The ignored list consists of some number of other players by
      name. A player will never receive channel messages from players on this list,
      nor will they receive any TELL messages from players on this list.
      +
      Command : IGNORE 
      Usage : IGNORE (ADD/REMOVE [PLAYER/ACCOUNT NAME])
      Example : ignore
      Example : ignore list
      Example : ignore add bob
      Example : ignore remove bob
      Short(s):
      This command allows the player to add or remove names from his or her ignored
      players list. The ignored list consists of some number of other players by
      name. A player will never receive channel messages from players on this list,
      nor will they receive any TELL messages from players on this list.

      ILLUSIONIST -

      Char Class: Illusionist (Mage)
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : At 5th level, receives bonus damage from Illusion as levels
      advance. At 10th level, receives double duration on your
      Illusion magic, and half duration from malicious Illusion magic.
      Limits : Unable to cast Divination spells. Receives penalty damage from
      Divination as levels advance. Receives double duration from
      malicious Divination magic, half duration on other Divination
      effects.
      Desc. :
      Illusionists are specialist mages who have mastered the art of deception and
      illusion. They can make anyone believe anything, and can fool the senses into
      believing whatever they wish. Illusionists are sly and playful, and so adept
      at their art that they gain all known illusion spells, even those known only to
      illusionists.

      So lost in their dreamworld is the Illusionist, that he forgets what is true,
      and finds himself unable to remember his divination spells. However, the
      Illusionist is the greatest and most fun of the social mages, with a nice mix
      of defensive magic that can save him in times of need.
      +
      Char Class: Illusionist (Mage) 
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : At 5th level, receives bonus damage from Illusion as levels
      advance. At 10th level, receives double duration on your
      Illusion magic, and half duration from malicious Illusion magic.
      Limits : Unable to cast Divination spells. Receives penalty damage from
      Divination as levels advance. Receives double duration from
      malicious Divination magic, half duration on other Divination
      effects.
      Desc. :
      Illusionists are specialist mages who have mastered the art of deception and
      illusion. They can make anyone believe anything, and can fool the senses into
      believing whatever they wish. Illusionists are sly and playful, and so adept
      at their art that they gain all known illusion spells, even those known only to
      illusionists.

      So lost in their dreamworld is the Illusionist, that he forgets what is true,
      and finds himself unable to remember his divination spells. However, the
      Illusionist is the greatest and most fun of the social mages, with a nice mix
      of defensive magic that can save him in times of need.

      @@ -2187,22 +2211,22 @@

      CoffeeMud 5.9

      IMC2_CHANNELS -

      Command : IMC2 CHANNELS
      Usage : IMC2 CHANNELS
      Example : imc2 channels
      Short(s):
      List all the channels potentially available to this mud.
      +
      Command : IMC2 CHANNELS 
      Usage : IMC2 CHANNELS
      Example : imc2 channels
      Short(s):
      List all the channels potentially available to this mud.

      IMC2_INFO -

      Command : IMC2 INFO
      Usage : IMC2 INFO [MUD NAME]
      Example : imc2 info coffeemud
      Short(s):
      Give some special information about the IMC2 mud listed.
      +
      Command : IMC2 INFO 
      Usage : IMC2 INFO [MUD NAME]
      Example : imc2 info coffeemud
      Short(s):
      Give some special information about the IMC2 mud listed.

      IMC2_LIST -

      Command : IMC2 LIST
      Usage : IMC2 LIST
      Example : imc2 list
      Short(s):
      Lists all the muds available on the IMC2 channels.
      +
      Command : IMC2 LIST 
      Usage : IMC2 LIST
      Example : imc2 list
      Short(s):
      Lists all the muds available on the IMC2 channels.

      IMC2_LOCATE -

      Command : IMC2 LOCATE
      Usage : IMC2 LOCATE [PLAYER NAME]
      Example : imc2 locate bob
      Short(s):
      Find the muds where Player Name is.
      +
      Command : IMC2 LOCATE 
      Usage : IMC2 LOCATE [PLAYER NAME]
      Example : imc2 locate bob
      Short(s):
      Find the muds where Player Name is.

      @@ -2227,7 +2251,7 @@

      CoffeeMud 5.9

      INVENTORY -

      Command : INVENTORY
      Usage : INVENTORY (LONG) ([MASK])
      Example : inventory
      Example : inventory long
      Example : inventory sword
      Short(s): inv
      Lists all the items in your carried inventory. This does not include any items
      that may be worn. Use the EQUIPMENT command to view what is being worn. You
      may include a mask to view a subset of your inventory. The long argument can be
      used to see what's in all containers.
      +
      Command : INVENTORY 
      Usage : INVENTORY (LONG) ([MASK])
      Example : inventory
      Example : inventory long
      Example : inventory sword
      Short(s): inv
      Lists all the items in your carried inventory. This does not include any items
      that may be worn. Use the EQUIPMENT command to view what is being worn. You
      may include a mask to view a subset of your inventory. The long argument can be
      used to see what's in all containers.

      @@ -2237,7 +2261,7 @@

      CoffeeMud 5.9

      JESTER -

      Char Class: Jester (Bard)
      Max-Stats : Dexterity (22), Charisma (22), Others (18)
      Qualifiers: Charisma 9+, Dexterity 9+
      Races : Gnome, Half Elf, Halfling and Human
      Prime Stat: Charisma Attack Pts: +(Cha/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
      Movement : 100 +[16X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear non-metal armor.
      Bonuses : Receives 2%/level bonus to saves versus poison. Receives extra
      natural damaging skill. Receives group bonus combat experience
      when in an intelligent group, and more for a group of players.
      Receives exploration and pub-finding experience based on danger
      level.
      Limits :
      Desc. :
      The Jester is the joking, annoying, and sneaky fellow that few Bards like to
      claim. Like the Charlatan, they remain associated with Bards due to their
      highly social nature and their charismatic attitudes. The Jester is also
      amazingly dextrous and slippery, due to the slapstick style of maneuvers he
      practices and specializes in.

      How to play: As the levels progress, however, few could argue the seriousness
      of the Jesters power, should his goofy smile, for some reason, be turned
      around. The Jester is still, clearly, a group player. He needs the strong
      tanking of fighters, and other support classes to flourish, though he can still
      hold his own if he manages not to take life too seriously.
      +
      Char Class: Jester (Bard) 
      Max-Stats : Dexterity (22), Charisma (22), Others (18)
      Qualifiers: Charisma 9+, Dexterity 9+
      Races : Gnome, Half Elf, Halfling and Human
      Prime Stat: Charisma Attack Pts: +(Cha/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
      Movement : 100 +[16X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear non-metal armor.
      Bonuses : Receives 2%/level bonus to saves versus poison. Receives extra
      natural damaging skill. Receives group bonus combat experience
      when in an intelligent group, and more for a group of players.
      Receives exploration and pub-finding experience based on danger
      level.
      Limits :
      Desc. :
      The Jester is the joking, annoying, and sneaky fellow that few Bards like to
      claim. Like the Charlatan, they remain associated with Bards due to their
      highly social nature and their charismatic attitudes. The Jester is also
      amazingly dextrous and slippery, due to the slapstick style of maneuvers he
      practices and specializes in.

      How to play: As the levels progress, however, few could argue the seriousness
      of the Jesters power, should his goofy smile, for some reason, be turned
      around. The Jester is still, clearly, a group player. He needs the strong
      tanking of fighters, and other support classes to flourish, though he can still
      hold his own if he manages not to take life too seriously.

      @@ -2257,7 +2281,7 @@

      CoffeeMud 5.9

      KILL -

      Command : KILL
      Usage : KILL [MOB NAME]
      Example : kill dragon
      Short(s):
      Causes your character to attack the mob given with the command. If you are
      wielding a weapon, it will be used in the attack. If you have any followers,
      they will also join in on the attack. The mob being attacked will also likely
      defend itself against you, and try to attack you.
      +
      Command : KILL 
      Usage : KILL [MOB NAME]
      Example : kill dragon
      Short(s):
      Causes your character to attack the mob given with the command. If you are
      wielding a weapon, it will be used in the attack. If you have any followers,
      they will also join in on the attack. The mob being attacked will also likely
      defend itself against you, and try to attack you.

      @@ -2272,7 +2296,7 @@

      CoffeeMud 5.9

      LANGUAGES -

      Command : LANGUAGES
      Usage : LANGUAGES
      Example : LANGUAGES
      Short(s): LANGS
      Lists any languages that you know, along with your proficiency in them. To use
      a language type SPEAK [LANGUAGE NAME].
      +
      Command : LANGUAGES 
      Usage : LANGUAGES
      Example : LANGUAGES
      Short(s): LANGS
      Lists any languages that you know, along with your proficiency in them. To use
      a language type SPEAK [LANGUAGE NAME].

      @@ -2282,12 +2306,12 @@

      CoffeeMud 5.9

      LEARN -

      Command : LEARN
      Usage : LEARN [ATTRIBUTE/CLASS/EXPERTISE/SKILL] ([TEACHER MOB NAME])
      Example : learn stealthy ii
      Example : learn magic missile Horice
      Example : learn strength from Horice
      Short(s):
      If your character has the necessary training points and/or practice points,
      this command will allow you to request training in the specified skill, spell,
      chant, prayer, attribute, or expertise. In addition to specifying the ability
      to learn, you may also specify a MOB who is present in the room who can teach
      you in that skill. See also help on TRAIN, GAIN, and TEACH.
      +
      Command : LEARN 
      Usage : LEARN [ATTRIBUTE/CLASS/EXPERTISE/SKILL] ([TEACHER MOB NAME])
      Example : learn stealthy ii
      Example : learn magic missile Horice
      Example : learn strength from Horice
      Short(s):
      If your character has the necessary training points and/or practice points,
      this command will allow you to request training in the specified skill, spell,
      chant, prayer, attribute, or expertise. In addition to specifying the ability
      to learn, you may also specify a MOB who is present in the room who can teach
      you in that skill. See also help on TRAIN, GAIN, and TEACH.

      LEAVE -

      Command : LEAVE
      Usage : LEAVE
      Example : leave
      Short(s):
      If your character is presently riding or sleeping in or on something, this
      command will get you out.
      +
      Command : LEAVE 
      Usage : LEAVE
      Example : leave
      Short(s):
      If your character is presently riding or sleeping in or on something, this
      command will get you out.

      @@ -2312,7 +2336,7 @@

      CoffeeMud 5.9

      LICH -

      Race Name : Lich (Undead)
      Stat Mods.: Constitution-4, charisma+6, paralysis save+100, save vs gas+100,
      save vs mind+100, save vs poison+100, save vs undead+100, save vs
      disease+100, max constitution adj.-4, max charisma adj.+6, save
      vs blunt+50, save vs pierce+50
      Abilities : Infravision
      Languages :
      Life Exp. : 2147483647 Years
      Immunities:
      Equipment :
      Desc. :
      Lichs are the most feared of the skeletal undead. Although they were a normal
      race before they died, the decay and corruption makes their former race hard to
      determine. Lichs lose some constitution for being dead, but gain charisma for
      their formidable presence. In fact, they walk around with a weak aura of fear
      at all times. Like other skeletal undead, they take half-damage from piercing
      or slashing weapons, are never hungry or thirsty, have infravision, stink of
      grime and decay, take damage from positive healing spells, are healed by
      negative energy spells, and are immune to poison, mind, gas, paralysis,
      disease, and negative energy attacks. The most common way to become a lich is
      to study Necromancy and die.
      +
      Race Name : Lich (Undead) 
      Stat Mods.: Constitution-4, charisma+6, paralysis save+100, save vs gas+100,
      save vs mind+100, save vs poison+100, save vs undead+100, save vs
      disease+100, max constitution adj.-4, max charisma adj.+6, save
      vs pierce+50, save vs slash+50
      Abilities : Infravision
      Languages :
      Life Exp. : 2147483647 Years
      Immunities:
      Equipment :
      Desc. :
      Lichs are the most feared of the skeletal undead. Although they were a normal
      race before they died, the decay and corruption makes their former race hard to
      determine. Lichs lose some constitution for being dead, but gain charisma for
      their formidable presence. In fact, they walk around with a weak aura of fear
      at all times. Like other skeletal undead, they take half-damage from piercing
      or slashing weapons, are never hungry or thirsty, have infravision, stink of
      grime and decay, take damage from positive healing spells, are healed by
      negative energy spells, and are immune to poison, mind, gas, paralysis,
      disease, and negative energy attacks. The most common way to become a lich is
      to study Necromancy and die.

      @@ -2327,67 +2351,67 @@

      CoffeeMud 5.9

      LINEWRAP -

      Command : LINEWRAP
      Usage : LINEWRAP [COL NUMBER]/DISABLE
      Example : linewrap 100
      Example : linewrap disable
      Short(s):
      This command will allow the player to disable the default CoffeeMud
      linewrapping system, or to set it to a higher or lower number to accommodate
      their terminal.
      +
      Command : LINEWRAP 
      Usage : LINEWRAP [COL NUMBER]/DISABLE
      Example : linewrap 100
      Example : linewrap disable
      Short(s):
      This command will allow the player to disable the default CoffeeMud
      linewrapping system, or to set it to a higher or lower number to accommodate
      their terminal.

      LIST -

      Command : LIST
      Usage : LIST ([SHOPKEEPER]) (FOR [ITEMNAME])
      Example : list
      Example : list weaponsmith
      Example : list shopkeeper for shield
      Short(s):
      The normal player version of this command will display the items which a
      particular shopkeeper MOB may be selling, along with the prices being offered
      to your characters. If more than one shopkeeper is in the room, you may have to
      specify the shopkeeper name in the parameters. You may add the key word FOR
      and an item name to the end to filter the results. See also BUY, SELL,
      DEPOSIT, WITHDRAW, VIEW, BID.
      +
      Command : LIST 
      Usage : LIST ([SHOPKEEPER]) (FOR [ITEMNAME])
      Example : list
      Example : list weaponsmith
      Example : list shopkeeper for shield
      Short(s):
      The normal player version of this command will display the items which a
      particular shopkeeper MOB may be selling, along with the prices being offered
      to your characters. If more than one shopkeeper is in the room, you may have to
      specify the shopkeeper name in the parameters. You may add the key word FOR
      and an item name to the end to filter the results. See also BUY, SELL,
      DEPOSIT, WITHDRAW, VIEW, BID.

      LIZARD_MAN -

      Race Name : Lizard Man (Reptile)
      Stat Mods.: Strength+1, intelligence-1, constitution+1, charisma-1, save vs
      water-10, save vs electricity+10, max strength adj.+1, max
      intelligence adj.-1, max constitution adj.+1, max charisma adj.-1
      Abilities : Swim(100%), Long Breath(100%), Hunting(50%), Tail Swipe(25%)
      Languages : Draconic(25%)
      Life Exp. : 78 Years
      Immunities: Lycanthropy, Leprosy
      Equipment : A loincloth
      Desc. :
      These large, bidedal humanoids stand about a head taller than humans. They have
      a thick three to six foot tail which they use for improved swimming and to
      protect themselves. Lizard men prefer temperate to tropical environments and
      can hold their breath underwater for extended periods.
      +
      Race Name : Lizard Man (Reptile) 
      Stat Mods.: Strength+1, intelligence-1, constitution+1, charisma-1, save vs
      water-10, save vs electricity+10, max strength adj.+1, max
      intelligence adj.-1, max constitution adj.+1, max charisma adj.-1
      Abilities : Swim(100%), Long Breath(100%), Hunting(50%), Tail Swipe(25%)
      Languages : Draconic(25%)
      Life Exp. : 78 Years
      Immunities: Lycanthropy, Leprosy
      Equipment : A loincloth
      Desc. :
      These large, bidedal humanoids stand about a head taller than humans. They have
      a thick three to six foot tail which they use for improved swimming and to
      protect themselves. Lizard men prefer temperate to tropical environments and
      can hold their breath underwater for extended periods.

      LOAD -

      Command : LOAD
      Usage : LOAD [AMMUNITION NAME] [WEAPON NAME]
      Example : load arrows bow
      Example : load bolts.2 crossbow
      Short(s):
      Prepares a ranged weapon for use by loading it with its required ammunition.
      This command will attempt to load the weapon up to its capacity.
      +
      Command : LOAD 
      Usage : LOAD [AMMUNITION NAME] [WEAPON NAME]
      Example : load arrows bow
      Example : load bolts.2 crossbow
      Short(s):
      Prepares a ranged weapon for use by loading it with its required ammunition.
      This command will attempt to load the weapon up to its capacity.

      LOCAL_COINS -


      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      Currency : Copper
      copper bit(s) (cc) : (exchange rate is 1.0 of base)
      silver bit(s) (sc) : Equal to 10 copper bits.
      gold bit(s) (gc) : Equal to 100 copper bits.
      platinum bit(s) (pc): Equal to 500 copper bits.
      aluminum bit(s) (ac): Equal to 10000 copper bits.
      +
       
      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      LOCAL_CURRENCY -


      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      Currency : Copper
      copper bit(s) (cc) : (exchange rate is 1.0 of base)
      silver bit(s) (sc) : Equal to 10 copper bits.
      gold bit(s) (gc) : Equal to 100 copper bits.
      platinum bit(s) (pc): Equal to 500 copper bits.
      aluminum bit(s) (ac): Equal to 10000 copper bits.
      +
       
      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      LOCAL_MONEY -


      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      Currency : Copper
      copper bit(s) (cc) : (exchange rate is 1.0 of base)
      silver bit(s) (sc) : Equal to 10 copper bits.
      gold bit(s) (gc) : Equal to 100 copper bits.
      platinum bit(s) (pc): Equal to 500 copper bits.
      aluminum bit(s) (ac): Equal to 10000 copper bits.
      +
       
      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      LOCK -

      Command : LOCK
      Usage : LOCK [ITEM NAME]
      Example : lock door
      Short(s):
      Attempts to lock, by ordinary means, the item, door, or any other entity
      specified.
      +
      Command : LOCK 
      Usage : LOCK [ITEM NAME]
      Example : lock door
      Short(s):
      Attempts to lock, by ordinary means, the item, door, or any other entity
      specified.

      LOGOFF -

      Command : LOGOFF
      Usage : LOGOFF
      Example : LOGOFF
      Short(s):
      Exit from the mud, back to login/char selection.
      +
      Command : LOGOFF 
      Usage : LOGOFF
      Example : LOGOFF
      Short(s):
      Exit from the mud, back to login/char selection.

      LOOK -

      Command : LOOK
      Usage : LOOK [ITEM NAME]
      Example : look shelf
      Example : look door
      Example : look
      Short(s):
      Take a look at the item, mob, or other entity specified. If no entity is
      specified, this command will take a look around the room or area your character
      is presently in. See also EXAMINE or LONGLOOK.
      +
      Command : LOOK 
      Usage : LOOK [ITEM NAME]
      Example : look shelf
      Example : look door
      Example : look
      Short(s):
      Take a look at the item, mob, or other entity specified. If no entity is
      specified, this command will take a look around the room or area your character
      is presently in. See also EXAMINE or LONGLOOK.

      MAGE -

      Char Class: Mage (Mage)
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses :
      Limits :
      Desc. :
      Mages are masters of magic, and wielders of the great elemental powers. While
      weak in hit points and in fighting skill, their spells are the most widely
      prized and powerful of all the classes. They may not wear any metal or leather
      armors, or use most weapons. However, the sting of their magic missiles and
      the armor of magic they wear makes up for any loss.

      Mage is the basis for numerous sub-classes which the player may choose to gain
      levels in at any time. These sub-classes include: Abjurer, Alterer, Conjurer,
      Diviner, Enchanter, Evoker, Illusionist, Transmuter, and Wizard.

      How to play: Mages are among the most versatile of classes, being able to make
      spell choices which carve out the path the Mage would like to take. For the
      loner Mage, the emphasis on offensive magic will make him a powerful opponent
      in battle. In groups, the mage may focus on protective magic to make him a
      more desirable companion. And even the playful mage may focus on the
      role-playing magic to make his mudding as fun as possible!

      The mage is almost useless in weapon combat. The mage must be smart and
      creative to use his spells to give him the edge. But the versatility of the
      mage gives him the ability to do just that, using magic and guile to trick
      monsters to their death, granting experience for the mage.
      +
      Char Class: Mage (Mage) 
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses :
      Limits :
      Desc. :
      Mages are masters of magic, and wielders of the great elemental powers. While
      weak in hit points and in fighting skill, their spells are the most widely
      prized and powerful of all the classes. They may not wear any metal or leather
      armors, or use most weapons. However, the sting of their magic missiles and
      the armor of magic they wear makes up for any loss.

      Mage is the basis for numerous sub-classes which the player may choose to gain
      levels in at any time. These sub-classes include: Abjurer, Alterer, Conjurer,
      Diviner, Enchanter, Evoker, Illusionist, Transmuter, and Wizard.

      How to play: Mages are among the most versatile of classes, being able to make
      spell choices which carve out the path the Mage would like to take. For the
      loner Mage, the emphasis on offensive magic will make him a powerful opponent
      in battle. In groups, the mage may focus on protective magic to make him a
      more desirable companion. And even the playful mage may focus on the
      role-playing magic to make his mudding as fun as possible!

      The mage is almost useless in weapon combat. The mage must be smart and
      creative to use his spells to give him the edge. But the versatility of the
      mage gives him the ability to do just that, using magic and guile to trick
      monsters to their death, granting experience for the mage.

      MAGIC_MISSLE -

      A common mispelling of MAGIC MISSILE.
      +
      A common misspelling of MAGIC MISSILE.

      MANA -

      The amount of energy your character has to use on skills, prayers, spells,
      songs, or chants. This number will go up as your character advances in level.
      Resting will replenish lost mana.

      If you entered HELP MANA expecting help on the "Song of Mana", try HELP SONG
      MANA.
      +
      The amount of energy your character has to use on skills, prayers, spells,
      songs, or chants. This number will go up as your character advances in level.
      Resting will replenish lost mana.

      If you entered HELP MANA expecting help on the "Song of Mana", try HELP SONG
      MANA.

      @@ -2395,49 +2419,54 @@

      CoffeeMud 5.9

      A name I call myself.

      +

      + MEANINGOFLIFE +

      %0D%0DCoffee, Black.%0D%0DAlso, 42.
      +

      +

      MER -

      Char Class: Mer (Druid)
      Max-Stats : Dexterity (22), Constitution (22), Others (18)
      Qualifiers: Intelligence 9+, Dexterity 9+
      Races : Elf, Half Elf and Human
      Prime Stat: Constitution Attack Pts: +(Con/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/2)+(2d5) /lvl] Mana : 100 +[(Int/4)+(1d6)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 15 level(s)
      Weapons : May use polearms of any kind or other weapons made from wood,
      plant-based materials, or leather.
      Armor : Must wear non-metal armor.
      Bonuses : May breathe and cast spells underwater. Attains Tidal Changes
      (tidal phase based bonuses/penalties) at level 5.
      Limits : Must remain Neutral to avoid skill and chant failure chances.
      Desc. :
      The Mer Druid is an aquatic nature lover who has mastered the ability to live
      and dwell with sea creatures. The Mer Druid is most suited for aquatic areas,
      and excels at water and ship combat, using the forces of the ocean with an
      amazing display of power and destruction. So connected is he to the tides that
      his strength and powers will fluxuate during the day, ebbing and rising with
      the high and low tide.

      How to play: Like a fish, the Mer Druid is nearly useless out of the water.
      But when either above or beneath the waves, the Mer is an unstoppable force.
      Grouping with others on land and taking charge of the situation when the waves
      roll in is the way for a Mer Druid to flourish.
      +
      Char Class: Mer (Druid) 
      Max-Stats : Dexterity (22), Constitution (22), Others (18)
      Qualifiers: Intelligence 9+, Dexterity 9+
      Races : Elf, Half Elf and Human
      Prime Stat: Constitution Attack Pts: +(Con/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/2)+(2d5) /lvl] Mana : 100 +[(Int/4)+(1d6)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 15 level(s)
      Weapons : May use polearms of any kind or other weapons made from wood,
      plant-based materials, or leather.
      Armor : Must wear non-metal armor.
      Bonuses : May breathe and cast spells underwater. Attains Tidal Changes
      (tidal phase based bonuses/penalties) at level 5.
      Limits : Must remain Neutral to avoid skill and chant failure chances.
      Desc. :
      The Mer Druid is an aquatic nature lover who has mastered the ability to live
      and dwell with sea creatures. The Mer Druid is most suited for aquatic areas,
      and excels at water and ship combat, using the forces of the ocean with an
      amazing display of power and destruction. So connected is he to the tides that
      his strength and powers will fluxuate during the day, ebbing and rising with
      the high and low tide.

      How to play: Like a fish, the Mer Druid is nearly useless out of the water.
      But when either above or beneath the waves, the Mer is an unstoppable force.
      Grouping with others on land and taking charge of the situation when the waves
      roll in is the way for a Mer Druid to flourish.

      MERFOLK -

      Race Name : Merfolk (Fish)
      Stat Mods.: Dexterity+2, wisdom-2, save vs fire-20, save vs water+35, save vs
      electricity-15, max dexterity adj.+2, max wisdom adj.-2
      Abilities : Infravision, Land Legs(25%), Swim(100%), Fishing(100%)
      Languages : Aquan(25%)
      Life Exp. : 215 Years
      Immunities: Sea Sickness, Lycanthropy, Scurvy
      Equipment : A delicate scaley green shirt, a knitted weapon belt
      Desc. :
      Merfolk are half-fish, half-humanoid dwellers of the sea. They can breathe air
      and water, enabling trade with surface dwellers. Merfolk are the dominant
      underwater race.
      +
      Race Name : Merfolk (Fish) 
      Stat Mods.: Dexterity+2, wisdom-2, save vs fire-20, save vs water+35, save vs
      electricity-15, max dexterity adj.+2, max wisdom adj.-2
      Abilities : Infravision, Land Legs(25%), AutoSwim(100%), Swim(100%),
      Fishing(100%)
      Languages : Aquan(25%)
      Life Exp. : 215 Years
      Immunities: Scurvy, Lycanthropy, Sea Sickness
      Equipment : A delicate scaley green shirt, a knitted weapon belt
      Desc. :
      Merfolk are half-fish, half-humanoid dwellers of the sea. They can breathe air
      and water, enabling trade with surface dwellers. Merfolk are the dominant
      underwater race.

      METAMSGCOMMAND -

      Command : METAMSGCOMMAND
      Usage : METAMSGCOMMAND
      Example : metamsgcommand
      Short(s):
      Generates the HUH? message. A command that's not a command.
      +
      Command : METAMSGCOMMAND 
      Usage : METAMSGCOMMAND
      Example : metamsgcommand
      Short(s):
      Generates the HUH? message. A command that's not a command.

      MINDFLAYER -

      Race Name : Mindflayer (Illithid)
      Stat Mods.: Strength-4, intelligence+4, constitution-2, charisma+2, save vs
      mind+100, save vs magic+50, max strength adj.-4, max intelligence
      adj.+4, max constitution adj.-2, max charisma adj.+2
      Abilities : Darkvision, Mind Suck(100%), Combat Precognition(30%), Detect
      Sentience(50%), Mind Fog(100%), Charm(50%)
      Languages : Undercommon(25%)
      Life Exp. : 430 Years
      XP Adjust.: -25%
      Immunities:
      Equipment : Grey robes, a knitted weapon belt
      Desc. :
      Mindflayers, or Illithid, are alien humanoids with a smooth, leathery face with
      four tentacles surrounding and protecting their mouths. They are taller than
      humans, but lighter and more frail due to millennia of reliance upon
      mind-controlled slave labor to do their manual work.
      +
      Race Name : Mindflayer (Illithid) 
      Stat Mods.: Strength-4, intelligence+4, constitution-2, charisma+2, save vs
      mind+100, save vs magic+50, max strength adj.-4, max intelligence
      adj.+4, max constitution adj.-2, max charisma adj.+2
      Abilities : Darkvision, Mind Suck(100%), Combat Precognition(30%), Detect
      Sentience(50%), Mind Fog(100%), Charm(50%)
      Languages : Undercommon(25%)
      Life Exp. : 430 Years
      XP Adjust.: -25%
      Immunities:
      Equipment : Grey robes, a knitted weapon belt
      Desc. :
      Mindflayers, or Illithid, are alien humanoids with a smooth, leathery face with
      four tentacles surrounding and protecting their mouths. They are taller than
      humans, but lighter and more frail due to millennia of reliance upon
      mind-controlled slave labor to do their manual work.

      MINSTREL -

      Char Class: Minstrel (Bard)
      Max-Stats : Intelligence (22), Charisma (22), Others (18)
      Qualifiers: Charisma 9+, Intelligence 9+
      Races : All
      Prime Stat: Charisma Attack Pts: +(Cha/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d2)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear non-metal armor.
      Bonuses : Receives group bonus combat experience when in an intelligent
      group, and more for a group of players. Receives exploration and
      pub-finding experience based on danger level.
      Limits :
      Desc. :
      The Minstrel is the master of instruments and musical tools. So capable is a
      minstrel in this art that he or she is able to draw forth magical and wonderous
      powers from the instruments played. The Minstrel is able to craft and draw
      unique powers from any of dozens of different musical instruments, with the
      only drawback being how the chosen instrument impacts fighting or speaking
      ability while it is being played.

      How to play: The Minstrel is as social of a bard as the others, but due to his
      many hours of lonely practice, the Minstrel also has an almost arcane like
      ability to use instrumental magic for more solitary or unique benefits than the
      simple Bard or Dancer. In the end, the Minstrel may become an orchestra of
      power unto himself, capable of bringing tremendous benefit and joy to his
      group, or terrible retribution to his foes. Therefore, if a player is looking
      for a bard to play when groups are not available, this is the one to pick.
      +
      Char Class: Minstrel (Bard) 
      Max-Stats : Intelligence (22), Charisma (22), Others (18)
      Qualifiers: Charisma 9+, Intelligence 9+
      Races : All
      Prime Stat: Charisma Attack Pts: +(Cha/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d2)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear non-metal armor.
      Bonuses : Receives group bonus combat experience when in an intelligent
      group, and more for a group of players. Receives exploration and
      pub-finding experience based on danger level.
      Limits :
      Desc. :
      The Minstrel is the master of instruments and musical tools. So capable is a
      minstrel in this art that he or she is able to draw forth magical and wonderous
      powers from the instruments played. The Minstrel is able to craft and draw
      unique powers from any of dozens of different musical instruments, with the
      only drawback being how the chosen instrument impacts fighting or speaking
      ability while it is being played.

      How to play: The Minstrel is as social of a bard as the others, but due to his
      many hours of lonely practice, the Minstrel also has an almost arcane like
      ability to use instrumental magic for more solitary or unique benefits than the
      simple Bard or Dancer. In the end, the Minstrel may become an orchestra of
      power unto himself, capable of bringing tremendous benefit and joy to his
      group, or terrible retribution to his foes. Therefore, if a player is looking
      for a bard to play when groups are not available, this is the one to pick.

      MISSIONARY -

      Char Class: Missionary (Cleric)
      Max-Stats : Dexterity (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Dexterity 9+
      Races : All
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use swords, staves, natural, ranged, or blunt weapons
      Armor : May wear any armor.
      Bonuses : Never fumbles neutral prayers, and receives 1pt/level luck bonus
      to all saving throws per level. Receives 1pt/level electricity
      damage reduction.
      Limits : Using non-neutral prayers introduces failure chance. Vulnerable
      to acid attacks.
      Desc. :
      Missionaries are the crusading adventurers for the gods, exploring and
      spreading the good word of their deity far and wide. So energetic and mobile
      are the Missionaries that they seem like the wind, and in fact gain many powers
      of wind and electricity. The Missionary is a neutral aligned class.

      How to play: Although Missionaries can flourish with other missionaries, they
      do their best work alone, bringing the word of their god, as well as his wrath
      when necessary, to the unwashed masses. Missionaries will sometimes be asked
      to join groups so as to deliver some of that "olde-tyme neutral punch", and can
      even be useful to them if he strikes a careful balance with the good and evil
      prayers he qualifies for.
      +
      Char Class: Missionary (Cleric) 
      Max-Stats : Dexterity (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Dexterity 9+
      Races : All
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use swords, staves, natural, ranged, or blunt weapons
      Armor : May wear any armor.
      Bonuses : Never fumbles neutral prayers, and receives 1pt/level luck bonus
      to all saving throws per level. Receives 1pt/level electricity
      damage reduction.
      Limits : Using non-neutral prayers introduces failure chance. Vulnerable
      to acid attacks.
      Desc. :
      Missionaries are the crusading adventurers for the gods, exploring and
      spreading the good word of their deity far and wide. So energetic and mobile
      are the Missionaries that they seem like the wind, and in fact gain many powers
      of wind and electricity. The Missionary is a neutral aligned class.

      How to play: Although Missionaries can flourish with other missionaries, they
      do their best work alone, bringing the word of their god, as well as his wrath
      when necessary, to the unwashed masses. Missionaries will sometimes be asked
      to join groups so as to deliver some of that "olde-tyme neutral punch", and can
      even be useful to them if he strikes a careful balance with the good and evil
      prayers he qualifies for.

      MONEY -


      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      Currency : Copper
      copper bit(s) (cc) : (exchange rate is 1.0 of base)
      silver bit(s) (sc) : Equal to 10 copper bits.
      gold bit(s) (gc) : Equal to 100 copper bits.
      platinum bit(s) (pc): Equal to 500 copper bits.
      aluminum bit(s) (ac): Equal to 10000 copper bits.
      +
       
      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      MONIES -


      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      Currency : Copper
      copper bit(s) (cc) : (exchange rate is 1.0 of base)
      silver bit(s) (sc) : Equal to 10 copper bits.
      gold bit(s) (gc) : Equal to 100 copper bits.
      platinum bit(s) (pc): Equal to 500 copper bits.
      aluminum bit(s) (ac): Equal to 10000 copper bits.
      +
       
      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      MONK -

      Char Class: Monk (Fighter)
      Max-Stats : Strength (22), Dexterity (22), Others (18)
      Qualifiers: Strength 9+, Dexterity 9+
      Races : Elf, Half Elf and Human
      Prime Stat: Strength Attack Pts: +(Str/18)+1 per level
      Practices : 3 +[(Wisdom/6)-1 per lvl] Trains : 4 +1 per level
      Hit Points: 20 +[(Con/3)+(2d7) /lvl] Mana : 100 +[(Int/8)+(1d2)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 20 level(s)
      Weapons : May use any weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : Receives defensive bonus for high dexterity. Receives unarmed
      attack bonus. Receives bonus attack when unarmed. Has Slow Fall
      ability. Receives trap avoidance. Receives bonus conquest and
      duel experience.
      Limits :
      Desc. :
      Monks are the agile and graceful masters of their own bodies. Combining quick
      reflexes with intense study of the martial arts makes them a powerful and
      intimidating opponent. Although Monks may use weapons, most of their power and
      unique ability comes when they are completely unarmed. And since they depend
      so heavily on their agility, they will find themselves wearing only light cloth
      armors.

      How to play: Either alone or in groups, the Monk is a dizzying class to play.
      Capable of more pure attacks than any other class, and loaded down with dozens
      of Monk-specific physical feats makes the Monk almost mage-like in complexity.
      In fact, the player who loathes worrying about staying up-to-date on equipment,
      but who enjoys the pure fight may be especially attracted to Monk.

      Like all fighters, the Monk will gain experience principally through the
      vanquishing of foes. Although the armor restriction can seem daunting, the
      Monks extra dexterity bonus to armor, and the wide variety of attacks and
      defences makes them every bit as powerful (if not much more) than the other
      fighter classes.
      +
      Char Class: Monk (Fighter) 
      Max-Stats : Strength (22), Dexterity (22), Others (18)
      Qualifiers: Strength 9+, Dexterity 9+
      Races : Elf, Half Elf and Human
      Prime Stat: Strength Attack Pts: +(Str/18)+1 per level
      Practices : 3 +[(Wisdom/6)-1 per lvl] Trains : 4 +1 per level
      Hit Points: 20 +[(Con/3)+(2d7) /lvl] Mana : 100 +[(Int/8)+(1d2)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 20 level(s)
      Weapons : May use any weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : Receives defensive bonus for high dexterity. Receives unarmed
      attack bonus. Receives bonus attack when unarmed. Has Slow Fall
      ability. Receives trap avoidance. Receives bonus conquest and
      duel experience.
      Limits :
      Desc. :
      Monks are the agile and graceful masters of their own bodies. Combining quick
      reflexes with intense study of the martial arts makes them a powerful and
      intimidating opponent. Although Monks may use weapons, most of their power and
      unique ability comes when they are completely unarmed. And since they depend
      so heavily on their agility, they will find themselves wearing only light cloth
      armors.

      How to play: Either alone or in groups, the Monk is a dizzying class to play.
      Capable of more pure attacks than any other class, and loaded down with dozens
      of Monk-specific physical feats makes the Monk almost mage-like in complexity.
      In fact, the player who loathes worrying about staying up-to-date on equipment,
      but who enjoys the pure fight may be especially attracted to Monk.

      Like all fighters, the Monk will gain experience principally through the
      vanquishing of foes. Although the armor restriction can seem daunting, the
      Monks extra dexterity bonus to armor, and the wide variety of attacks and
      defences makes them every bit as powerful (if not much more) than the other
      fighter classes.

      @@ -2447,17 +2476,17 @@

      CoffeeMud 5.9

      MOTD -

      Command : MOTD
      Usage : MOTD (ON/OFF/PREVIOUS ([NUM])/AGAIN)
      Example : motd
      Short(s):
      Allows the player to review the news and daily messages. Using ON and OFF, you
      can also set whether or not you see the message of the day when you log in to
      the mud. Using AGAIN will re-show the current new daily message, while
      PREVIOUS will show all the old daily messages, with an optional limit.
      +
      Command : MOTD 
      Usage : MOTD (ON/OFF/PREVIOUS ([NUM])/AGAIN)
      Example : motd
      Short(s):
      Allows the player to review the news and daily messages. Using ON and OFF, you
      can also set whether or not you see the message of the day when you log in to
      the mud. Using AGAIN will re-show the current new daily message, while
      PREVIOUS will show all the old daily messages, with an optional limit.

      MOUNT -

      Command : MOUNT
      Usage : MOUNT [RIDEABLE NAME] ([RIDEABLE NAME])
      Example : mount horse
      Example : mount cart horse
      Short(s): ride
      Your character attempts to mount a horse, or other rideable creature, carriage,
      boat, or item. Once mounted, the creature can be navigated around by use of
      the normal N,S,E,W navigation commands. Some rideables may also be mounted on
      others, such as a cart or wagon that must be pulled. See also DISMOUNT, LEAVE,
      BOARD. Bound creatures can be mounted onto beds or chairs against their will
      with this command also.
      +
      Command : MOUNT 
      Usage : MOUNT [RIDEABLE NAME] ([RIDEABLE NAME])
      Example : mount horse
      Example : mount cart horse
      Short(s): ride
      Your character attempts to mount a horse, or other rideable creature, carriage,
      boat, or item. Once mounted, the creature can be navigated around by use of
      the normal N,S,E,W navigation commands. Some rideables may also be mounted on
      others, such as a cart or wagon that must be pulled. See also DISMOUNT, LEAVE,
      BOARD. Bound creatures can be mounted onto beds or chairs against their will
      with this command also.

      MOVEMENT -

      The amount of energy your character has to use on moving around, using movement
      based skills, or retreating in combat. This number will go up as your
      character advances in level. Resting will replenish lost movement.
      +
      The amount of energy your character has to use on moving around, using movement
      based skills, or retreating in combat. This number will go up as your
      character advances in level. Resting will replenish lost movement.

      @@ -2467,7 +2496,7 @@

      CoffeeMud 5.9

      MULTICLASS -

      Each class was designed to reach it's peak of gainable skills at level 30.
      Changing to another class is done by going to your respective guild and
      training in the class of your choice. The classes you can become are listed
      when you type QUALIFY. Changing to another class is done using the TRAIN
      command.

      When multiclassing, always keep in mind the classes you want to become and how
      far you would want to go in them. Some classes affect others in a negative way.
      If you plan to get to level 30 with three subclasses, train in the first before
      your first level of the game. This ensures level 30 status with all the
      classes.

      Just keep track of how far you feel like taking each class, whether it is to a
      certain skill or to it's full potential. It is not required, but can add a
      dimension to playing.
      +
      Each class was designed to reach it's peak of gainable skills at level 30.
      Changing to another class is done by going to your respective guild and
      training in the class of your choice. The classes you can become are listed
      when you type QUALIFY. Changing to another class is done using the TRAIN
      command.

      When multiclassing, always keep in mind the classes you want to become and how
      far you would want to go in them. Some classes affect others in a negative way.
      If you plan to get to level 30 with three subclasses, train in the first before
      your first level of the game. This ensures level 30 status with all the
      classes.

      Just keep track of how far you feel like taking each class, whether it is to a
      certain skill or to it's full potential. It is not required, but can add a
      dimension to playing.

      @@ -2482,77 +2511,77 @@

      CoffeeMud 5.9

      MXP -

      Command : MXP
      Usage : MXP (OFF)
      Example : mxp
      Example : mxp off
      Short(s):
      Turn MXP (MUD Exchange Protocol) tags on or off. This command will auto-detect
      whether your client supports the tags by sending the <VERSION> tag. Use NOMXP
      or OFF argument to disable this feature.
      +
      Command : MXP 
      Usage : MXP (OFF)
      Example : mxp
      Example : mxp off
      Short(s):
      Turn MXP (MUD Exchange Protocol) tags on or off. This command will auto-detect
      whether your client supports the tags by sending the <VERSION> tag. Use NOMXP
      or OFF argument to disable this feature.

      NAGA -

      Race Name : Naga (Ophidian)
      Stat Mods.: Dexterity+5, save vs poison+100
      Abilities :
      Languages : Snake Speak(100%), Draconic(100%), Snake Speak(100%)
      Life Exp. : 42 Years
      Immunities:
      Equipment :
      Desc. :
      A sharp-featured humanoid head crowns the powerful, sinuous body of this
      snake-like monstrosity.Two slender arms extend from the body of the Naga just
      below the head.
      +
      Race Name : Naga (Ophidian) 
      Stat Mods.: Dexterity+5, save vs poison+100
      Abilities : Stigma(100%)
      Languages : Draconic(100%), Snake Speak(100%)
      Life Exp. : 42 Years
      Immunities:
      Equipment :
      Desc. :
      A sharp-featured humanoid head crowns the powerful, sinuous body of this
      snake-like monstrosity.Two slender arms extend from the body of the Naga just
      below the head.

      NECROMANCER -

      Char Class: Necromancer (Cleric)
      Max-Stats : Constitution (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Constitution 9+
      Races : All
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use polearms, axes, swords, daggers, or edged weapons.
      Armor : May wear any armor.
      Bonuses : Can sense deaths at Necromancer level 15, and becomes a Lich upon
      death at 30. Undead followers will not drain experience.
      Limits : Always fumbles good prayers. Qualifies and receives evil
      prayers. Using non-aligned prayers introduces failure chance.
      Desc. :
      Necromancers are the dark lovers of death and the dead, serving the gods in
      this special and little appreciated realm. The Necromancer is an evil aligned
      class, meaning that he will always fumble on good prayers, and does not qualify
      for good prayers. However, the Necromancer can use many dangerous edged
      weapons, any kind of armor, and gets numerous special prayers known only to the
      Necromancer, such as the ability to animate all kinds of wicked undead, even at
      low levels. Eventually, the Necromancer may even become a Lich himself!

      How to play: Unlike most clerics, the Necromancer is not a good group player.
      He does best alone with the friends he "makes" out of the dearly departed, so
      long as he is careful to keep them magically Fed and Healed long enough to gain
      useful levels. The necromancer is hated in towns, and may even be arrested if
      he brings his undead "friends" to town for a visit. If the Necromancer keeps
      his charisma high, he can lead a truly formidable army before which all others
      will surely tremble.
      +
      Char Class: Necromancer (Cleric) 
      Max-Stats : Constitution (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Constitution 9+
      Races : All
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use polearms, axes, swords, daggers, or edged weapons.
      Armor : May wear any armor.
      Bonuses : Can sense deaths at Necromancer level 15, and becomes a Lich upon
      death at 30. Undead followers will not drain experience.
      Limits : Always fumbles good prayers. Qualifies and receives evil
      prayers. Using non-aligned prayers introduces failure chance.
      Desc. :
      Necromancers are the dark lovers of death and the dead, serving the gods in
      this special and little appreciated realm. The Necromancer is an evil aligned
      class, meaning that he will always fumble on good prayers, and does not qualify
      for good prayers. However, the Necromancer can use many dangerous edged
      weapons, any kind of armor, and gets numerous special prayers known only to the
      Necromancer, such as the ability to animate all kinds of wicked undead, even at
      low levels. Eventually, the Necromancer may even become a Lich himself!

      How to play: Unlike most clerics, the Necromancer is not a good group player.
      He does best alone with the friends he "makes" out of the dearly departed, so
      long as he is careful to keep them magically Fed and Healed long enough to gain
      useful levels. The necromancer is hated in towns, and may even be arrested if
      he brings his undead "friends" to town for a visit. If the Necromancer keeps
      his charisma high, he can lead a truly formidable army before which all others
      will surely tremble.

      NEWS -

      Command : NEWS
      Usage : NEWS (ON/OFF/AGAIN/PREVIOUS)
      Example : news
      Short(s):
      Allows the player to review the news and daily messages. Using ON and OFF, you
      can also set whether or not you see the message of the day when you log in to
      the mud.
      +
      Command : NEWS 
      Usage : NEWS (ON/OFF/AGAIN/PREVIOUS)
      Example : news
      Short(s):
      Allows the player to review the news and daily messages. Using ON and OFF, you
      can also set whether or not you see the message of the day when you log in to
      the mud.

      NOANSI -

      Command : NOANSI
      Usage : NOANSI
      Example : noansi
      Short(s):
      Turn off ANSI color output. Use ANSI to turn this feature on again.
      +
      Command : NOANSI 
      Usage : NOANSI
      Example : noansi
      Short(s):
      Turn off ANSI color output. Use ANSI to turn this feature on again.

      NOBATTLESPAM -

      Command : NOBATTLESPAM (ON/OFF)
      Usage : NOBATTLESPAM (ON/OFF)n Example : nobattlespam
      Example : nobattlespam on
      Short(s):
      Changes whether you see normal combat messages, including standard weapon hits
      and misses, and most damage messages. When turned on, the player will only
      receive a brief summary of all damage taken by each combatant. By itself, this
      command will toggle the state of the flag. Use ON or OFF to specify whether
      the flag is on or off. See also CONFIG.
      +
      Command : NOBATTLESPAM (ON/OFF) 
      Usage : NOBATTLESPAM (ON/OFF)n
      Example : nobattlespam
      Example : nobattlespam on
      Short(s):
      Changes whether you see normal combat messages, including standard weapon hits
      and misses, and most damage messages. When turned on, the player will only
      receive a brief summary of all damage taken by each combatant. By itself, this
      command will toggle the state of the flag. Use ON or OFF to specify whether
      the flag is on or off. See also CONFIG.

      NOCHANNEL -

      Command : NO[CHANNEL]
      Usage : NO[CHANNEL]
      Example : no[channel]
      Short(s):
      This command turns off the [CHANNEL] channel. See [CHANNEL] for more info.
      +
      Command : NO[CHANNEL] 
      Usage : NO[CHANNEL]
      Example : no[channel]
      Short(s):
      This command turns off the [CHANNEL] channel. See [CHANNEL] for more info.

      NOFOLLOW -

      Command : NOFOLLOW
      Usage : NOFOLLOW ([NAME])
      Example : nofollow
      Example : nofollow my dog
      Short(s):
      When used without a parameter, this command toggles whether or not your
      character will accept new followers. When a name is specified, this command
      causes a follower of that name to no longer follow you. See also REBUKE,
      GROUP, FOLLOW, FORMATION, ORDER, and GTELL.
      +
      Command : NOFOLLOW 
      Usage : NOFOLLOW ([NAME])
      Example : nofollow
      Example : nofollow my dog
      Short(s):
      When used without a parameter, this command toggles whether or not your
      character will accept new followers. When a name is specified, this command
      causes a follower of that name to no longer follow you. See also REBUKE,
      GROUP, FOLLOW, FORMATION, ORDER, and GTELL.

      NOMXP -

      Command : NOMXP
      Usage : NOMXP
      Example : nomxp
      Short(s):
      Turn off MXP (MUD Exchange Protocol) tags. You may use the MXP command to turn
      them on, if your mud client supports them.
      +
      Command : NOMXP 
      Usage : NOMXP
      Example : nomxp
      Short(s):
      Turn off MXP (MUD Exchange Protocol) tags. You may use the MXP command to turn
      them on, if your mud client supports them.

      NOPOSE -

      Command : NOPOSE
      Usage : NOPOSE
      Example : nopose
      Short(s):
      Turns off your current pose. See the POSE command.
      +
      Command : NOPOSE 
      Usage : NOPOSE
      Example : nopose
      Short(s):
      Turns off your current pose. See the POSE command.

      NORTH -

      Command : NORTH
      Usage : NORTH
      Example : north
      Short(s): N
      Travel northward from the present room or location.
      +
      Command : NORTH 
      Usage : NORTH
      Example : north
      Short(s): N
      Travel northward from the present room or location.

      NORTHEAST -

      Command : NORTHEAST
      Usage : NORTHEAST
      Example : northeast
      Short(s): NE
      Travel northeastwardly direction from the present room or location.
      +
      Command : NORTHEAST 
      Usage : NORTHEAST
      Example : northeast
      Short(s): NE
      Travel northeastwardly direction from the present room or location.

      NORTHWEST -

      Command : NORTHWEST
      Usage : NORTHWEST
      Example : northwest
      Short(s): NW
      Travel northwestwardly direction from the present room or location.
      +
      Command : NORTHWEST 
      Usage : NORTHWEST
      Example : northwest
      Short(s): NW
      Travel northwestwardly direction from the present room or location.

      NOSOUNDS -

      Command : NOSOUNDS
      Usage : NOSOUNDS
      Example : nosounds
      Short(s):
      Turn off MSP (MUD Sound Protocol) sound codes. You may use the SOUNDS command
      to turn them on, if your mud client supports them.
      +
      Command : NOSOUNDS 
      Usage : NOSOUNDS
      Example : nosounds
      Short(s):
      Turn off MSP (MUD Sound Protocol) sound codes. You may use the SOUNDS command
      to turn them on, if your mud client supports them.

      NOTEACH -

      Command : NOTEACH
      Usage : NOTEACH
      Example : noteach
      Short(s):
      This command toggles whether you can teach, practice, or train, or be taught,
      practiced with, or trained. It does not affect the auto-gains in skill
      proficiency.
      +
      Command : NOTEACH 
      Usage : NOTEACH
      Example : noteach
      Short(s):
      This command toggles whether you can teach, practice, or train, or be taught,
      practiced with, or trained. It does not affect the auto-gains in skill
      proficiency.

      @@ -2572,7 +2601,7 @@

      CoffeeMud 5.9

      OGRE -

      Race Name : Ogre (Giant-kin)
      Stat Mods.: Strength+4, intelligence-1, dexterity-2, charisma-1, save vs
      mind-10, save vs poison+10, max strength adj.+4, max intelligence
      adj.-1, max dexterity adj.-2, max charisma adj.-1
      Abilities : Bad Reputation(100%), Butchering(75%)
      Languages : Gigantic(100%), Orcish(50%)
      Life Exp. : 148 Years
      Immunities:
      Equipment : A large patchy tunic, some torn leggings, a knitted weapon belt
      Desc. :
      Ogres are the less enlightened kin to the giants, possessing great strength and
      ferociousness at the expense of their intellect and dexterity . As they are
      naturals at ripping things apart, they make excellent butchers. Their class
      choices are limited, but any kind of Fighter or Barbarian would suit an ogre
      very well.
      +
      Race Name : Ogre (Giant-kin) 
      Stat Mods.: Strength+4, intelligence-1, dexterity-2, charisma-1, save vs
      mind-10, save vs poison+10, max strength adj.+4, max intelligence
      adj.-1, max dexterity adj.-2, max charisma adj.-1
      Abilities : Bad Reputation(100%), Butchering(75%)
      Languages : Gigantic(100%), Orcish(50%)
      Life Exp. : 148 Years
      Immunities:
      Equipment : A large patchy tunic, some torn leggings, a knitted weapon belt
      Desc. :
      Ogres are the less enlightened kin to the giants, possessing great strength and
      ferociousness at the expense of their intellect and dexterity . As they are
      naturals at ripping things apart, they make excellent butchers. Their class
      choices are limited, but any kind of Fighter or Barbarian would suit an ogre
      very well.

      @@ -2582,42 +2611,42 @@

      CoffeeMud 5.9

      OPEN -

      Command : OPEN
      Usage : OPEN [ITEM/DIRECTION NAME]
      Example : open chest
      Example : open door
      Example : open east
      Short(s):
      Attempts to open, by ordinary means, the item, door, or any other entity
      specified.
      +
      Command : OPEN 
      Usage : OPEN [ITEM/DIRECTION NAME]
      Example : open chest
      Example : open door
      Example : open east
      Short(s):
      Attempts to open, by ordinary means, the item, door, or any other entity
      specified.

      ORACLE -

      Char Class: Oracle (Cleric)
      Max-Stats : Intelligence (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Intelligence 9+
      Races : Dwarf, Elf, Half Elf and Human
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use hammers, staves, flailed, natural, or blunt weapons.
      Armor : May wear any armor.
      Bonuses : Receives a non-class skill at 30th level, and every Oracle level
      thereafter.
      Limits : Always fumbles evil prayers. Qualifies and receives good
      prayers. Using non-aligned prayers introduces failure chance.
      Desc. :
      Oracles are those who seek the infinite wisdom of their god, forever probing
      the vastness of divine knowledge. So knowledgable are the Oracles that they
      actually begin to gain arcane divination spells in addition to their assortment
      of prayers. The Oracle, being a seeker of truth and knowledge, is a good
      aligned class, meaning that they will always fumble evil prayers, and do not
      qualify for them. Beyond 30th level, the Oracle begins to gain skills from
      other classes previously unknown to him, as the mysteries of the universe begin
      to be revealed.

      How to play: The Oracle is an often consulted player, much like the Arcane
      diviner, for his ability to see beyond the obvious to the important truths
      around him. For this reason, the Oracle may be often picked for grouping. The
      Oracle himself, however, will need to determine if such a course is divinely
      inspired.
      +
      Char Class: Oracle (Cleric) 
      Max-Stats : Intelligence (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Intelligence 9+
      Races : Dwarf, Elf, Half Elf and Human
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use hammers, staves, flailed, natural, or blunt weapons.
      Armor : May wear any armor.
      Bonuses : Receives a non-class skill at 30th level, and every Oracle level
      thereafter.
      Limits : Always fumbles evil prayers. Qualifies and receives good
      prayers. Using non-aligned prayers introduces failure chance.
      Desc. :
      Oracles are those who seek the infinite wisdom of their god, forever probing
      the vastness of divine knowledge. So knowledgable are the Oracles that they
      actually begin to gain arcane divination spells in addition to their assortment
      of prayers. The Oracle, being a seeker of truth and knowledge, is a good
      aligned class, meaning that they will always fumble evil prayers, and do not
      qualify for them. Beyond 30th level, the Oracle begins to gain skills from
      other classes previously unknown to him, as the mysteries of the universe begin
      to be revealed.

      How to play: The Oracle is an often consulted player, much like the Arcane
      diviner, for his ability to see beyond the obvious to the important truths
      around him. For this reason, the Oracle may be often picked for grouping. The
      Oracle himself, however, will need to determine if such a course is divinely
      inspired.

      ORC -

      Race Name : Orc (Porcine)
      Stat Mods.: Strength+2, intelligence-1, charisma-1, wisdom-1, save vs
      water-10, save vs poison+10, max strength adj.+2, max
      intelligence adj.-1, max charisma adj.-1, max wisdom adj.-1, crit
      magic chance pct+50
      Abilities : Infravision, Taint of Evil(100%), Butchering(50%), Vicious
      Blow(25%)
      Languages : Orcish(100%), Undercommon(25%)
      Life Exp. : 220 Years
      Immunities:
      Equipment : A tattered tunic, a pair of tattered pants, a knitted weapon belt
      Desc. :
      Orcs are powerful, brutish porcine humanoids that take great joy in the agony
      of others. Their society is dictated by the strongest, most-vicious alphas of
      the tribe, who often band together to create great war-parties to destroy other
      species? civilization.
      +
      Race Name : Orc (Porcine) 
      Stat Mods.: Strength+2, intelligence-1, charisma-1, wisdom-1, save vs
      water-10, save vs poison+10, max strength adj.+2, max
      intelligence adj.-1, max charisma adj.-1, max wisdom adj.-1
      Abilities : Infravision, Taint of Evil(100%), Butchering(50%), Vicious
      Blow(25%)
      Languages : Orcish(100%), Undercommon(25%)
      Life Exp. : 220 Years
      Immunities:
      Equipment : A tattered tunic, a pair of tattered pants, a knitted weapon belt
      Desc. :
      Orcs are powerful, brutish porcine humanoids that take great joy in the agony
      of others. Their society is dictated by the strongest, most-vicious alphas of
      the tribe, who often band together to create great war-parties to destroy other
      species? civilization.

      ORDER -

      Command : ORDER
      Usage : ORDER
      Example : order dog flee
      Short(s):
      If your character has any followers, whether characters or mobs, this command
      will allow you to force that follower to perform any command listed in the
      COMMANDS or SOCIALS list. See also GROUP, FOLLOW, NOFOLLOW, FORMATION, and
      GTELL.
      +
      Command : ORDER 
      Usage : ORDER
      Example : order dog flee
      Short(s):
      If your character has any followers, whether characters or mobs, this command
      will allow you to force that follower to perform any command listed in the
      COMMANDS or SOCIALS list. See also GROUP, FOLLOW, NOFOLLOW, FORMATION, and
      GTELL.

      OUTFIT -

      Command : OUTFIT
      Usage : OUTFIT
      Example : outfit
      Short(s):
      Should your character ever be without clothing or weapon (usually due to
      death), this command will give your character some newbie equipment to get by
      with.
      +
      Command : OUTFIT 
      Usage : OUTFIT
      Example : outfit
      Short(s):
      Should your character ever be without clothing or weapon (usually due to
      death), this command will give your character some newbie equipment to get by
      with.

      PACKAGE -

      Command : PACKAGE
      Usage : PACKAGE [NUMBER] [ITEM NAMES]
      Example : package 10 daggers
      Example : package all bottles
      Short(s):
      This command packages together several identical items. Thus grouped, the
      items may be easier to sell to shopkeepers and easier to carry. The items must
      all be exactly the same. Currency may not be packaged. Raw resources, such as
      wood or ore metals, may be packaged, but will not then be available for use by
      crafting skills. To do that, you would need to bundle the resources instead.
      Items can be removed from packages using the GET [NUMBER] FROM [PACKAGE]
      syntax.
      +
      Command : PACKAGE 
      Usage : PACKAGE [NUMBER] [ITEM NAMES]
      Example : package 10 daggers
      Example : package all bottles
      Short(s):
      This command packages together several identical items. Thus grouped, the
      items may be easier to sell to shopkeepers and easier to carry. The items must
      all be exactly the same. Currency may not be packaged. Raw resources, such as
      wood or ore metals, may be packaged, but will not then be available for use by
      crafting skills. To do that, you would need to bundle the resources instead.
      Items can be removed from packages using the GET [NUMBER] FROM [PACKAGE]
      syntax.

      PAGEBREAK -

      Command : PAGEBREAK
      Usage : PAGEBREAK [LINE NUMBER]/DISABLE
      Example : pagebreak 25
      Example : pagebreak disable
      Short(s):
      This command will allow the player to disable the default mud page break
      system, or to set it to a higher or lower number to accommodate their terminal.
      +
      Command : PAGEBREAK 
      Usage : PAGEBREAK [LINE NUMBER]/DISABLE
      Example : pagebreak 25
      Example : pagebreak disable
      Short(s):
      This command will allow the player to disable the default mud page break
      system, or to set it to a higher or lower number to accommodate their terminal.

      PALADIN -

      Char Class: Paladin (Fighter)
      Max-Stats : Strength (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Strength 9+
      Races : Human
      Prime Stat: Strength Attack Pts: +(Str/18) per level
      Practices : 3 +[(Wisdom/6) per lvl] Trains : 4 +1 per level
      Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/8)+(1d3)/lvl]
      Movement : 100 +[12X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : May use any weapons.
      Armor : May wear any armor.
      Bonuses : Receives bonus conquest and duel experience.
      Limits : Must remain good to avoid spell/skill failure chance.
      Desc. :
      Paladins are holy fighters, possessing many of the traits of both Fighters and
      Clerics, though in less intensity than either class alone. They may learn
      Cleric spells at higher levels, and possess numerous fighting techniques.
      Their weapons and armor choices are unlimited, but Paladins are restricted to a
      good alignment.

      How to play: Paladin's have the potential of being the most powerful of
      classes, and the most desired of group members. Their powerful combat skills
      and auras of power make them the perfect tanks for groups, especially since
      their Cleric healing abilities can allow them to fill this gap in a group.
      Alone, they can also flourish, vanquishing evil with the efficiency of the
      fighter.

      The only weakness of the Paladin is his reliance on goodness. In most muds,
      this limits his adventuring choices greatly. However, his strengths for
      lasting and winning in combat are so broad, he will quickly advance.
      +
      Char Class: Paladin (Fighter) 
      Max-Stats : Strength (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Strength 9+
      Races : Human
      Prime Stat: Strength Attack Pts: +(Str/18) per level
      Practices : 3 +[(Wisdom/6) per lvl] Trains : 4 +1 per level
      Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/8)+(1d3)/lvl]
      Movement : 100 +[12X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : May use any weapons.
      Armor : May wear any armor.
      Bonuses : Receives bonus conquest and duel experience.
      Limits : Must remain good to avoid spell/skill failure chance.
      Desc. :
      Paladins are holy fighters, possessing many of the traits of both Fighters and
      Clerics, though in less intensity than either class alone. They may learn
      Cleric spells at higher levels, and possess numerous fighting techniques.
      Their weapons and armor choices are unlimited, but Paladins are restricted to a
      good alignment.

      How to play: Paladin's have the potential of being the most powerful of
      classes, and the most desired of group members. Their powerful combat skills
      and auras of power make them the perfect tanks for groups, especially since
      their Cleric healing abilities can allow them to fill this gap in a group.
      Alone, they can also flourish, vanquishing evil with the efficiency of the
      fighter.

      The only weakness of the Paladin is his reliance on goodness. In most muds,
      this limits his adventuring choices greatly. However, his strengths for
      lasting and winning in combat are so broad, he will quickly advance.

      @@ -2632,7 +2661,7 @@

      CoffeeMud 5.9

      PASSWORD -

      Command : PASSWORD
      Usage : PASSWORD
      Example : password
      Short(s):
      Allows you to change your characters password.
      +
      Command : PASSWORD 
      Usage : PASSWORD
      Example : password
      Short(s):
      Allows you to change your characters password.

      @@ -2652,17 +2681,17 @@

      CoffeeMud 5.9

      PIRATE -

      Char Class: Pirate (Thief)
      Max-Stats : Dexterity (22), Charisma (22), Others (18)
      Qualifiers: Dexterity 5+, Charisma 5+
      Races : All
      Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
      Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear leather, cloth, or vegetation based armor.
      Bonuses : Bonus XP in ship combat, and combat bonus for each fake limb.
      Limits : Get less leniency from the law, no limb recovery after death, and
      can be paid to leave combat.
      Desc. :
      The Pirate is a rogue and scourge of the high seas, a master of ship combat,
      and ruthless to those who refuse to surrender their booty. The Pirate is most
      suited for combat from the deck of huge sailing ships, being able to get the
      most out of their ship, their weapons, and their landlubber contacts. Their
      brutal lifestyle even gives them combat bonuses with fake limbs. However,
      Pirates also get harsher treatment from the law, and are so greedy for gold
      that they can literally be paid to walk away from combat.

      How to play: The Pirate is a middlin' fair rogue on the land, and can survive
      well enough among landlubbers, but absolutely excels in command of a ship in
      pursuit of weak seabound targets. Clans would do well to keep a
      former-independent Pirate around to captain their ships for when the real ones
      come calling.
      +
      Char Class: Pirate (Thief) 
      Max-Stats : Dexterity (22), Charisma (22), Others (18)
      Qualifiers: Dexterity 5+, Charisma 5+
      Races : All
      Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
      Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear leather, cloth, or vegetation based armor.
      Bonuses : Bonus XP in ship combat, and combat bonus for each fake limb.
      Limits : Get less leniency from the law, no limb recovery after death, and
      can be paid to leave combat.
      Desc. :
      The Pirate is a rogue and scourge of the high seas, a master of ship combat,
      and ruthless to those who refuse to surrender their booty. The Pirate is most
      suited for combat from the deck of huge sailing ships, being able to get the
      most out of their ship, their weapons, and their landlubber contacts. Their
      brutal lifestyle even gives them combat bonuses with fake limbs. However,
      Pirates also get harsher treatment from the law, and are so greedy for gold
      that they can literally be paid to walk away from combat.

      How to play: The Pirate is a middlin' fair rogue on the land, and can survive
      well enough among landlubbers, but absolutely excels in command of a ship in
      pursuit of weak seabound targets. Clans would do well to keep a
      former-independent Pirate around to captain their ships for when the real ones
      come calling.

      PIXIE -

      Race Name : Pixie (Fairy-kin)
      Stat Mods.: Strength-6, dexterity+7, constitution-7, charisma+2, save vs
      poison+10, save vs magic+50, max strength adj.-6, max dexterity
      adj.+4, max constitution adj.-4, max charisma adj.+2
      Abilities : Infravision, Winged Flight(100%), Foraging(50%), Improved
      Invisibility(100%)
      Languages : Fey(100%)
      Life Exp. : 430 Years
      XP Adjust.: -10%
      Immunities: Poison Ivy
      Equipment : A delicate green shirt, a pair of sandals, some delicate
      leggings, a knitted weapon belt
      Desc. :
      Pixies are playful fairy-kin, standing roughly two feet tall. These pranksters
      rarely venture into society, but sometimes enjoy pranking villagers near their
      woodland habitats. Pixies have transparent butterfly wings and the innate
      ability to remain invisible as long as they wish. Pixies are vegetarians and
      eating meat can make them violently ill.
      +
      Race Name : Pixie (Fairy-kin) 
      Stat Mods.: Strength-6, dexterity+7, constitution-7, charisma+2, save vs
      poison+10, save vs magic+50, max strength adj.-6, max dexterity
      adj.+4, max constitution adj.-4, max charisma adj.+2
      Abilities : Infravision, Winged Flight(100%), Foraging(50%), Improved
      Invisibility(100%)
      Languages : Fey(100%)
      Life Exp. : 430 Years
      XP Adjust.: -10%
      Immunities: Poison Ivy
      Equipment : A delicate green shirt, a pair of sandals, some delicate
      leggings, a knitted weapon belt
      Desc. :
      Pixies are playful fairy-kin, standing roughly two feet tall. These pranksters
      rarely venture into society, but sometimes enjoy pranking villagers near their
      woodland habitats. Pixies have transparent butterfly wings and the innate
      ability to remain invisible as long as they wish. Pixies are vegetarians and
      eating meat can make them violently ill.

      PLAYERKILL -

      Command : PLAYERKILL
      Usage : PLAYERKILL
      Example : playerkill
      Short(s): PKILL PVP
      Toggles whether or not your character may kill, and be killed by other players.
      The area permitting, you may only kill another player when both your
      playerkill flag and the other players playerkill flags are both on. If you do
      engage in combat with another player, you will not be permitted to logoff or
      turn off your playerkill flag for 5 minutes.
      +
      Command : PLAYERKILL 
      Usage : PLAYERKILL
      Example : playerkill
      Short(s): PKILL PVP
      Toggles whether or not your character may kill, and be killed by other players.
      The area permitting, you may only kill another player when both your
      playerkill flag and the other players playerkill flags are both on. If you do
      engage in combat with another player, you will not be permitted to logoff or
      turn off your playerkill flag for 5 minutes.

      @@ -2672,22 +2701,27 @@

      CoffeeMud 5.9

      POLL -

      Command : POLL
      Usage : POLL
      Example : poll
      Short(s):
      Lists any polls that the player can participate in, or view the results of.
      +
      Command : POLL 
      Usage : POLL
      Example : poll
      Short(s):
      Lists any polls that the player can participate in, or view the results of.
      +

      + +

      + POOF +

      Command : POOF 
      Usage : POOF
      Short(s):
      This command can be used to change your death message to some alternative.
      This is the message seen both by you and others when you die.

      PORTSIDE -

      Command : PORTSIDE
      Usage : PORTSIDE
      Example : portside
      Short(s):
      Travel towards the left side of a ship.
      +
      Command : PORTSIDE 
      Usage : PORTSIDE
      Example : portside
      Short(s):
      Travel towards the left side of a ship.

      POSE -

      Command : POSE
      Usage : POSE [STANDING DESCRIPTION] ...
      Example : pose is standing here talking to himself.
      Short(s):
      Changes the message that is seen when a player is standing passively in a room.
      Use NOPOSE to turn off.
      +
      Command : POSE 
      Usage : POSE [STANDING DESCRIPTION] ...
      Example : pose is standing here talking to himself.
      Short(s):
      Changes the message that is seen when a player is standing passively in a room.
      Use NOPOSE to turn off.

      POUR -

      Command : POUR
      Usage : POUR [DRINK SOURCE] [CONTAINER NAME]
      Example : pour spring bottle
      Example : pour waterskin bottle
      Example : pour bottle out
      Short(s):
      Attempts to refill a liquid container, such as a bottle or a cup, from the
      given source. In many cases, containers can be refilled from other containers.
      +
      Command : POUR 
      Usage : POUR [DRINK SOURCE] [CONTAINER NAME]
      Example : pour spring bottle
      Example : pour waterskin bottle
      Example : pour bottle out
      Short(s):
      Attempts to refill a liquid container, such as a bottle or a cup, from the
      given source. In many cases, containers can be refilled from other containers.

      @@ -2697,22 +2731,22 @@

      CoffeeMud 5.9

      PRACTICE -

      Command : PRACTICE
      Usage : PRACTICE [SKILL OR SPELL NAME] ([TEACHER MOB NAME])
      Example : practice sneak Horice
      Short(s):
      Once your character has acquired some skill or spell, the only way to increase
      the proficiency of your ability is to practice it. A skill or spell can only
      be practiced with those characters or mobs who already know the skill or spell
      sufficiently. You must also have at least 1 practice point to practice a skill
      or spell.
      +
      Command : PRACTICE 
      Usage : PRACTICE [SKILL OR SPELL NAME] ([TEACHER MOB NAME])
      Example : practice sneak Horice
      Short(s):
      Once your character has acquired some skill or spell, the only way to increase
      the proficiency of your ability is to practice it. A skill or spell can only
      be practiced with those characters or mobs who already know the skill or spell
      sufficiently. You must also have at least 1 practice point to practice a skill
      or spell.

      PRACTICES -

      Practice points are used to improve skills, spells, prayers, chants, or songs. 
      They may also be spent on certain new skills. Use the SKILLS, SONGS, PRAYERS,
      CHANTS, or SPELLS commands to see what skills you may practice. Use the
      QUALIFY command to see what skills you may gain.

      Skills are improved by going to a player or mob that knows the skill you wish
      to improve, and then using the PRACTICE command. See HELP PRACTICE for more
      information on how to use this command to improve skills.
      +
      Practice points are used to improve skills, spells, prayers, chants, or songs. 
      They may also be spent on certain new skills. Use the SKILLS, SONGS, PRAYERS,
      CHANTS, or SPELLS commands to see what skills you may practice. Use the
      QUALIFY command to see what skills you may gain.

      Skills are improved by going to a player or mob that knows the skill you wish
      to improve, and then using the PRACTICE command. See HELP PRACTICE for more
      information on how to use this command to improve skills.

      PRAY -

      Skill    : PRAY
      Usage : PRAY [PRAYER NAME] [TARGET NAME]
      Example : pray cure light orc
      Short(s) : PR
      Clerics, and at later levels, Paladins can invoke their magical abilities using
      the pray command. Some prayers require that you direct the energy at a target,
      while others only apply to the cleric. For help on a particular prayer, enter
      help and then the name of the prayer.
      +
      Skill    : PRAY 
      Usage : PRAY [PRAYER NAME] [TARGET NAME]
      Example : pray cure light orc
      Short(s) : PR
      Clerics, and at later levels, Paladins can invoke their magical abilities using
      the pray command. Some prayers require that you direct the energy at a target,
      while others only apply to the cleric. For help on a particular prayer, enter
      help and then the name of the prayer.

      PRAYERS -

      Command : PRAYERS
      Usage : PRAYERS (HOLY PROTECTION, HEALING, etc../[NAME]) ([LEVEL])
      Example : prayers
      Example : prayers healing
      Example : prayers ?
      Example : prayers cure light wounds
      Short(s):
      Lists any prayers that you know, along with your proficiency in them. Can also
      be qualified to list your prayers by domain, or use ? to list domains. You can
      get your level and proficiency for a particular prayer by listing it by name. A
      level parameter may be given to show prayers only up to that level.
      +
      Command : PRAYERS 
      Usage : PRAYERS (HOLY PROTECTION, HEALING, etc../[NAME]) ([LEVEL])
      Example : prayers
      Example : prayers healing
      Example : prayers ?
      Example : prayers cure light wounds
      Short(s):
      Lists any prayers that you know, along with your proficiency in them. Can also
      be qualified to list your prayers by domain, or use ? to list domains. You can
      get your level and proficiency for a particular prayer by listing it by name. A
      level parameter may be given to show prayers only up to that level.

      @@ -2722,12 +2756,17 @@

      CoffeeMud 5.9

      PROMPT -

      Command : PROMPT
      Usage : PROMPT ([NEW PROMPT STRING])
      Example : prompt ^N^h%hhp ^m%mm ^v%vmv^N>
      Example : prompt default
      Short(s):
      Display or change your prompt string. Typing PROMPT DEFAULT will reset your
      prompt to the default setting. You can enter PROMPT ^N to effectively turn
      "off" your prompt.
      Valid embedded codes for custom prompts include:
      %h : Display your current hits %H : Display your maximum hits
      %m : Display your current mana %M : Display your maximum mana
      %v : Display your current moves %V : Display your maximum moves
      %p : Action points remaining/tick %P : Display maximum action pts
      %x : Display your current experience %X : Display your needed experience
      %g : Display the value of your money %G : Display amount/name of money
      %a : Display alignment in numbers %A : Display your alignment as text
      %w : Display your weight encumbrance %W : Display max carryable weight
      %c : Display item encumbrance %C : Display max carryable items
      %e : Display person under attack %E : Display attacked persons state
      %t : Display the time of day %T : Display the hour of the day
      %Kh: Display the tanks current hits %KH: Display the tanks maximum hits
      %Km: Display the tanks current mana %KM: Display the tanks maximum mana
      %Kv: Display the tanks current moves %KV: Display the tanks maximum moves
      %Ke: Display the tanks name %KE: Display the tanks health
      %I : Display hidden/invis. status %@ : Display the weather here
      %d : Display the range to your victim %D : Display ammo remaining
      %B : Go to a new line %z : Display current area name
      %r : Display name of the room %R : Display room number (ADMIN ONLY)

      COLORS:
      ^h : Standard hit point color ^m : Standard mana color
      ^v : Standard movement color ^N : Normal color
      ^w : White ^W : Grey
      ^g : Light green ^G : Dark Green
      ^b : Light blue ^B : Dark Blue
      ^r : Light red ^R : Maroon
      ^y : Yellow ^Y : Dark yellow
      ^c : Cyan ^C : Dark Cyan
      ^p : Light purple ^P : Dark Purple
      ^? : Previous color/End color

      MISC:
      %-STAT NAME : Replace STAT NAME is one of the following:
      STRENGTH, INTELLIGENCE, WISDOM, etc..
      MAX STRENGTH, MAX INTELLIGENCE, MAX WISDOM, etc..
      BASE STRENGTH, BASE INTELLIGENCE, BASE WISDOM, etc..
      ATTACK, ARMOR, WEIGHT, HEIGHT, LEVEL
      HITS, MANA, MOVE, HUNGER, THIRST, FATIGUE, STINK,
      HEAD, NECK, TORSO, ARMS, LEFT WRIST, WIELD, EYES, etc..
      -----
      +
      Command : PROMPT 
      Usage : PROMPT ([NEW PROMPT STRING])
      Example : prompt ^N^h%hhp ^m%mm ^v%vmv^N>
      Example : prompt default
      Short(s):
      Display or change your prompt string. Typing PROMPT DEFAULT will reset your
      prompt to the default setting. You can enter PROMPT ^N to effectively turn
      "off" your prompt.
      Valid embedded codes for custom prompts include:
      %h : Display your current hits %H : Display your maximum hits
      %m : Display your current mana %M : Display your maximum mana
      %v : Display your current moves %V : Display your maximum moves
      %p : Action points remaining/tick %P : Display maximum action pts
      %x : Display your current experience %X : Display your needed experience
      %g : Display the value of your money %G : Display amount/name of money
      %a : Display alignment in percent %A : Display your alignment as text
      %w : Display your weight encumbrance %W : Display max carryable weight
      %c : Display item encumbrance %C : Display max carryable items
      %e : Display person under attack %E : Display attacked persons state
      %t : Display the time of day %T : Display the hour of the day
      %Kh: Display the tanks current hits %KH: Display the tanks maximum hits
      %Km: Display the tanks current mana %KM: Display the tanks maximum mana
      %Kv: Display the tanks current moves %KV: Display the tanks maximum moves
      %Ke: Display the tanks name %KE: Display the tanks health
      %I : Display hidden/invis. status %@ : Display the weather here
      %d : Display the range to your victim %D : Display ammo remaining
      %B : Go to a new line %z : Display current area name
      %r : Display name of the room %R : Display room number (ADMIN ONLY)
      %y : Display common skill % progress %Y : Display common skill time remain
      +

      + +

      + PUBLIC_SHAMING +

      One who is being publicly shamed, and cannot be interacted with, or even
      directly spoken to or about.

      PULL -

      Command : PULL
      Usage : PULL [ITEM NAME]/[MOB NAME] [DIRECTION]
      Example : pull door
      Example : pull orc east
      Short(s):
      Gives a hard pull on an item or any other entity specified. A target mob must
      be bound to be pulled successfully without resistance.
      +
      Command : PULL 
      Usage : PULL [ITEM NAME]/[MOB NAME] [DIRECTION]
      Example : pull door
      Example : pull orc east
      Short(s):
      Gives a hard pull on an item or any other entity specified. A target mob must
      be bound to be pulled successfully without resistance.

      @@ -2737,17 +2776,17 @@

      CoffeeMud 5.9

      PURIST -

      Char Class: Purist (Cleric)
      Max-Stats : Charisma (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Charisma 9+
      Races : Dwarf, Elf, Half Elf and Human
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use hammers, staves, flailed, natural, or blunt weapons.
      Armor : May wear any armor.
      Bonuses : Receives 1pt/level cold damage reduction.
      Limits : Always fumbles evil prayers, and fumbles all prayers when
      alignment is below pure neutral. Qualifies and receives good
      prayers, and bonus damage from good spells. Using non-aligned
      prayers introduces failure chance. Vulnerable to fire attacks.
      Desc. :
      Purists are the idyllic representatives of the goodness of divinity. They are
      so strict in their goodness that they seem to many cold and unyielding. This
      nature is so ingrained, in fact, that the purist gains many cold and cold-based
      attacks and defensive prayers. This includes special powers over water and
      purity. The Purist is a good aligned class, meaning that he always fumble evil
      prayers.

      How to play: The Purist is a wonderfully social cleric, though only in the
      sense that he is often found with other people. His strict unyielding prayers
      can sometimes get annoying glances from group members, though the Purist should
      remain resolute in his convictions that he is right. Overall, the Purist is a
      good balanced cleric who can hold his own, as well as a valued group member (so
      long as he keeps his mouth shut).
      +
      Char Class: Purist (Cleric) 
      Max-Stats : Charisma (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Charisma 9+
      Races : Dwarf, Elf, Half Elf and Human
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use hammers, staves, flailed, natural, or blunt weapons.
      Armor : May wear any armor.
      Bonuses : Receives 1pt/level cold damage reduction.
      Limits : Always fumbles evil prayers, and fumbles all prayers when
      alignment is below pure neutral. Qualifies and receives good
      prayers, and bonus damage from good spells. Using non-aligned
      prayers introduces failure chance. Vulnerable to fire attacks.
      Desc. :
      Purists are the idyllic representatives of the goodness of divinity. They are
      so strict in their goodness that they seem to many cold and unyielding. This
      nature is so ingrained, in fact, that the purist gains many cold and cold-based
      attacks and defensive prayers. This includes special powers over water and
      purity. The Purist is a good aligned class, meaning that he always fumble evil
      prayers.

      How to play: The Purist is a wonderfully social cleric, though only in the
      sense that he is often found with other people. His strict unyielding prayers
      can sometimes get annoying glances from group members, though the Purist should
      remain resolute in his convictions that he is right. Overall, the Purist is a
      good balanced cleric who can hold his own, as well as a valued group member (so
      long as he keeps his mouth shut).

      PUSH -

      Command : PUSH
      Usage : PUSH [ITEM NAME]/[MOB NAME] [DIRECTION]
      Example : push door
      Example : push orc east
      Short(s):
      Gives a good hearty push on an item or any other entity specified. A target mob
      must be bound to be pushed successfully without resistance.
      +
      Command : PUSH 
      Usage : PUSH [ITEM NAME]/[MOB NAME] [DIRECTION]
      Example : push door
      Example : push orc east
      Short(s):
      Gives a good hearty push on an item or any other entity specified. A target mob
      must be bound to be pushed successfully without resistance.

      PUT -

      Command : PUT
      Usage : PUT (ALL/[NUMBER]) [ITEM NAME] [CONTAINER NAME]
      Example : put all dagger backpack
      Example : put all backpack
      Example : put pie backpack
      Example : put pie.2 backpack
      Example : put 4 berries backpack
      Short(s):
      Takes an item from your carried inventory or from the area or room and places
      it into the specified container.
      +
      Command : PUT 
      Usage : PUT (ALL/[NUMBER]) [ITEM NAME] [CONTAINER NAME]
      Example : put all dagger backpack
      Example : put all backpack
      Example : put pie backpack
      Example : put pie.2 backpack
      Example : put 4 berries backpack
      Short(s):
      Takes an item from your carried inventory or from the area or room and places
      it into the specified container.

      @@ -2757,7 +2796,7 @@

      CoffeeMud 5.9

      QUALIFY -

      Command : QUALIFY
      Usage : QUALIFY (SPELLS,PRAYERS,SONGS,CHANTS,THIEF,SKILLS,etc..)
      Usage : QUALIFY (ILLUSION, POISONING, WARDING, MARTIAL LORE, etc..)
      Example : qualify
      Example : qualify skills
      Example : qualify poisoning
      Short(s): qual
      Lists all of the skills, spells, languages, prayers, and/or songs which your
      character presently qualifies for, but does not know, along with the
      requirements to gain the new skill. You can use the parameter (spells, songs,
      chants, prayers, thief, skills, common, expertises, crafting, non-crafting,
      etc) to get a more focused list. You can also use a domain name (illusion,
      trapping, blessing, etc) to focus the list in that way. Specifying the
      expertise parameter will also show you the stat qualifications for each.
      +
      Command : QUALIFY 
      Usage : QUALIFY (SPELLS,PRAYERS,SONGS,CHANTS,THIEF,SKILLS,etc..)
      Usage : QUALIFY (ILLUSION, POISONING, WARDING, MARTIAL LORE, etc..)
      Example : qualify
      Example : qualify skills
      Example : qualify poisoning
      Short(s): qual
      Lists all of the skills, spells, languages, prayers, and/or songs which your
      character presently qualifies for, but does not know, along with the
      requirements to gain the new skill. You can use the parameter (spells, songs,
      chants, prayers, thief, skills, common, expertises, crafting, non-crafting,
      etc) to get a more focused list. You can also use a domain name (illusion,
      trapping, blessing, etc) to focus the list in that way. Specifying the
      expertise parameter will also show you the stat qualifications for each.

      @@ -2772,7 +2811,7 @@

      CoffeeMud 5.9

      QUESTS -

      Command : QUESTS
      Usage : QUESTS (WON/[QUEST NAME]/DROP [QUEST NAME])
      Example : quests
      Example : quests won
      Example : quests fido quest
      Example : quests drop fido quest
      Example : questwins
      Short(s):
      This command is for listing quests you are either involved in, or were involved
      in. Entering the command without any parameters will list quests you have
      expressly accepted, excepting those which are competitive, area-oriented, and
      therefore non-personal.

      Using the WON parameter will list quests you are listed as having won in the
      past. Having a quest on this list does not necessarily mean you can not
      complete it again, but usually it does.

      Using the DROP parameter will let you, usually, drop a quest, so that you can
      start it over again. This does not work with all quests.

      Enter a quest name as a parameter will attempt to redisplay any pertieant
      information about that personal quest. The quest name entered here must be on
      listed in the QUESTS command.
      +
      Command : QUESTS 
      Usage : QUESTS (WON/[QUEST NAME]/DROP [QUEST NAME])
      Example : quests
      Example : quests won
      Example : quests fido quest
      Example : quests drop fido quest
      Example : questwins
      Short(s):
      This command is for listing quests you are either involved in, or were involved
      in. Entering the command without any parameters will list quests you have
      expressly accepted, excepting those which are competitive, area-oriented, and
      therefore non-personal.

      Using the WON parameter will list quests you are listed as having won in the
      past. Having a quest on this list does not necessarily mean you can not
      complete it again, but usually it does.

      Using the DROP parameter will let you, usually, drop a quest, so that you can
      start it over again. This does not work with all quests.

      Enter a quest name as a parameter will attempt to redisplay any pertieant
      information about that personal quest. The quest name entered here must be on
      listed in the QUESTS command.

      @@ -2782,12 +2821,12 @@

      CoffeeMud 5.9

      QUIET -

      Command : QUIET
      Usage : QUIET (ON/OFF)
      Example : quiet
      Example : quiet off
      Short(s):
      Turns off all global channels, such as GOSSIP, GRATZ, and others. To turn them
      back on, you may issue the GOSSIP, GRATZ command again, or reissue the QUIET
      command to turn them all back on.
      +
      Command : QUIET 
      Usage : QUIET (ON/OFF)
      Example : quiet
      Example : quiet off
      Short(s):
      Turns off all global channels, such as GOSSIP, GRATZ, and others. To turn them
      back on, you may issue the GOSSIP, GRATZ command again, or reissue the QUIET
      command to turn them all back on.

      QUIT -

      Command : QUIT
      Usage : QUIT
      Example : quit
      Short(s):
      Exit the mud and close your connection.
      +
      Command : QUIT 
      Usage : QUIT
      Example : quit
      Short(s):
      Exit the mud and close your connection.

      @@ -2802,32 +2841,32 @@

      CoffeeMud 5.9

      RANGE -

      When combat is initiated, CoffeeMud will instantly determine the distance
      between the two combatants. The initial distance will be based on the size of
      the room the players are in, and the maximum range of the weapon or spell used
      by the initiator of combat. If either combatant is in a group, the initial
      distance of the group members from their combatant will be based on their
      formation (see FORMATION) if one was specified.

      During combat, if a combatant is out of range of their primary weapon, they
      will automatically advance towards their opponent until they are within the
      minimum range of their primary weapon. If a combatant has AUTOMELEE turned
      *off*, however, they will do the opposite -- they will not advance if they are
      out of range, but WILL spend actions retreating if they are too close to their
      opponent (outside the minimum range of their weapon). AUTOMELEE should
      therefore be turned on for fighters who use melee weapons and need to make sure
      they constantly advance, and should be turned off for mages using ranged
      spells, or users of ranged weapons like bows.
      +
      When combat is initiated, CoffeeMud will instantly determine the distance
      between the two combatants. The initial distance will be based on the size of
      the room the players are in, and the maximum range of the weapon or spell used
      by the initiator of combat. If either combatant is in a group, the initial
      distance of the group members from their combatant will be based on their
      formation (see FORMATION) if one was specified.

      During combat, if a combatant is out of range of their primary weapon, they
      will automatically advance towards their opponent until they are within the
      minimum range of their primary weapon. If a combatant has AUTOMELEE turned
      *off*, however, they will do the opposite -- they will not advance if they are
      out of range, but WILL spend actions retreating if they are too close to their
      opponent (outside the minimum range of their weapon). AUTOMELEE should
      therefore be turned on for fighters who use melee weapons and need to make sure
      they constantly advance, and should be turned off for mages using ranged
      spells, or users of ranged weapons like bows.

      RANGER -

      Char Class: Ranger (Fighter)
      Max-Stats : Strength (22), Intelligence (22), Others (18)
      Qualifiers: Strength 9+, Intelligence 9+
      Races : Elf, Half Elf and Human
      Prime Stat: Strength Attack Pts: +(Str/18) per level
      Practices : 3 +[(Wisdom/6) per lvl] Trains : 4 +1 per level
      Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/7)+(1d3)/lvl]
      Movement : 100 +[12X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : May use any weapons.
      Armor : May wear any armor.
      Bonuses : When leading animals into battle, will not divide experience
      among animal followers. Receives bonus conquest and duel
      experience. Benefits from animal followers leveling.
      Limits : Must remain Neutral to avoid chant failure chances.
      Desc. :
      Rangers are noted primarily for their ability to track their friends and
      enemies, though their knowledge of the natural world has also given them great
      magical strength. They are a cross between the fighter and the druid, gaining
      druid chants at higher levels, and numerous fighting techniques.

      How to play: Rangers can provide a unique opportunity for experience
      advancement in a mud. Their combat skills make them desirable as group members
      as tanks. Their ability to use scrolls gives them access to magic that grants
      them some of the mages versatility. Meanwhile, the druidic chants they learn
      gives them a unique affinity with animals, allowing them to form their own
      groups as well.

      The Ranger, like the Paladin, is not quite as strong a fighter as a pure
      fighter, but makes up for this using his magical animal affinity. Also, the
      Ranger will have to be careful to maintain a neutral alignment in order for the
      druidic chants to become useful. In the meantime, the ranger must use scrolls
      and other magical items to supplement his natural fighting skill.
      +
      Char Class: Ranger (Fighter) 
      Max-Stats : Strength (22), Intelligence (22), Others (18)
      Qualifiers: Strength 9+, Intelligence 9+
      Races : Elf, Half Elf and Human
      Prime Stat: Strength Attack Pts: +(Str/18) per level
      Practices : 3 +[(Wisdom/6) per lvl] Trains : 4 +1 per level
      Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/7)+(1d3)/lvl]
      Movement : 100 +[12X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : May use any weapons.
      Armor : May wear any armor.
      Bonuses : When leading animals into battle, will not divide experience
      among animal followers. Receives bonus conquest and duel
      experience. Benefits from animal followers leveling.
      Limits : Must remain Neutral to avoid chant failure chances.
      Desc. :
      Rangers are noted primarily for their ability to track their friends and
      enemies, though their knowledge of the natural world has also given them great
      magical strength. They are a cross between the fighter and the druid, gaining
      druid chants at higher levels, and numerous fighting techniques.

      How to play: Rangers can provide a unique opportunity for experience
      advancement in a mud. Their combat skills make them desirable as group members
      as tanks. Their ability to use scrolls gives them access to magic that grants
      them some of the mages versatility. Meanwhile, the druidic chants they learn
      gives them a unique affinity with animals, allowing them to form their own
      groups as well.

      The Ranger, like the Paladin, is not quite as strong a fighter as a pure
      fighter, but makes up for this using his magical animal affinity. Also, the
      Ranger will have to be careful to maintain a neutral alignment in order for the
      druidic chants to become useful. In the meantime, the ranger must use scrolls
      and other magical items to supplement his natural fighting skill.

      READ -

      Command : READ
      Usage : READ ([SPELL] [TARGETS]) (MESSAGE#) (ALL) (NEW) [ITEM NAME]
      Example : read sign
      Example : read "magic missile" orc scroll
      Example : read 1 cork board
      Example : read all corkboard
      Example : read new corkboard
      Example : read all new corkboard
      Short(s):
      Attempts to read, by ordinary means, the item, door, journal, or any other
      entity specified. For scrolls, you may specify a particular spell to read off
      of the scroll, thus invoking it. For scrolls with only one spell, you do not
      need to specify the spell name. Scroll require that the "Read Magic" spell be
      cast on them before they may be invoked. For journals (note areas), you can
      either not specify a message number to list all messages, or specify the
      message number as the second parameter in order to read a particular message.
      You can also specify the all flag to see older listings, or the new flag to
      only see new activity entries.
      +
      Command : READ 
      Usage : READ ([SPELL] [TARGETS]) (MESSAGE#) (ALL) (NEW) [ITEM NAME]
      Example : read sign
      Example : read "magic missile" orc scroll
      Example : read 1 cork board
      Example : read all corkboard
      Example : read new corkboard
      Example : read all new corkboard
      Short(s):
      Attempts to read, by ordinary means, the item, door, journal, or any other
      entity specified. For scrolls, you may specify a particular spell to read off
      of the scroll, thus invoking it. For scrolls with only one spell, you do not
      need to specify the spell name. Scroll require that the "Read Magic" spell be
      cast on them before they may be invoked. For journals (note areas), you can
      either not specify a message number to list all messages, or specify the
      message number as the second parameter in order to read a particular message.
      You can also specify the all flag to see older listings, or the new flag to
      only see new activity entries.

      REBUKE -

      Command : REBUKE
      Usage : REBUKE [MOB NAME]
      Example : rebuke brutus
      Short(s):
      This command allows your character to stop serving a liege, or to cause a
      vassal serving you or a follower to no longer do so. If you are rebuking a
      vassal, they must be in the same room. If you are rebuking your liege, or a
      follower, you need only enter their full name. This command can also be used
      to stop worshiping a deity. See the SERVE and VASSALS commands and the CONVERT
      skill.
      +
      Command : REBUKE 
      Usage : REBUKE [MOB NAME]
      Example : rebuke brutus
      Short(s):
      This command allows your character to stop serving a liege, or to cause a
      vassal serving you or a follower to no longer do so. If you are rebuking a
      vassal, they must be in the same room. If you are rebuking your liege, or a
      follower, you need only enter their full name. This command can also be used
      to stop worshiping a deity. See the SERVE and VASSALS commands and the CONVERT
      skill.

      RELIGION -

      The worship of the gods not only has a role playing aspect to it, but can have
      tangible benefits for players as well.

      The DEITIES command may be used to list the gods, and to learn about the
      blessings given by and the rituals demanded by each deity. Once a player is a
      worshipper of a deity, they may use the rituals to receive one of the listed
      blessings. Gods may have alignment or other requirements which, if broken, can
      bring their wrath down upon those they rebuke.

      To worship a deity, the player must find a Cleric who can use the CONVERT skill
      to convert the player to the worship of their deity. Clerics may use the
      CONVERT skill to change their own deity at any time, though they will suffer a
      severe penalty when they abandon their previous deity.

      See also the help for CONVERT, SERVICES, BLESSINGS, and RITUALS.
      +
      The worship of the gods not only has a role playing aspect to it, but can have
      tangible benefits for players as well.

      The DEITIES command may be used to list the gods, and to learn about the
      blessings given by and the rituals demanded by each deity. Once a player is a
      worshipper of a deity, they may use the rituals to receive one of the listed
      blessings. Gods may have alignment or other requirements which, if broken, can
      bring their wrath down upon those they rebuke.

      To worship a deity, the player must find a Cleric who can use the CONVERT skill
      to convert the player to the worship of their deity. Clerics may use the
      CONVERT skill to change their own deity at any time, though they will suffer a
      severe penalty when they abandon their previous deity.

      See also the help for CONVERT, SERVICES, BLESSINGS, and RITUALS.

      REMORT -

      Command : REMORT
      Usage : REMORT
      Example : remort
      Short(s):
      Causes your player to lose all or most of their levels, skills, stats, and
      other personal attributes, without ever losing your equipment, bank accounts,
      properties, or clan affiliation. This allows you to try a different direction
      with your character. See also help on PAST LIFE.

      Remorting requirements: Allows only levels greater than 60.
      +
      Command : REMORT 
      Usage : REMORT
      Example : remort
      Short(s):
      Causes your player to lose all or most of their levels, skills, stats, and
      other personal attributes, without ever losing your equipment, bank accounts,
      properties, or clan affiliation. This allows you to try a different direction
      with your character. See also help on PAST LIFE.

      Remorting requirements: Allows only levels greater than 60.

      @@ -2837,7 +2876,7 @@

      CoffeeMud 5.9

      REMOVE -

      Command : REMOVE
      Usage : REMOVE [ITEM NAME]
      Example : remove sword
      Short(s): rem
      Will remove the specified item that is being worn, held, or wielded, and place
      it back into your carried inventory. See the INVENTORY, WIELD, HOLD, or WEAR
      commands for more information.
      +
      Command : REMOVE 
      Usage : REMOVE [ITEM NAME]
      Example : remove sword
      Short(s): rem
      Will remove the specified item that is being worn, held, or wielded, and place
      it back into your carried inventory. See the INVENTORY, WIELD, HOLD, or WEAR
      commands for more information.

      @@ -2847,22 +2886,22 @@

      CoffeeMud 5.9

      REPLAY -

      Command : REPLAY
      Usage : REPLAY [NUMBER]
      Example : replay
      Example : replay 20
      Short(s):
      Redisplays the last lines of text your player has received.
      +
      Command : REPLAY 
      Usage : REPLAY [NUMBER]
      Example : replay
      Example : replay 20
      Short(s):
      Redisplays the last lines of text your player has received.

      REPLY -

      Command : REPLY
      Usage : REPLY [MESSAGE]
      Example : reply What did you say?
      Short(s): rep
      If your character is the target of a TELL or SAY command, this will allow you
      to quickly respond with a TELL message to them.
      +
      Command : REPLY 
      Usage : REPLY [MESSAGE]
      Example : reply What did you say?
      Short(s): rep
      If your character is the target of a TELL or SAY command, this will allow you
      to quickly respond with a TELL message to them.

      REPORT -

      Command : REPORT
      Usage : REPORT ([SONGS/SPELLS/PRAYERS/CHANTS/SKILLS/AFFECTS/STATS/ALL])
      Example : report
      Example : report spells
      Short(s):
      Quickly say outloud your hit points, mana, movement, and experience, or list
      out your spells, skills, stats, or other abilities.
      +
      Command : REPORT 
      Usage : REPORT ([SONGS/SPELLS/PRAYERS/CHANTS/SKILLS/...])
      Usage : REPORT ([...LANGUAGES/EXPERTISES/AFFECTS/STATS/ALL])
      Example : report
      Example : report spells
      Short(s):
      Quickly say outloud your hit points, mana, movement, and experience, or list
      out your spells, skills, stats, or other abilities.

      REPUTATION -

      Reputation refers to the feelings that mobs in particular places, or particular
      races, or with particular names have about each player. Reputation can be
      gained or lost on a per-Area basis, a per-Race basis, or for each individual
      mob name. By default, players start off with a Neutral reputation, meaning that
      the mobs will not react one way or another towards the player. Player behavior
      towards the mobs, over time, will increase or decrease reputation.

      Reputation is increased from neutral to Liked, Loved, and Hero by the following
      methods:
      1. Peacefully hanging around the mobs for a long time, or within their Area for
      Area-based reputation.
      2. Chatting with mobs who will talk to players will increase reputation even
      faster than simply hanging around them.
      3. Giving mobs money will increase reputation with them, though this benefit
      decreases as the mobs become richer.

      When a players is Liked by mobs, the mobs will be in a brighter mood when
      around the player. When Loved, the mobs will be more chatty with the player,
      may cast benevolent spells on them, and will seem slightly more charismatic
      (for area based reputation). When a Hero, the mobs will do all the above, as
      well as guard the player from aggression. A Hero player will not be attacked
      by aggressive mobs.

      Reputation is decreased from neutral to Disliked, Hated, and Villain by one of
      two methods:
      1. Killing them.
      2. Getting arrested (for area based reputation).

      When a players is Disliked by mobs, the mobs will be in a more sour mood when
      around the player. When Hated, the mobs will be slightly more aggressive
      towards the player. When a Villain, the mobs go out of their way to slaughter
      the player, even if normally peaceful.

      See also help on FACTIONS command.
      +
      Reputation refers to the feelings that mobs in particular places, or particular
      races, or with particular names have about each player. Reputation can be
      gained or lost on a per-Area basis, a per-Race basis, or for each individual
      mob name. By default, players start off with a Neutral reputation, meaning that
      the mobs will not react one way or another towards the player. Player behavior
      towards the mobs, over time, will increase or decrease reputation.

      Reputation is increased from neutral to Liked, Loved, and Hero by the following
      methods:
      1. Peacefully hanging around the mobs for a long time, or within their Area for
      Area-based reputation.
      2. Chatting with mobs who will talk to players will increase reputation even
      faster than simply hanging around them.
      3. Giving mobs money will increase reputation with them, though this benefit
      decreases as the mobs become richer.

      When a players is Liked by mobs, the mobs will be in a brighter mood when
      around the player. When Loved, the mobs will be more chatty with the player,
      may cast benevolent spells on them, and will seem slightly more charismatic
      (for area based reputation). When a Hero, the mobs will do all the above, as
      well as guard the player from aggression. A Hero player will not be attacked
      by aggressive mobs.

      Reputation is decreased from neutral to Disliked, Hated, and Villain by one of
      two methods:
      1. Killing them.
      2. Getting arrested (for area based reputation).

      When a players is Disliked by mobs, the mobs will be in a more sour mood when
      around the player. When Hated, the mobs will be slightly more aggressive
      towards the player. When a Villain, the mobs go out of their way to slaughter
      the player, even if normally peaceful.

      See also help on FACTIONS command.

      @@ -2877,12 +2916,12 @@

      CoffeeMud 5.9

      REST -

      Command : REST
      Usage : REST
      Example : rest
      Short(s):
      Makes your character sit down and take a rest. When resting, movement, hit
      points, and mana are regained more quickly.
      +
      Command : REST 
      Usage : REST
      Example : rest
      Short(s):
      Makes your character sit down and take a rest. When resting, movement, hit
      points, and mana are regained more quickly.

      RETIRE -

      Command : RETIRE
      Usage : RETIRE
      Example : retire
      Short(s):
      If you REALLY think there is no hope for your character, this command will
      delete your adventurer from the system forever. If there is still SOME hope,
      and you qualify, you might consider the REMORT command.
      +
      Command : RETIRE 
      Usage : RETIRE
      Example : retire
      Short(s):
      If you REALLY think there is no hope for your character, this command will
      delete your adventurer from the system forever. If there is still SOME hope,
      and you qualify, you might consider the REMORT command.

      @@ -2892,7 +2931,7 @@

      CoffeeMud 5.9

      RIDE -


      See the BOARD or MOUNT commands.
      +
       
      See the BOARD or MOUNT commands.

      @@ -2922,22 +2961,22 @@

      CoffeeMud 5.9

      RULES -

      Command : RULES
      Usage : RULES
      Example : rules
      Short(s):
      See a little message listing the rules.
      +
      Command : RULES 
      Usage : RULES
      Example : rules
      Short(s):
      See a little message listing the rules.

      RUN -

      Command : RUN
      Usage : RUN ([NUMBER]) [DIRECTION] (etc..)
      Example : run east
      Example : run east north
      Example : run 4 north 2 east
      Short(s):
      Allows your player to travel in the given path. Multiple directions may be
      specified. This is faster than normal travel, but expends movement more
      quickly as well.
      +
      Command : RUN 
      Usage : RUN ([NUMBER]) [DIRECTION] (etc..)
      Example : run east
      Example : run east north
      Example : run 4 north 2 east
      Short(s):
      Allows your player to travel in the given path. Multiple directions may be
      specified. This is faster than normal travel, but expends movement more
      quickly as well.

      SAILING -

      The captains of their own large multi-room sea vessels have many commands at
      their disposal for sailing the ship.

      The first thing to know is that, whenever you are on the deck of your ship, you
      can see what is in the waters or port around the ship almost as easily as you
      can see the deck itself. To do this, you can either use the EXAMINE or
      LONGLOOK command to see both the deck and surrounding space, or LOOK directly
      at one of the exits from the ship. If there are other ships in the same place
      as yours, you can also look directly at the other ship.

      When your ship is at port, you will want to have the ANCHOR lowered so that it
      can not move around. To do this, use the LOWER ANCHOR command. When you want
      to get underway again, you'll have to RAISE ANCHOR. You can lower and raise
      the anchor as often as you like in order to keep your ship in place or in
      motion.

      Friendly ships at sea may want want to exchange cargo or visit each other, and
      this is done by using the TENDER command. By entering TENDER [OTHER SHIP
      NAME], your ship will offer to connect the ships via their gangplanks. If the
      captain of the other ship likewise enters the TENDER command, then crews will
      be able to move freely between the ships using the gangplank. Sailing away or
      combat will disconnect them.

      To move a sailing ship, the simplest way is to enter SAIL [DIRECTION]. If the
      anchor is up, and the direction is one in which there is water, the ship will
      move in that direction. For example, SAIL WEST will sail the ship west.

      Your ship can also move under-sail without constant direction using either the
      STEER or COURSE command. To make your ship move constantly in the same
      direction, use STEER [DIRECTION] command. So long as the anchor remains up,
      and there remains more sea to travel, the ship will continue in that direction.
      If your directions are more complex, you can use the COURSE [DIRECTION]
      [DIRECTION] ... command to give the ship a series of directions to follow
      without supervision.

      See also help on SHIP_COMBAT
      +
      The captains of their own large multi-room sea vessels have many commands at
      their disposal for sailing the ship.

      The first thing to know is that, whenever you are on the deck of your ship, you
      can see what is in the waters or port around the ship almost as easily as you
      can see the deck itself. To do this, you can either use the EXAMINE or
      LONGLOOK command to see both the deck and surrounding space, or LOOK directly
      at one of the exits from the ship. If there are other ships in the same place
      as yours, you can also look directly at the other ship.

      When your ship is at port, you will want to have the ANCHOR lowered so that it
      can not move around. To do this, use the LOWER ANCHOR command. When you want
      to get underway again, you'll have to RAISE ANCHOR. You can lower and raise
      the anchor as often as you like in order to keep your ship in place or in
      motion.

      Friendly ships at sea may want want to exchange cargo or visit each other, and
      this is done by using the TENDER command. By entering TENDER [OTHER SHIP
      NAME], your ship will offer to connect the ships via their gangplanks. If the
      captain of the other ship likewise enters the TENDER command, then crews will
      be able to move freely between the ships using the gangplank. Sailing away or
      combat will disconnect them. If the friendly is a little boat, then the boat
      can TENDER [YOUR SHIP NAME], allowing you to RAISE [BOAT NAME] in order to get
      the little boat and its cargo onto your deck. Small boats can be likewise
      lowered back to sea by using LOWER [BOAT NAME].

      To move a sailing ship, the simplest way is to enter SAIL [DIRECTION]. If the
      anchor is up, and the direction is one in which there is water, the ship will
      move in that direction. For example, SAIL WEST will sail the ship west.

      Your ship can also move under-sail without constant direction using either the
      STEER or COURSE command. To make your ship move constantly in the same
      direction, use STEER [DIRECTION] command. So long as the anchor remains up,
      and there remains more sea to travel, the ship will continue in that direction.
      If your directions are more complex, you can use the COURSE [DIRECTION]
      [DIRECTION] ... command to give the ship a series of directions to follow
      without supervision.

      See also help on SHIP_COMBAT

      SAILOR -

      Char Class: Sailor (Commoner)
      Max-Stats : Dexterity (24), Constitution (24), Others (18)
      Qualifiers: Constitution 5+, Dexterity 5+
      Races : All
      Prime Stat: Dexterity Attack Pts: +(Dex/18)-1 per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/9)+(1d2)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 15 level(s)
      Weapons : May use any weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : Sailors earn twice as much XP as other commoners when trawling,
      sea explore xp, and double experience in ship combat.
      Limits :
      Desc. :
      Sailors are the workmen of the high seas. These common folk spend their lives
      gathering resources, traveling, transporting goods, and exploring seas, rivers,
      and lakes. On large sailing vessels, their skills are unparalleled, and no
      ship should be without plenty of them.
      +
      Char Class: Sailor (Commoner) 
      Max-Stats : Dexterity (24), Constitution (24), Others (18)
      Qualifiers: Constitution 5+, Dexterity 5+
      Races : All
      Prime Stat: Dexterity Attack Pts: +(Dex/18)-1 per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/9)+(1d2)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 15 level(s)
      Weapons : May use any weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : Sailors earn twice as much XP as other commoners when trawling,
      sea explore xp, and double experience in ship combat.
      Limits :
      Desc. :
      Sailors are the workmen of the high seas. These common folk spend their lives
      gathering resources, traveling, transporting goods, and exploring seas, rivers,
      and lakes. On large sailing vessels, their skills are unparalleled, and no
      ship should be without plenty of them.

      @@ -2947,32 +2986,32 @@

      CoffeeMud 5.9

      SAY -

      Command : SAY
      Usage : SAY ([MOB NAME]) [MESSAGE]
      Example : say Hello all!
      Short(s): '
      Causes your character to speak to one or more characters or mobs in the same
      room as yourself. You may specify the mob to speak to, or just speak in
      general.
      +
      Command : SAY 
      Usage : SAY ([MOB NAME]) [MESSAGE]
      Example : say Hello all!
      Short(s): '
      Causes your character to speak to one or more characters or mobs in the same
      room as yourself. You may specify the mob to speak to, or just speak in
      general.

      SAYTO -

      Command : SAYTO
      Usage : SAYTO [MOB/ITEM NAME] [MESSAGE]
      Example : sayto orc Hello orc!
      Short(s): '
      Causes your character to speak to one or more characters or mobs in the same
      room as yourself. You must specify the mob or item to speak to.
      +
      Command : SAYTO 
      Usage : SAYTO [MOB/ITEM NAME/NOBODY] [MESSAGE]
      Example : sayto orc Hello orc!
      Short(s): '
      Causes your character to speak to one or more characters or mobs in the same
      room as yourself. You must specify the mob or item to speak to. You can also
      specify nobody, to make sure you aren't addressing anyone or anything in
      particular.

      SCHOLAR -

      Char Class: Scholar (Commoner)
      Max-Stats : Intelligence (24), Wisdom (24), Others (18)
      Qualifiers: Intelligence 9+, Wisdom 6+
      Races : All
      Prime Stat: Intelligence Attack Pts: +(Int/18)-1 per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/9)+(1d3) /lvl] Mana : 100 +[(Int/9)+(1d2)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 50 level(s)
      Weapons : Must use staffs or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : Earn experience from teaching skills, making maps, writing books,
      using certain skills daily. Gives bonus profficiency gains for
      group members.
      Limits : Earns no combat experience.
      Desc. :
      Scholars are the researchers, teachers, librarians, curators, students and
      other academians that protect the knowledge of advanced civilizations and pass
      down the wisdom from previous generations. They excel at educating, organizing,
      cataloging, and categorizing. Fighting? Not so much.
      +
      Char Class: Scholar (Commoner) 
      Max-Stats : Intelligence (24), Wisdom (24), Others (18)
      Qualifiers: Intelligence 9+, Wisdom 6+
      Races : All
      Prime Stat: Intelligence Attack Pts: +(Int/18)-1 per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/9)+(1d3) /lvl] Mana : 100 +[(Int/9)+(1d2)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 50 level(s)
      Weapons : Must use staffs or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : Earn experience from teaching skills, making maps, writing books,
      visiting bookstores/libraries, and using certain skills daily.
      Gives bonus profficiency gains for group members.
      Limits : Earns no combat experience.
      Desc. :
      Scholars are the researchers, teachers, librarians, curators, students and
      other academians that protect the knowledge of advanced civilizations and pass
      down the wisdom from previous generations. They excel at educating, organizing,
      cataloging, and categorizing. Fighting? Not so much.

      SCORE -

      Command : SCORE
      Usage : SCORE (BASE)
      Example : score
      Example : score base
      Short(s): sc
      Lists some general information about your character, such as level, experience,
      attributes, and other statistics.

      You can add the BASE parameter to see your primary stats as unadjusted base
      scores (what they would be without magical equipment or spells).
      +
      Command : SCORE 
      Usage : SCORE (BASE)
      Example : score
      Example : score base
      Short(s): sc
      Lists some general information about your character, such as level, experience,
      attributes, and other statistics.

      You can add the BASE parameter to see your primary stats as unadjusted base
      scores (what they would be without magical equipment or spells).

      SELL -

      Command : SELL
      Usage : SELL [ITEM NAME] ([SHOPKEEPER])
      Example : sell sword
      Short(s):
      If you are in the same room as a shopkeeper who is selling and buying goods,
      this command will sell the specified item in your carried inventory to the
      shopkeeper for the price he names. This is also the command used with an
      auctioneer to auction an item. If more than one shopkeeper is in the room, you
      may have to specify the shopkeeper name in the parameters.

      Shopkeepers will only buy the items they are interested in. This usually means
      the kinds of items they sell. Shopkeepers may refuse an item because of its
      low worth, or because the shopkeeper has enough of them. See the PACKAGE
      command for help in selling items of low worth. See also LIST, BUY, DEPOSIT,
      WITHDRAW, VIEW, BID.
      +
      Command : SELL 
      Usage : SELL [ITEM NAME] ([SHOPKEEPER])
      Example : sell sword
      Short(s):
      If you are in the same room as a shopkeeper who is selling and buying goods,
      this command will sell the specified item in your carried inventory to the
      shopkeeper for the price he names. This is also the command used with an
      auctioneer to auction an item. If more than one shopkeeper is in the room, you
      may have to specify the shopkeeper name in the parameters.

      Shopkeepers will only buy the items they are interested in. This usually means
      the kinds of items they sell. Shopkeepers may refuse an item because of its
      low worth, or because the shopkeeper has enough of them. See the PACKAGE
      command for help in selling items of low worth. See also LIST, BUY, DEPOSIT,
      WITHDRAW, VIEW, BID.

      SERVE -

      Command : SERVE
      Usage : SERVE [MOB NAME]
      Example : serve king of the hobgoblins
      Short(s):
      Allows your character to be placed in the service of another mob or character
      in the same room, who may order the vassal. A player may only serve one liege
      at a time. A liege will receive 10% of all of your experience gains, which
      should encourage lieges to help them out. The REBUKE command is used by either
      party to end this relationship. REBUKE is also used to stop worshipping a
      deity. See also the VASSALS command.
      +
      Command : SERVE 
      Usage : SERVE [MOB NAME]
      Example : serve king of the hobgoblins
      Short(s):
      Allows your character to be placed in the service of another mob or character
      in the same room, who may order the vassal. A player may only serve one liege
      at a time. A liege will receive 10% of all of your experience gains, which
      should encourage lieges to help them out. The REBUKE command is used by either
      party to end this relationship. REBUKE is also used to stop worshipping a
      deity. See also the VASSALS command.

      @@ -2987,7 +3026,7 @@

      CoffeeMud 5.9

      SHAMAN -

      Char Class: Shaman (Cleric)
      Max-Stats : Constitution (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Constitution 9+
      Races : All
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use swords, staves, natural, ranged, or blunt weapons
      Armor : May wear any armor.
      Bonuses : Never fumbles neutral prayers, receives smallest prayer fumble
      chance, and receives 1pt/level of acid damage reduction.
      Limits : Using non-neutral prayers introduces small failure chance.
      Vulnerable to electric attacks.
      Desc. :
      Shaman are those who worship the gods in the most primitive and basic ways of
      the earth. The Shaman is thus granted special powers over the earth by the
      gods, including resistances to acid attacks, at the expense of vulnerability to
      electricity. The Shaman is a neutral aligned class, meaning that he will never
      fumble on neutral prayers, and has a much smaller fumble chance on good and
      evil prayers. The Shaman is restricted to neutral weapons, any kind of armor,
      and gets numerous special prayers known only to Shaman.

      How to play: The Shaman is a typical village priest, having powers from his
      deity well suited to almost any daily concern. His neutrality shows his
      wisdom, and his power earns him respect. The Shaman can fill almost any role
      in the game, whether it be as a group member, or a lone adventurer seeking an
      inner peace far from home.
      +
      Char Class: Shaman (Cleric) 
      Max-Stats : Constitution (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Constitution 9+
      Races : All
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use swords, staves, natural, ranged, or blunt weapons
      Armor : May wear any armor.
      Bonuses : Never fumbles neutral prayers, receives smallest prayer fumble
      chance, and receives 1pt/level of acid damage reduction.
      Limits : Using non-neutral prayers introduces small failure chance.
      Vulnerable to electric attacks.
      Desc. :
      Shaman are those who worship the gods in the most primitive and basic ways of
      the earth. The Shaman is thus granted special powers over the earth by the
      gods, including resistances to acid attacks, at the expense of vulnerability to
      electricity. The Shaman is a neutral aligned class, meaning that he will never
      fumble on neutral prayers, and has a much smaller fumble chance on good and
      evil prayers. The Shaman is restricted to neutral weapons, any kind of armor,
      and gets numerous special prayers known only to Shaman.

      How to play: The Shaman is a typical village priest, having powers from his
      deity well suited to almost any daily concern. His neutrality shows his
      wisdom, and his power earns him respect. The Shaman can fill almost any role
      in the game, whether it be as a group member, or a lone adventurer seeking an
      inner peace far from home.

      @@ -2997,12 +3036,12 @@

      CoffeeMud 5.9

      SHEATH -

      Command : SHEATH
      Usage : SHEATH ([WEAPON NAME]) ([SHEATH NAME])
      Example : sheath
      Example : sheath sword
      Example : sheath sword sheath
      Example : sheath holster
      Short(s):
      Takes one or more weapons you are wielding or holding and places them in either
      an appropriate, or the specified sheath. This is useful for roleplaying, and
      may keep you out of trouble in places where walking around with a weapon in
      your hand is illegal.
      +
      Command : SHEATH 
      Usage : SHEATH ([WEAPON NAME]) ([SHEATH NAME])
      Example : sheath
      Example : sheath sword
      Example : sheath sword sheath
      Example : sheath holster
      Short(s):
      Takes one or more weapons you are wielding or holding and places them in either
      an appropriate, or the specified sheath. This is useful for roleplaying, and
      may keep you out of trouble in places where walking around with a weapon in
      your hand is illegal.

      SHIP_COMBAT -

      Ship combat can be entered into by two or more ships whose captains are in PVP,
      two clans at war, or where one of the ships is driven by mobs.

      To enter into combat, one captain need only use the command TARGET [other ship
      name] to put both ships into tactical combat mode. In tactical combat mode, a
      ship can no longer simply sail away to the next room, but must navigate the
      local ocean room whose dimensions reflect the size of the body of water. The
      TARGET command can be used again and again to change the targets of all weapons
      or to get tactical information about another ship. Once in tactical mode, the
      only way to get out of it is to get away from enemy ships by putting as much
      space between your ship and their ship as there is space in the room, while
      sailing towards another ocean room.

      Sailing in tactical mode is very similar to normal sailing, except that ship
      tactical actions are only taken every 8-12 seconds, called tactical rounds,
      instead of the usual 4-second ticks. You can RAISE and LOWER your ANCHOR to
      prevent movement. You can use STEER to change which way your ship is facing, or
      SAIL to move your ship one space in the direction that your ship is facing.
      The COURSE command is most important for tactical mode, however, as it is the
      only command that will allow you to move and change direction, depending on the
      speed of your ship. In tactical mode, the last direction given to the COURSE
      command may be a direction change, while all prior directions must be the same
      as the ship is presently facing. For example, if your ship is facing north,
      and your ship has a speed of 3, you may enter "COURSE north north east" to move
      your ship two north and turn east.

      To attack in tactical mode, you must first build appropriate siege weapons onto
      the deck of your ship. Then, you need to issue the TARGET command at least
      once to specify which ship your weapons will be aimed at. Each tactical round,
      you must then also use the LOAD command to load your weapons with ammunition,
      and the AIM command to aim each siege weapon. The AIM command requires you to
      enter a number which corresponds to how many times you believe your target ship
      will move in their current facing direction. If you don't believe the ship
      will move at all, you may use 0 as a value. At the end of each tactical round,
      all sailing instructions are executed, and all weapons that are both loaded and
      aimed will fire at the target ship. A ship that receives damage will begin to
      lose speed as it takes more damage. A ship that takes complete damage will
      sink.

      Once at sea, a ship can only be boarded by flying to it, through the use of
      grapples from another ship, or by climbing from a smaller rowboat type vessel.

      See also help on SAILING for more information about normal non-tactical
      sailing.
      +
      Ship combat can be entered into by two or more ships whose captains are in PVP,
      two clans at war, or where one of the ships is driven by mobs.

      To enter into combat, one captain need only use the command TARGET [other ship
      name] to put both ships into tactical combat mode. In tactical combat mode, a
      ship can no longer simply sail away to the next room, but must navigate the
      local ocean room whose dimensions reflect the size of the body of water. The
      TARGET command can be used again and again to change the targets of all weapons
      or to get tactical information about another ship. Once in tactical mode, the
      only way to get out of it is to get away from enemy ships by putting as much
      space between your ship and their ship as there is space in the room, while
      sailing towards another ocean room.

      Sailing in tactical mode is very similar to normal sailing, except that ship
      tactical actions are only taken every 8-12 seconds, called tactical rounds,
      instead of the usual 4-second ticks. You can RAISE and LOWER your ANCHOR to
      prevent movement. You can use STEER to change which way your ship is facing, or
      SAIL to move your ship one space in the direction that your ship is facing.
      The COURSE command is most important for tactical mode, however, as it is the
      only command that will allow you to move and change direction, depending on the
      speed of your ship. In tactical mode, the last direction given to the COURSE
      command may be a direction change, while all prior directions must be the same
      as the ship is presently facing. For example, if your ship is facing north,
      and your ship has a speed of 3, you may enter "COURSE north north east" to move
      your ship two north and turn east.

      To attack in tactical mode, you must first build appropriate siege weapons onto
      the deck of your ship. Then, you need to issue the TARGET command at least
      once to specify which ship your weapons will be aimed at. Each tactical round,
      you must then also use the LOAD command to load your weapons with ammunition,
      and the AIM command to aim each siege weapon. The AIM command requires you to
      enter a number which corresponds to how many times you believe your target ship
      will move in their current facing direction. If you don't believe the ship
      will move at all, you may use 0 as a value. At the end of each tactical round,
      all sailing instructions are executed, and all weapons that are both loaded and
      aimed will fire at the target ship. A ship that receives damage will begin to
      lose speed as it takes more damage. A ship that takes complete damage will
      sink.

      Once at sea, a ship can only be boarded by flying to it, through the use of
      grapples from another ship, or by climbing from a smaller rowboat type vessel.

      See also help on SAILING for more information about normal non-tactical
      sailing.

      @@ -3012,27 +3051,27 @@

      CoffeeMud 5.9

      SHOW -

      Command : SHOW
      Usage : SHOW (ALL) [ITEM NAME] [MOB NAME]
      Example : show pie Gunther
      Example : show all dagger Gunther
      Example : show all Gunther
      Short(s):
      Shows an item from your carried inventory to another MOB.
      +
      Command : SHOW 
      Usage : SHOW (ALL) [ITEM NAME] [MOB NAME]
      Example : show pie Gunther
      Example : show all dagger Gunther
      Example : show all Gunther
      Short(s):
      Shows an item from your carried inventory to another MOB.

      SING -

      Skill    : SING
      Usage : SING [SONG NAME]
      Example : sing lullaby
      Short(s) : SI
      Bards can invoke their magical abilities using the sing command. Some songs
      require that you direct the energy at a target, while others only apply to the
      bard. For help on a particular song, enter help and then the name of the song.
      +
      Skill    : SING 
      Usage : SING [SONG NAME]
      Example : sing lullaby
      Short(s) : SI
      Bards can invoke their magical abilities using the sing command. Some songs
      require that you direct the energy at a target, while others only apply to the
      bard. For help on a particular song, enter help and then the name of the song.

      SIT -

      Command : SIT
      Usage : SIT ([TARGET NAME])
      Example : sit
      Example : sit chair
      Short(s):
      Makes your character sit down and take a rest. When resting, movement, hit
      points, and mana are regained more quickly.
      +
      Command : SIT 
      Usage : SIT ([TARGET NAME])
      Example : sit
      Example : sit chair
      Short(s):
      Makes your character sit down and take a rest. When resting, movement, hit
      points, and mana are regained more quickly.

      SKILLS -

      Command : SKILLS
      Usage : SKILLS (STEALTHY, etc../[NAME]) ([LEVEL])
      Example : skills
      Example : skills stealthy
      Example : skills ?
      Example : skills carpentry
      Short(s):
      Lists any skills that you have, along with your proficiency in them. Can also
      be qualified to list your skills by domain, or use ? to list domains. You can
      get your level and proficiency for a particular skill by listing it by name. A
      level parameter may be given to show skills only up to that level.
      +
      Command : SKILLS 
      Usage : SKILLS (STEALTHY, etc../[NAME]) ([LEVEL])
      Example : skills
      Example : skills stealthy
      Example : skills ?
      Example : skills carpentry
      Short(s):
      Lists any skills that you have, along with your proficiency in them. Can also
      be qualified to list your skills by domain, or use ? to list domains. You can
      get your level and proficiency for a particular skill by listing it by name. A
      level parameter may be given to show skills only up to that level.

      SKYWATCHER -

      Char Class: SkyWatcher (Druid)
      Max-Stats : Intelligence (22), Constitution (22), Others (18)
      Qualifiers: Intelligence 9+, Constitution 9+
      Races : Elf, Half Elf and Human
      Prime Stat: Constitution Attack Pts: +(Con/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use wooden, plant-based, or leather weapons.
      Armor : Must wear non-metal armor.
      Bonuses : Attains Lunar Changes (lunar phase based bonuses/penalties) at
      level 5. Can create a druidic connection with an area. Benefits
      from freeing animals from cities. Benefits from balancing the
      weather.
      Limits : Must remain Neutral to avoid skill and chant failure chances.
      Desc. :
      The SkyWatcher is the master druid of the stars and heavens, being the very
      powerful steward of the great wheel in the sky. The SkyWatcher maintains a
      special connection with the moon, and gains numerous special abilities to
      summon great powers from luna. So connected is he to the moon that his
      strength and powers will fluxuate during the month, following the phase of the
      moon. A master of wind and weather, the SkyWatcher is also very capable of
      bringing the heavens down upon his enemies at need.

      How to play: More even than the other druids, the SkyWatcher must concern
      himself with pre-casting. That is to say, the SkyWatcher must be aware of his
      environment at all times in terms of weather, time, temperature, and locale,
      and must be fully prepared to alter these conditions to make them favorable to
      the chants he means to use against his enemies in combat. All SkyWatchers must
      also realize that their effectiveness when not outdoors will be almost nil, as
      practically every chant requires the use of outside conditions and resources.
      +
      Char Class: SkyWatcher (Druid) 
      Max-Stats : Intelligence (22), Constitution (22), Others (18)
      Qualifiers: Intelligence 9+, Constitution 9+
      Races : Elf, Half Elf and Human
      Prime Stat: Constitution Attack Pts: +(Con/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use wooden, plant-based, or leather weapons.
      Armor : Must wear non-metal armor.
      Bonuses : Attains Lunar Changes (lunar phase based bonuses/penalties) at
      level 5. Can create a druidic connection with an area. Benefits
      from freeing animals from cities. Benefits from balancing the
      weather.
      Limits : Must remain Neutral to avoid skill and chant failure chances.
      Desc. :
      The SkyWatcher is the master druid of the stars and heavens, being the very
      powerful steward of the great wheel in the sky. The SkyWatcher maintains a
      special connection with the moon, and gains numerous special abilities to
      summon great powers from luna. So connected is he to the moon that his
      strength and powers will fluxuate during the month, following the phase of the
      moon. A master of wind and weather, the SkyWatcher is also very capable of
      bringing the heavens down upon his enemies at need.

      How to play: More even than the other druids, the SkyWatcher must concern
      himself with pre-casting. That is to say, the SkyWatcher must be aware of his
      environment at all times in terms of weather, time, temperature, and locale,
      and must be fully prepared to alter these conditions to make them favorable to
      the chants he means to use against his enemies in combat. All SkyWatchers must
      also realize that their effectiveness when not outdoors will be almost nil, as
      practically every chant requires the use of outside conditions and resources.

      @@ -3042,42 +3081,42 @@

      CoffeeMud 5.9

      SLEEP -

      Command : SLEEP
      Usage : SLEEP ([TARGET NAME])
      Example : sleep
      Example : sleep bed
      Short(s):
      Makes your character lay down and take a nap. When sleeping, movement, hit
      points, and mana are regained more quickly.

      If you were looking for help on the sleep spell, enter HELP SPELL SLEEP.
      +
      Command : SLEEP 
      Usage : SLEEP ([TARGET NAME])
      Example : sleep
      Example : sleep bed
      Short(s):
      Makes your character lay down and take a nap. When sleeping, movement, hit
      points, and mana are regained more quickly.

      If you were looking for help on the sleep spell, enter HELP SPELL SLEEP.

      SOCIALS -

      Command : SOCIALS
      Usage : SOCIALS
      Example : socials
      Short(s):
      Lists the social commands available in the mud. Social commands can usually be
      used with targets, such as "KISS Orc".
      +
      Command : SOCIALS 
      Usage : SOCIALS
      Example : socials
      Short(s):
      Lists the social commands available in the mud. Social commands can usually be
      used with targets, such as "KISS Orc".

      SONGS -

      Command : SONGS
      Usage : SONGS (SINGING, DANCING, ETC../[NAME]) ([LEVEL])
      Example : songs
      Example : songs singing
      Example : songs ?
      Example : songs flamenco
      Short(s):
      Lists any Bard songs or dances that you know, along with your proficiency in
      them. Can also be qualified to list your songs by domain, or use ? to list
      domains. You can get your level and proficiency for a particular song by
      listing it by name. A level parameter may be given to show songs only up to
      that level.
      +
      Command : SONGS 
      Usage : SONGS (SINGING, DANCING, ETC../[NAME]) ([LEVEL])
      Example : songs
      Example : songs singing
      Example : songs ?
      Example : songs flamenco
      Short(s):
      Lists any Bard songs or dances that you know, along with your proficiency in
      them. Can also be qualified to list your songs by domain, or use ? to list
      domains. You can get your level and proficiency for a particular song by
      listing it by name. A level parameter may be given to show songs only up to
      that level.

      SOUNDS -

      Command : SOUNDS
      Usage : SOUNDS (FORCE/OFF)
      Example : sounds
      Example : sounds force
      Example : sounds off
      Short(s):
      Turns MSP (Mud Sound Protocol) sound codes on or off. Do not turn this on
      unless you know your mud client supports them. You may use NOSOUNDS or the OFF
      argument to turn the codes off again.

      Enter the optional FORCE parameter if your client does not respond to telnet
      codes, but DOES support MSP.
      +
      Command : SOUNDS 
      Usage : SOUNDS (FORCE/OFF)
      Example : sounds
      Example : sounds force
      Example : sounds off
      Short(s):
      Turns MSP (Mud Sound Protocol) sound codes on or off. Do not turn this on
      unless you know your mud client supports them. You may use NOSOUNDS or the OFF
      argument to turn the codes off again.

      Enter the optional FORCE parameter if your client does not respond to telnet
      codes, but DOES support MSP.

      SOUTH -

      Command : SOUTH
      Usage : SOUTH
      Example : south
      Short(s): S
      Travel southward from the present room or location.
      +
      Command : SOUTH 
      Usage : SOUTH
      Example : south
      Short(s): S
      Travel southward from the present room or location.

      SOUTHEAST -

      Command : SOUTHEAST
      Usage : SOUTHEAST
      Example : southeast
      Short(s): SE
      Travel southeastwardly direction from the present room or location.
      +
      Command : SOUTHEAST 
      Usage : SOUTHEAST
      Example : southeast
      Short(s): SE
      Travel southeastwardly direction from the present room or location.

      SOUTHWEST -

      Command : SOUTHWEST
      Usage : SOUTHWEST
      Example : southwest
      Short(s): SW
      Travel southwestwardly direction from the present room or location.
      +
      Command : SOUTHWEST 
      Usage : SOUTHWEST
      Example : southwest
      Short(s): SW
      Travel southwestwardly direction from the present room or location.

      SPEAK -

      Skill    : SPEAK
      Usage : SPEAK [LANGUAGE]
      Available: All
      Example : speak orcish
      Example : speak common
      Use the speak command to select a new default language. Whenever say or
      channel messages are written, they will be translated into the selected
      language automatically. Those who know the language will receive the
      translation back to common automatically.
      +
      Skill    : SPEAK 
      Usage : SPEAK [LANGUAGE]
      Available: All
      Example : speak orcish
      Example : speak common
      Use the speak command to select a new default language. Whenever say or
      channel messages are written, they will be translated into the selected
      language automatically. Those who know the language will receive the
      translation back to common automatically.

      @@ -3087,22 +3126,22 @@

      CoffeeMud 5.9

      SPELLS -

      Command : SPELLS
      Usage : SPELLS (CONJURATION,ABJURATION,etc..)/[NAME] ([LEVEL])
      Example : spells
      Example : spells conjuration
      Example : spells ?
      Example : spells fireball
      Short(s):
      Lists any spells that you know, along with your proficiency in them. Can also
      be qualified to list your spells by spell domain, or use ? to list domains.
      You can get your level and proficiency for a particular spell by listing it by
      name. A level parameter may be given to show spells only up to that level.
      +
      Command : SPELLS 
      Usage : SPELLS (CONJURATION,ABJURATION,etc..)/[NAME] ([LEVEL])
      Example : spells
      Example : spells conjuration
      Example : spells ?
      Example : spells fireball
      Short(s):
      Lists any spells that you know, along with your proficiency in them. Can also
      be qualified to list your spells by spell domain, or use ? to list domains.
      You can get your level and proficiency for a particular spell by listing it by
      name. A level parameter may be given to show spells only up to that level.

      SPLIT -

      Command : SPLIT
      Usage : SPLIT ([BUNDLE NAME]) [AMOUNT]
      Example : split 50
      Example : split wood 50
      Short(s):
      When specifying only a number, this command will allow the leader of a group to
      split the amount of gold specified evenly amongst the members of your group.
      When a specific item is given, then this command will attempt to split the
      bundle.
      +
      Command : SPLIT 
      Usage : SPLIT ([BUNDLE NAME]) [AMOUNT]
      Example : split 50
      Example : split wood 50
      Short(s):
      When specifying only a number, this command will allow the leader of a group to
      split the amount of gold specified evenly amongst the members of your group.
      When a specific item is given, then this command will attempt to split the
      bundle.

      STAND -

      Command : STAND
      Usage : STAND
      Example : stand
      Short(s): st
      If your character is SLEEPing or SITing, this command will make them wake up
      and stand up.
      +
      Command : STAND 
      Usage : STAND
      Example : stand
      Short(s): st
      If your character is SLEEPing or SITing, this command will make them wake up
      and stand up.

      STARBOARD -

      Command : STARBOARD
      Usage : STARBOARD
      Example : starboard
      Short(s):
      Travel towards the right side of a ship.
      +
      Command : STARBOARD 
      Usage : STARBOARD
      Example : starboard
      Short(s):
      Travel towards the right side of a ship.

      @@ -3112,7 +3151,7 @@

      CoffeeMud 5.9

      STAT -

      Command : STAT
      Usage : STAT [STAT_NAME] ([STAT_NAME]...)
      Example : stat hits
      Example : stat hits mana strength
      Short(s):
      This command allows you to quickly and simply view one of more of your stats.
      Enter STAT by itself to see a list of available state to show, which includes:
      HITS, MANA, MOVE, HUNGER, THIRST, FATIGUE, MAXHITS, MAXMANA, MAXMOVE,
      MAXHUNGER, MAXTHIRST, MAXFATIGUE, STRENGTH, INTELLIGENCE, DEXTERITY,
      CONSTITUTION, CHARISMA, WISDOM, GENDER, PARALYSIS, FIRE, COLD, WATER, GAS,
      MIND, GENERAL, JUSTICE, ACID, ELECTRICITY, POISON, UNDEAD, MAGIC, DISEASE,
      TRAPS, MAXSTRENGTH, MAXINTELLIGENCE, MAXDEXTERITY, MAXCONSTITUTION,
      MAXCHARISMA, MAXWISDOM, AGE, DETECTION, CONVERSION, WEIGHTADJ, RESISTS, LEVEL,
      SENSES, ARMOR, DAMAGE, ATTACK, DISPOSITION, REJUV, WEIGHT, ABILITY, HEIGHT, XP
      (experience), XPFNL (experience for next level), and XPTNL (experience to next
      level), QUESTPOINTS, TRAINS, PRACTICES, and any factions shown in the score
      command, such as ALIGNMENT.
      +
      Command : STAT 
      Usage : STAT [STAT_NAME] ([STAT_NAME]...)
      Example : stat hits
      Example : stat hits mana strength
      Short(s):
      This command allows you to quickly and simply view one of more of your stats.
      Enter STAT by itself to see a list of available state to show, which includes:

      HITS, MANA, MOVE, HUNGER, THIRST, FATIGUE, MAXHITS, MAXMANA, MAXMOVE,
      MAXHUNGER, MAXTHIRST, MAXFATIGUE, STRENGTH, INTELLIGENCE, DEXTERITY,
      CONSTITUTION, CHARISMA, WISDOM, GENDER, PARALYSIS, FIRE, COLD, WATER, GAS,
      MIND, GENERAL, JUSTICE, ACID, ELECTRICITY, POISON, UNDEAD, MAGIC, DISEASE,
      TRAPS, MAXSTRENGTH, MAXINTELLIGENCE, MAXDEXTERITY, MAXCONSTITUTION,
      MAXCHARISMA, MAXWISDOM, AGE, DETECTION, CONVERSION, WEIGHTADJ, RESISTS, LEVEL,
      SENSES, ARMOR, DAMAGE, ATTACK, DISPOSITION, REJUV, WEIGHT, STINK, ABILITY,
      HEIGHT, XP (experience), XPFNL (experience for next level), and XPTNL
      (experience to next level), QUESTPOINTS, TRAINS, PRACTICES, and any factions
      shown in the score command, such as ALIGNMENT.

      @@ -3132,17 +3171,17 @@

      CoffeeMud 5.9

      SVIRFNEBLIN -

      Race Name : Svirfneblin (Gnome)
      Stat Mods.: Strength+2, intelligence+1, constitution-2, wisdom-1, save vs
      mind+10, max strength adj.+2, max intelligence adj.+1, max
      constitution adj.-2, max wisdom adj.-1, save vs overlooking+10
      Abilities : Darkvision, Untraceable(100%), Gem Digging(50%), Blur(50%)
      Languages : Gnomish(100%), Undercommon(75%)
      Life Exp. : 260 Years
      Immunities: Syphilis
      Equipment : A small patchy scale tunic, a pair of small scaley shoes, a pair
      of small patchy scale pants, a knitted weapon belt
      Desc. :
      Svirfneblin, or Deep Gnomes, are earthy-toned gnomes that live deep below the
      surface. They prefer to isolate themselves from other underground societies,
      which are often cruel and conniving by deep gnome standards.
      +
      Race Name : Svirfneblin (Gnome) 
      Stat Mods.: Strength+2, intelligence+1, constitution-2, wisdom-1, save vs
      mind+10, max strength adj.+2, max intelligence adj.+1, max
      constitution adj.-2, max wisdom adj.-1, save vs overlooking+10
      Abilities : Darkvision, Untraceable(100%), Gem Digging(50%), Blur(50%)
      Languages : Gnomish(100%), Undercommon(75%)
      Life Exp. : 260 Years
      Immunities: Syphilis
      Equipment : A small patchy scale tunic, a pair of small scaley shoes, a pair
      of small patchy scale pants, a knitted weapon belt
      Desc. :
      Svirfneblin, or Deep Gnomes, are earthy-toned gnomes that live deep below the
      surface. They prefer to isolate themselves from other underground societies,
      which are often cruel and conniving by deep gnome standards.

      SWIM -

      Skill    : SWIM
      Usage : SWIM [DIRECTION]
      Available: ALL
      Example : swim e
      This skill allows the character to travel on a water surface. The amount of
      weight being carried can affect this skill.
      +
      Skill    : SWIM 
      Usage : SWIM [DIRECTION]
      Available: ALL
      Example : swim e
      This skill allows the character to travel on a water surface. The amount of
      weight being carried can affect this skill.

      SWITCH -

      Command : SWITCH
      Usage : SWITCH [PLAYER]
      Example : switch joe
      Short(s):
      Allows your player to switch sessions with another character on the same
      account. If the other character is already logged on, then the two players
      will switch sessions/screens; the window that the switch player is typing in
      will now control the other character, and vice versa. If the other character
      is NOT currently logged in, then this command will log the current player out
      and quickly re-log the other character in, while remaining in the same
      connected session.
      +
      Command : SWITCH 
      Usage : SWITCH [PLAYER]
      Example : switch joe
      Short(s):
      Allows your player to switch sessions with another character on the same
      account. If the other character is already logged on, then the two players
      will switch sessions/screens; the window that the switch player is typing in
      will now control the other character, and vice versa. If the other character
      is NOT currently logged in, then this command will log the current player out
      and quickly re-log the other character in, while remaining in the same
      connected session.

      @@ -3157,22 +3196,22 @@

      CoffeeMud 5.9

      TEACH -

      Command : TEACH
      Usage : TEACH [STUDENT MOB NAME] [SKILL OR SPELL NAME]
      Example : teach Horice sneak
      Short(s):
      This command allows any character who has at least a 25% proficiency at the
      specified skill or spell to teach that skill or spell to another character.
      The student must be of the correct class or race to receive the skill, and must
      be of sufficient level and intelligence to learn the skill or spell. Once the
      skill or spell is gained, the student may then use the PRACTICE command to
      improve proficiency in that skill or spell.
      +
      Command : TEACH 
      Usage : TEACH [STUDENT MOB NAME] [SKILL OR SPELL NAME]
      Example : teach Horice sneak
      Short(s):
      This command allows any character who has at least a 25% proficiency at the
      specified skill or spell to teach that skill or spell to another character.
      The student must be of the correct class or race to receive the skill, and must
      be of sufficient level and intelligence to learn the skill or spell. Once the
      skill or spell is gained, the student may then use the PRACTICE command to
      improve proficiency in that skill or spell.

      TELL -

      Command : TELL
      Usage : TELL [MOB NAME] [MESSAGE]
      Example : tell Horice Hey dude!
      Example : tell Horice@AnotherMud Hey dude!
      Example : tell last 10
      Short(s):
      Causes your character to speak to the specified character, regardless of what
      room they presently occupy. If the first parameter is "last" and a number X
      follows, this command will show you the last X tell messages. The @ sign
      followed by the name of a MUD on the InterMud3 network can also be used.
      +
      Command : TELL 
      Usage : TELL [MOB NAME] [MESSAGE]
      Example : tell Horice Hey dude!
      Example : tell Horice@AnotherMud Hey dude!
      Example : tell last 10
      Short(s):
      Causes your character to speak to the specified character, regardless of what
      room they presently occupy. If the first parameter is "last" and a number X
      follows, this command will show you the last X tell messages. The @ sign
      followed by the name of a MUD on the InterMud3 network can also be used.

      TEMPLAR -

      Char Class: Templar (Cleric)
      Max-Stats : Strength (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Strength 9+
      Races : All
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : May use any weapons.
      Armor : May wear any armor.
      Bonuses : Receives Aura of Strife which increases in power.
      Limits : Always fumbles good prayers. Using non-evil prayers introduces
      failure chance.
      Desc. :
      Templar are those who pursue power and glory in the name of their god. They
      are the great weaponmasters, wielding their arms to conquer the world in their
      gods name. The Templar can use any weapons and armor, and can specialize in
      many weapons as they increase in levels. The Templar is an evil aligned class,
      meaning that they always fumble on good prayers, and do not gain any good
      prayers. However, their Aura of Strife, and their increased number of attacks
      makes them a formidable foe of all who oppose the will of their god.

      How to play: The Templar is a brutal and formidable warrior, who wields death
      and power in the name of his god. His devastating power makes him a great ally
      for groups, but also a successful glory seeker when alone.
      +
      Char Class: Templar (Cleric) 
      Max-Stats : Strength (22), Wisdom (22), Others (18)
      Qualifiers: Wisdom 9+, Strength 9+
      Races : All
      Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
      Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
      Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : May use any weapons.
      Armor : May wear any armor.
      Bonuses : Receives Aura of Strife which increases in power.
      Limits : Always fumbles good prayers. Using non-evil prayers introduces
      failure chance.
      Desc. :
      Templar are those who pursue power and glory in the name of their god. They
      are the great weaponmasters, wielding their arms to conquer the world in their
      gods name. The Templar can use any weapons and armor, and can specialize in
      many weapons as they increase in levels. The Templar is an evil aligned class,
      meaning that they always fumble on good prayers, and do not gain any good
      prayers. However, their Aura of Strife, and their increased number of attacks
      makes them a formidable foe of all who oppose the will of their god.

      How to play: The Templar is a brutal and formidable warrior, who wields death
      and power in the name of his god. His devastating power makes him a great ally
      for groups, but also a successful glory seeker when alone.

      THIEF -

      Char Class: Thief (Thief)
      Max-Stats : Dexterity (25), Others (18)
      Qualifiers: Dexterity 9+
      Races : All
      Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
      Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear leather, cloth, or vegetation based armor.
      Bonuses : Bonus experience for using certain skills.
      Limits :
      Desc. :
      Thieves are skillful, sly, and devious. They may only use daggers and swords,
      and may only wear leather armor at best. However, they come with numerous
      skills allowing them to survive in the dog-eat-dog world, including swiping and
      stealing; hiding, peeking, and sneaking; trapping, poisoning, and many others.
      Thieves also qualify for many devious fighting abilities.

      Thief is the starting point for numerous sub-classes which the player may
      choose to gain levels in at any time. These sub-classes include: Assassin,
      Arcanist (Arcane Rogue), Burglar, and Trapper.

      How to play: The thieves strength is in his ability to obtain money, and in his
      ability to navigate tricky situations. By accumulating the wealth of others,
      the thief can stay comfortably equipped with the latest and best money can buy.
      When playing alone, the thief thrives as the only class able to get into and
      out of any secret place without stirring up unnecessary trouble. Although not
      generally appreciated in groups, a group benefits from these skills, as well as
      the thiefs unique ability to deliver enormous amounts of backstab damage.

      The thief is only moderately skilled at combat, but can make up for it by using
      his wealth to obtain favors, good equipment, and the necessary potions and
      scrolls necessary to survive the experience gaining battles.
      +
      Char Class: Thief (Thief) 
      Max-Stats : Dexterity (25), Others (18)
      Qualifiers: Dexterity 9+
      Races : All
      Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
      Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear leather, cloth, or vegetation based armor.
      Bonuses : Bonus experience for using certain skills.
      Limits :
      Desc. :
      Thieves are skillful, sly, and devious. They may only use daggers and swords,
      and may only wear leather armor at best. However, they come with numerous
      skills allowing them to survive in the dog-eat-dog world, including swiping and
      stealing; hiding, peeking, and sneaking; trapping, poisoning, and many others.
      Thieves also qualify for many devious fighting abilities.

      Thief is the starting point for numerous sub-classes which the player may
      choose to gain levels in at any time. These sub-classes include: Assassin,
      Arcanist (Arcane Rogue), Burglar, and Trapper.

      How to play: The thieves strength is in his ability to obtain money, and in his
      ability to navigate tricky situations. By accumulating the wealth of others,
      the thief can stay comfortably equipped with the latest and best money can buy.
      When playing alone, the thief thrives as the only class able to get into and
      out of any secret place without stirring up unnecessary trouble. Although not
      generally appreciated in groups, a group benefits from these skills, as well as
      the thiefs unique ability to deliver enormous amounts of backstab damage.

      The thief is only moderately skilled at combat, but can make up for it by using
      his wealth to obtain favors, good equipment, and the necessary potions and
      scrolls necessary to survive the experience gaining battles.

      @@ -3182,7 +3221,7 @@

      CoffeeMud 5.9

      THROW -

      Command : THROW
      Usage : THROW [ITEM NAME] [DIRECTION/MOB NAME]
      Example : throw rope east
      Example : throw spear orc
      Short(s): toss
      Causes your character to throw something in the specified direction, or at the
      specified target. The item being thrown must first be held or wielded.
      +
      Command : THROW 
      Usage : THROW [ITEM NAME] [DIRECTION/MOB NAME]
      Example : throw rope east
      Example : throw spear orc
      Short(s): toss
      Causes your character to throw something in the specified direction, or at the
      specified target. The item being thrown must first be held or wielded.

      @@ -3192,17 +3231,17 @@

      CoffeeMud 5.9

      TITLE -

      Command : TITLE
      Usage : TITLE
      Example : title
      This command allows players who have been awarded 1 or more titles to select
      which title is displayed when their character is seen.
      +
      Command : TITLE 
      Usage : TITLE
      Example : title
      This command allows players who have been awarded 1 or more titles to select
      which title is displayed when their character is seen.

      TOP -

      Command : TOP
      Usage : TOP (PLAYERS/ACCOUNTS)
      Example : top
      Example : top accounts
      Short(s):
      See the top 10 players in several statistics over different periods.
      +
      Command : TOP 
      Usage : TOP (PLAYERS/ACCOUNTS)
      Example : top
      Example : top accounts
      Short(s):
      See the top 10 players in several statistics over different periods.

      TOPICS -

      Command : TOPICS
      Usage : TOPICS
      Example : topics
      Short(s):
      List all of the topics in the help file, alphabetically.
      +
      Command : TOPICS 
      Usage : TOPICS
      Example : topics
      Short(s):
      List all of the topics in the help file, alphabetically.

      @@ -3212,7 +3251,7 @@

      CoffeeMud 5.9

      TRAIN -

      Command : TRAIN
      Usage : TRAIN [ATTRIBUTE/CLASS] ([TEACHER MOB NAME])
      Example : train strength Horice
      Example : train monk Horice
      Short(s):
      If your character has at least one training point, this command will allow you
      to raise the ability score of the specified trait. In addition to specifying
      the ability to train, you must also specify a MOB who is present in the room
      who can train you in that skill. The traits abbreviated above refer to the
      following:
      STR = +1 STRENGTH per 1 training points
      DEX = +1 DEXTERITY per 1 training points
      INT = +1 INTELLIGENCE per 1 training points
      WIS = +1 WISDOM per 1-5 training points
      CON = +1 CONSTITUTION per 1-5 training points
      CHR = +1 CHARISMA per 1-5 training points
      * Training up to 18 costs 1 training point, up to 22 costs 2, up to 25 costs 3,
      and above that costs 5.
      HIT = +10 HIT POINTS per 1 training point
      MANA = +20 MANA per 1 training point
      MOVE = +20 MOVEMENT per 1 training point
      GAIN = +1 TRAINING POINTS per 7 practices
      PRAC = +5 PRACTICES per 1 training point

      In addition to attributes, the train command is used to switch to a new class.
      This costs a single training point, and will give the player a 0 level in the
      chosen class. From this point on, the player will gain levels in the new
      class, while retaining skills and qualifications from the old class up to the
      level at which the class switch was made. Use the QUALIFY command to find out
      what other classes you may be able to TRAIN for.
      +
      Command : TRAIN 
      Usage : TRAIN ([ATTRIBUTE/CLASS]) ([TEACHER MOB NAME])
      Example : train strength Horice
      Example : train monk Horice
      Short(s):
      If your character has at least one training point, this command will allow you
      to raise the ability score of the specified trait. In addition to specifying
      the ability to train, you must also specify a MOB who is present in the room
      who can train you in that skill. The traits abbreviated above refer to the
      following:
      STR = +1 STRENGTH per 1 training points
      DEX = +1 DEXTERITY per 1 training points
      INT = +1 INTELLIGENCE per 1 training points
      WIS = +1 WISDOM per 1-5 training points
      CON = +1 CONSTITUTION per 1-5 training points
      CHR = +1 CHARISMA per 1-5 training points
      * Training up to 18 costs 1 training point, up to 22 costs 2, up to 25 costs 3,
      and above that costs 5.
      HIT = +10 HIT POINTS per 1 training point
      MANA = +20 MANA per 1 training point
      MOVE = +20 MOVEMENT per 1 training point
      GAIN = +1 TRAINING POINTS per 7 practices
      PRAC = +5 PRACTICES per 1 training point

      In addition to attributes, the train command is used to switch to a new class.
      This costs a single training point, and will give the player a 0 level in the
      chosen class. From this point on, the player will gain levels in the new
      class, while retaining skills and qualifications from the old class up to the
      level at which the class switch was made. Use the QUALIFY command to find out
      what other classes you may be able to TRAIN for.

      The TRAIN command, by itself, can also be used to officially gain any deferred
      experience, or just to see how many Training points you have.

      @@ -3227,12 +3266,12 @@

      CoffeeMud 5.9

      TRANSMUTER -

      Char Class: Transmuter (Mage)
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : At 5th level, receives bonus damage from Transmutation as levels
      advance. At 10th level, receives double duration on your
      Transmutation magic, and half duration from malicious
      Transmutation magic.
      Limits : Unable to cast Conjuration spells. Receives penalty damage from
      Conjuration as levels advance. Receives double duration from
      malicious Conjuration magic, half duration on other Conjuration
      effects.
      Desc. :
      Transmuters are specialist mages who can transform the likeness and composition
      of anyone they touch. Transmutation is the most feared of magics, and the
      Transmuter is so skilled at his art that he gains all known transmutation
      spells automatically, including the most secret and ugly of spells only the
      specialist may learn.

      Transmuters care nothing for conjuration, and so they soon neglect that kind of
      magic, being more fascinated with the many shapes of things right here at home.
      Although the Evoker believes himself the king of specialists with his harmful
      beams, the Transmuter is the most feared and hated of specialists for the
      terrible and awesome consequences of his spells.
      +
      Char Class: Transmuter (Mage) 
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : At 5th level, receives bonus damage from Transmutation as levels
      advance. At 10th level, receives double duration on your
      Transmutation magic, and half duration from malicious
      Transmutation magic.
      Limits : Unable to cast Conjuration spells. Receives penalty damage from
      Conjuration as levels advance. Receives double duration from
      malicious Conjuration magic, half duration on other Conjuration
      effects.
      Desc. :
      Transmuters are specialist mages who can transform the likeness and composition
      of anyone they touch. Transmutation is the most feared of magics, and the
      Transmuter is so skilled at his art that he gains all known transmutation
      spells automatically, including the most secret and ugly of spells only the
      specialist may learn.

      Transmuters care nothing for conjuration, and so they soon neglect that kind of
      magic, being more fascinated with the many shapes of things right here at home.
      Although the Evoker believes himself the king of specialists with his harmful
      beams, the Transmuter is the most feared and hated of specialists for the
      terrible and awesome consequences of his spells.

      TRAPPER -

      Char Class: Trapper (Thief)
      Max-Stats : Dexterity (22), Constitution (22), Others (18)
      Qualifiers: Dexterity 9+, Constitution 9+
      Races : All
      Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
      Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear leather, cloth, or vegetation based armor.
      Bonuses : Benefits from animal followers leveling. Gets experience for
      selling foreign unconjured animals of comparable level.
      Limits : Sneak and Hide attempts will fail outside of the wild.
      Desc. :
      The trapper, possibly the most cowardly of thieves, has spent late nights
      tinkering with springs and switches, learning to kill indirectly through the
      devices of his art. Trappers also view fauna as means to his ends,
      accumulating animals both live and dead with amazing efficiency. Trappers
      alone have the greatest access to the most deadly traps, as well as exclusive
      access to skills that turn animals into his own personal play things, whether
      it be as items of sale, or as trained devilish pets.
      +
      Char Class: Trapper (Thief) 
      Max-Stats : Dexterity (22), Constitution (22), Others (18)
      Qualifiers: Dexterity 9+, Constitution 9+
      Races : All
      Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
      Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
      Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
      Weapons : Must use swords, daggers, natural, or ranged weapons.
      Armor : Must wear leather, cloth, or vegetation based armor.
      Bonuses : Benefits from animal followers leveling. Gets experience for
      selling foreign unconjured animals of comparable level.
      Limits : Sneak and Hide attempts will fail outside of the wild.
      Desc. :
      The trapper, possibly the most cowardly of thieves, has spent late nights
      tinkering with springs and switches, learning to kill indirectly through the
      devices of his art. Trappers also view fauna as means to his ends,
      accumulating animals both live and dead with amazing efficiency. Trappers
      alone have the greatest access to the most deadly traps, as well as exclusive
      access to skills that turn animals into his own personal play things, whether
      it be as items of sale, or as trained devilish pets.

      @@ -3242,27 +3281,27 @@

      CoffeeMud 5.9

      TYPE -

      Command : TYPE
      Usage : TYPE [COMMAND OR MESSAGE] (INTO [DEVICE NAME])
      Example : type login bob password
      Example : type activate sensors into console
      Short(s): =
      Interacts with an electrical or technical device, such as a computer panel,
      hand-held scanner, or similar devices. Specifying the device to type is not
      permitted if the user is already seated at a computer console. Otherwise, the
      user must specify "into" and the name of the device to type commands into.
      +
      Command : TYPE 
      Usage : TYPE [COMMAND OR MESSAGE] (INTO [DEVICE NAME])
      Example : type login bob password
      Example : type activate sensors into console
      Short(s): =
      Interacts with an electrical or technical device, such as a computer panel,
      hand-held scanner, or similar devices. Specifying the device to type is not
      permitted if the user is already seated at a computer console. Otherwise, the
      user must specify "into" and the name of the device to type commands into.

      TYPO -

      Command : TYPO
      Usage : TYPO [REPORT]
      Example : typo nothing is spelled right in this room!
      Short(s):
      Please use this command to submit typos against the MUD.
      +
      Command : TYPO 
      Usage : TYPO [REPORT]
      Example : typo nothing is spelled right in this room!
      Short(s):
      Please use this command to submit typos against the MUD.

      UNDRESS -

      Command : UNDRESS
      Usage : UNDRESS [MOB NAME] [ITEM NAME]
      Example : undress joe tunic
      Short(s):
      Allows the player to remove a piece of armor, clothing, barding, or whatever
      from the target mob. The target mob must be a follower of the player for this
      to work.
      +
      Command : UNDRESS 
      Usage : UNDRESS [MOB NAME] [ITEM NAME]
      Example : undress joe tunic
      Short(s):
      Allows the player to remove a piece of armor, clothing, barding, or whatever
      from the target mob. The target mob must be a follower of the player for this
      to work.

      UNLOAD -

      Command : UNLOAD
      Usage : UNLOAD [AMMUNITION NAME]
      Example : unload bow
      Short(s):
      Removes any readied ammunition from a ranged weapon and puts the loose
      ammunition into the players inventory, so that it can be LOADed into another
      weapon.
      +
      Command : UNLOAD 
      Usage : UNLOAD [AMMUNITION NAME]
      Example : unload bow
      Short(s):
      Removes any readied ammunition from a ranged weapon and puts the loose
      ammunition into the players inventory, so that it can be LOADed into another
      weapon.

      UNLOCK -

      Command : UNLOCK
      Usage : UNLOCK [ITEM NAME]
      Example : unlock door
      Short(s):
      Attempts to unlock, by ordinary means, the item, door, or any other entity
      specified.
      +
      Command : UNLOCK 
      Usage : UNLOCK [ITEM NAME]
      Example : unlock door
      Short(s):
      Attempts to unlock, by ordinary means, the item, door, or any other entity
      specified.

      @@ -3272,32 +3311,32 @@

      CoffeeMud 5.9

      UP -

      Command : UP
      Usage : UP
      Example : up
      Short(s): U
      Travel upward from the present room or location, whether it be up aladder,
      upstairs, or flying into the sky.
      +
      Command : UP 
      Usage : UP
      Example : up
      Short(s): U
      Travel upward from the present room or location, whether it be up aladder,
      upstairs, or flying into the sky.

      VALUE -

      Command : VALUE
      Usage : VALUE [ITEM NAME] ([SHOPKEEPER])
      Example : value sword
      Short(s):
      If you are in the same room as a shopkeeper who is selling and buying goods,
      this command will get the shopkeeper to tell you how much he or she will give
      for your item.
      +
      Command : VALUE 
      Usage : VALUE [ITEM NAME] ([SHOPKEEPER])
      Example : value sword
      Short(s):
      If you are in the same room as a shopkeeper who is selling and buying goods,
      this command will get the shopkeeper to tell you how much he or she will give
      for your item.

      VASSALS -

      Command : VASSALS
      Usage : VASSALS
      Example : vassals
      Short(s):
      This command will list the players who are in your service. See the SERVE and
      REBUKE commands for more information.
      +
      Command : VASSALS 
      Usage : VASSALS
      Example : vassals
      Short(s):
      This command will list the players who are in your service. See the SERVE and
      REBUKE commands for more information.

      VERSION -

      Command : VERSION
      Usage : VERSION
      Example : version
      Short(s): VER
      Show the version information for this software.
      +
      Command : VERSION 
      Usage : VERSION
      Example : version
      Short(s): VER
      Show the version information for this software.

      VIEW -

      Command : VIEW
      Usage : VIEW [ITEM NAME] ([SHOPKEEPER NAME])
      Example : view sword
      Short(s):
      When a shopkeeper is present in the same room or area as your character, this
      command will allow you to ask about an item being sold by that shopkeeper. The
      level of the item, as well as any available descriptive information will be
      given. If more than one shopkeeper is in the room, you may have to specify the
      shopkeeper name in the parameters. See also LIST, BUY, SELL, DEPOSIT, WITHDRAW,
      BID.
      +
      Command : VIEW 
      Usage : VIEW [ITEM NAME] ([SHOPKEEPER NAME])
      Example : view sword
      Short(s):
      When a shopkeeper is present in the same room or area as your character, this
      command will allow you to ask about an item being sold by that shopkeeper. The
      level of the item, as well as any available descriptive information will be
      given. If more than one shopkeeper is in the room, you may have to specify the
      shopkeeper name in the parameters. See also LIST, BUY, SELL, DEPOSIT, WITHDRAW,
      BID.

      VISIBLE -

      Command  : VISIBLE
      Usage : VISIBLE
      Example : visible
      This command can be used to revoke any spell or skill which makes you
      invisible, hidden, or undetectable.
      +
      Command  : VISIBLE 
      Usage : VISIBLE
      Example : visible
      This command can be used to revoke any spell or skill which makes you
      invisible, hidden, or undetectable.

      @@ -3307,67 +3346,67 @@

      CoffeeMud 5.9

      WAKE -

      Command : WAKE
      Usage : WAKE ([TARGET NAME])
      Example : wake
      Example : wake bob
      Short(s):
      If your character is SLEEPing, this command will make them wake up and stand
      up. If someone else is sleeping, this will wake them up.
      +
      Command : WAKE 
      Usage : WAKE ([TARGET NAME])
      Example : wake
      Example : wake bob
      Short(s):
      If your character is SLEEPing, this command will make them wake up and stand
      up. If someone else is sleeping, this will wake them up.

      WANDS -

      Skill    : Wands
      Available: Almost All
      Example :
      A wand is an holdable item that can be used to create magical affects.

      This skill allows one to effectively use a magical wand or staff. To invoke a
      wand or staff, it must first be held. Then the magic word is spoken to the
      target. For instance, if the magic word is `zuy`, you would enter the
      following to invoke your wand: sayto orc zuy.

      If the spell on the wand requires extra parameters, then you can include those
      after the casting words. For a wand of Summon, for instance, you might try:
      say zuy cityguard.
      Wands generally require a small amount of mana to use, and less if the wand
      user is capable of learning the spell cast by the wand.
      +
      Skill    : Wands 
      Available: Almost All
      Example :
      A wand is an holdable item that can be used to create magical affects.

      This skill allows one to effectively use a magical wand or staff. To invoke a
      wand or staff, it must first be held. Then the magic word is spoken to the
      target. For instance, if the magic word is `zuy`, you would enter the
      following to invoke your wand: sayto orc zuy. Using SAYTO instead of SAY is
      important because SAY might target the wrong person or thing. You can also use
      SAYTO NOBODY <magic word> to make sure you aren't targeting anyone.

      If the spell on the wand requires extra parameters, then you can include those
      after the casting words. For a wand of Summon, for instance, you might try:
      say zuy cityguard.
      Wands generally require a small amount of mana to use, and less if the wand
      user is capable of learning the spell cast by the wand.

      WEALTH -

      Command : WEALTH
      Usage : WEALTH
      Example : wealth
      Short(s):
      List the amount of money in your pocket.
      +
      Command : WEALTH 
      Usage : WEALTH
      Example : wealth
      Short(s):
      List the amount of money in your pocket.

      WEAR -

      Command : WEAR
      Usage : WEAR (ALL) [ITEM NAME] (ON [LOCATION])
      Example : wear shirt
      Example : wear shirt on torso
      Short(s):
      This command will attempt to place the specified item onto the proper location
      on your body. If a location is specified, the player will attempt to wear the
      item on that location. If you have a special outfit container, it can be the
      target of this command also.
      +
      Command : WEAR 
      Usage : WEAR (ALL) [ITEM NAME] (ON [LOCATION])
      Example : wear shirt
      Example : wear shirt on torso
      Short(s):
      This command will attempt to place the specified item onto the proper location
      on your body. If a location is specified, the player will attempt to wear the
      item on that location. If you have a special outfit container, it can be the
      target of this command also.

      WEATHER -

      Command : WEATHER
      Usage : WEATHER
      Example : weather
      Short(s): weath
      Reminds you about the weather where you are.
      +
      Command : WEATHER 
      Usage : WEATHER
      Example : weather
      Short(s): weath
      Reminds you about the weather where you are.

      WEST -

      Command : WEST
      Usage : WEST
      Example : west
      Short(s): W
      Travel westward from the present room or location.
      +
      Command : WEST 
      Usage : WEST
      Example : west
      Short(s): W
      Travel westward from the present room or location.

      WHERE -

      Command : WHERE
      Usage : WHERE (LEVEL ADJUSTMENT) (GOOD/NEUTRAL/EVIL)
      Example : where
      Example : where good
      Example : where -10
      Example : where -10 evil
      Example : where 20
      Short(s):
      This command shows the name of the area where the player is presently, and also
      attempts to list the best areas for the player based on alignment, level, and
      the population of the area. An optional level adjustment may be included to
      see higher or lower level areas.

      When searching by alignment, keep in mind that you should put YOUR alignment in
      order to search for the best areas for that alignment. For example, if you are
      good, enter WHERE GOOD.

      (Archons who want help on WHERE should use AHELP WHERE).
      +
      Command : WHERE 
      Usage : WHERE (LEVEL ADJUSTMENT) (GOOD/NEUTRAL/EVIL)
      Example : where
      Example : where good
      Example : where -10
      Example : where -10 evil
      Example : where 20
      Short(s):
      This command shows the name of the area where the player is presently, and also
      attempts to list the best areas for the player based on alignment, level, and
      the population of the area. An optional level adjustment may be included to
      see higher or lower level areas.

      When searching by alignment, keep in mind that you should put YOUR alignment in
      order to search for the best areas for that alignment. For example, if you are
      good, enter WHERE GOOD.

      (Archons who want help on WHERE should use AHELP WHERE).

      WHISPER -

      Command : WHISPER
      Usage : WHISPER ([MOB NAME]) [MESSAGE]
      Example : whisper "Be careful!"
      Short(s):
      Causes your character to whisper to one or more characters or mobs riding the
      same horse, cart, boat, or at the same table as yourself. You may specify the
      mob to whisper to, or just whisper in general to the table.
      +
      Command : WHISPER 
      Usage : WHISPER ([MOB NAME]) [MESSAGE]
      Example : whisper "Be careful!"
      Short(s):
      Causes your character to whisper to one or more characters or mobs riding the
      same horse, cart, boat, or at the same table as yourself. You may specify the
      mob to whisper to, or just whisper in general to the table.

      WHO -

      Command : WHO
      Usage : WHO ([OPTIONAL PARAMETER])
      Example : who
      Example : who @CoffeeMud
      Example : who friends
      Example : who playerkill
      Short(s):
      This command will list all of the characters presently online, regardless of
      where they are. If an @ sign is used, this command will list all the players
      at a particular MUD. If "friends" is given, then the list will consist only of
      those from the players friends list (see the FRIENDS command). If "Playerkill"
      is given, then the list will consist only of those players who have their
      playerkill flags on.
      +
      Command : WHO 
      Usage : WHO ([OPTIONAL PARAMETER])
      Example : who
      Example : who @CoffeeMud
      Example : who friends
      Example : who playerkill
      Short(s):
      This command will list all of the characters presently online, regardless of
      where they are. If an @ sign is used, this command will list all the players
      at a particular MUD. If "friends" is given, then the list will consist only of
      those from the players friends list (see the FRIENDS command). If "Playerkill"
      is given, then the list will consist only of those players who have their
      playerkill flags on.

      WHOIS -

      Command : WHOIS
      Usage : WHOIS [MOB NAME]
      Example : whois Horice
      Short(s):
      Provides some basic information about the specified character name, assuming
      they are online, regardless of where they are located. See also I3_WHOIS for
      information on using the WHOIS command across the intermud network.
      +
      Command : WHOIS 
      Usage : WHOIS [MOB NAME]
      Example : whois Horice
      Short(s):
      Provides some basic information about the specified character name, assuming
      they are online, regardless of where they are located. See also I3_WHOIS for
      information on using the WHOIS command across the intermud network.

      WIELD -

      Command : WIELD
      Usage : WIELD (ALL) [ITEM NAME]
      Example : wield sword
      Short(s):
      Places a weapon that is presently in your carried inventory into one of your
      free hands for wielding. Only a wielded weapon will be used during combat.
      +
      Command : WIELD 
      Usage : WIELD (ALL) [ITEM NAME]
      Example : wield sword
      Short(s):
      Places a weapon that is presently in your carried inventory into one of your
      free hands for wielding. Only a wielded weapon will be used during combat.

      WILLQUALIFY -

      Command : WILLQUALIFY
      Usage : WILLQUALIFY ([LEVEL]) ([CLASS NAME]) ([SKILLTYPE]/EXPERTISE)...
      Example : willqualify 10
      Example : willqualify 30 fighter
      Example : willqualify expertise
      Example : willqualify 50 divination invocation/evocation expertise
      Short(s): qual
      Lists all of the skills, spells, languages, prayers, expertises, and/or songs
      which will be qualified for by the given class, level, and skill type, along
      with the requirements to gain the new skill. The default is the players
      highest level, the players own class, and all skills/expertises.
      +
      Command : WILLQUALIFY 
      Usage : WILLQUALIFY ([LEVEL]) ([CLASS NAME]) ([SKILLTYPE]/EXPERTISE)...
      Example : willqualify 10
      Example : willqualify 30 fighter
      Example : willqualify expertise
      Example : willqualify 50 divination invocation/evocation expertise
      Short(s): qual
      Lists all of the skills, spells, languages, prayers, expertises, and/or songs
      which will be qualified for by the given class, level, and skill type, along
      with the requirements to gain the new skill. The default is the players
      highest level, the players own class, and all skills/expertises.

      WIMPY -

      Command : WIMPY
      Usage : WIMPY [HIT POINTS]/[PCT]
      Example : wimpy 5
      Example : wimpy 15%
      Short(s):
      Sets the minimum number of hit points your character must have in order for you
      to remain in a fight. Should your character drop below that level during
      combat, he or she will automatically FLEE the room. See the FLEE command for
      more information.
      +
      Command : WIMPY 
      Usage : WIMPY [HIT POINTS]/[PCT]
      Example : wimpy 5
      Example : wimpy 15%
      Short(s):
      Sets the minimum number of hit points your character must have in order for you
      to remain in a fight. Should your character drop below that level during
      combat, he or she will automatically FLEE the room. See the FLEE command for
      more information.

      @@ -3377,37 +3416,37 @@

      CoffeeMud 5.9

      WITHDRAW -

      Command : WITHDRAW
      Usage : WITHDRAW [ITEM NAME] ([CLERK NAME])
      Example : withdraw 1000
      Example : withdraw "jewel sword"
      Example : withdraw "10 gold coins" "Joe Banker"
      Example : withdraw "500 archon notes" banker
      Example : withdraw letter clerk
      Short(s):
      When a banker or postal clerk is present in the same room or area as your
      character, this command will allow you to withdraw an item from your account or
      postal box with that banker. See also LIST, BUY, SELL, DEPOSIT, VIEW, BID.
      +
      Command : WITHDRAW 
      Usage : WITHDRAW [ITEM NAME] ([CLERK NAME])
      Example : withdraw 1000
      Example : withdraw "jewel sword"
      Example : withdraw "10 gold coins" "Joe Banker"
      Example : withdraw "500 archon notes" banker
      Example : withdraw letter clerk
      Short(s):
      When a banker or postal clerk is present in the same room or area as your
      character, this command will allow you to withdraw an item from your account or
      postal box with that banker. See also LIST, BUY, SELL, DEPOSIT, VIEW, BID.

      WIZARD -

      Char Class: Wizard (Mage)
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : Can memorize any spell for casting without expending a training
      point.
      Limits : Unable to learn spells permanently; can only memorize them.
      Desc. :
      Wizards are great specialist scholar mages who have mastered the study (but not
      the art) of arcane magic. They are capable of memorizing and casting any basic
      arcane spell, but their lack of mastery means they forget the spell as soon as
      it is cast. This means that the wizard is constantly engaged in study,
      carrying around and/or creating numerous arcane scrolls to serve as the source
      for their next bit of magic. Since they don't specialize or train in
      particular arcane spells, but can learn any spell, the Wizard is the most
      versatile Mage, though not necessarily the easiest to engage in combat with.

      The Wizards manner of study requires that he expend his spell-casting mana when
      he learns or memorizes a spell, but this mana is released for use after the
      spell is cast. Wizards can be invaluable as group members, and as clan
      members, but will struggle adventuring alone. A wizards lack of need to expend
      training time on individual spells means he can work on other aspects of
      himself, including stats or expertises, making the Wizard very powerful in the
      long run.
      +
      Char Class: Wizard (Mage) 
      Max-Stats : Intelligence (25), Others (18)
      Qualifiers: Intelligence 9+
      Races : Elf, Gnome, Half Elf and Human
      Prime Stat: Intelligence Attack Pts: +(Int/18) per level
      Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
      Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
      Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
      Weapons : Must use daggers, staves, or natural weapons.
      Armor : Must wear cloth, vegetation, or paper based armor.
      Bonuses : Can memorize any spell for casting without expending a training
      point.
      Limits : Unable to learn spells permanently; can only memorize them.
      Desc. :
      Wizards are great specialist scholar mages who have mastered the study (but not
      the art) of arcane magic. They are capable of memorizing and casting any basic
      arcane spell, but their lack of mastery means they forget the spell as soon as
      it is cast. This means that the wizard is constantly engaged in study,
      carrying around and/or creating numerous arcane scrolls to serve as the source
      for their next bit of magic. Since they don't specialize or train in
      particular arcane spells, but can learn any spell, the Wizard is the most
      versatile Mage, though not necessarily the easiest to engage in combat with.

      The Wizards manner of study requires that he expend his spell-casting mana when
      he learns or memorizes a spell, but this mana is released for use after the
      spell is cast. Wizards can be invaluable as group members, and as clan
      members, but will struggle adventuring alone. A wizards lack of need to expend
      training time on individual spells means he can work on other aspects of
      himself, including stats or expertises, making the Wizard very powerful in the
      long run.

      WIZLIST -

      Command : WIZLIST
      Usage : WIZLIST
      Example : wizlist
      Short(s):
      Shows a list of all the Archons on this mud.
      +
      Command : WIZLIST 
      Usage : WIZLIST
      Example : wizlist
      Short(s):
      Shows a list of all the Archons on this mud.

      WORLD_CURRENCIES -


      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      Currency : Copper
      copper bit(s) (cc) : (exchange rate is 1.0 of base)
      silver bit(s) (sc) : Equal to 10 copper bits.
      gold bit(s) (gc) : Equal to 100 copper bits.
      platinum bit(s) (pc): Equal to 500 copper bits.
      aluminum bit(s) (ac): Equal to 10000 copper bits.
      +
       
      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      WORLD_CURRENCY -


      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      Currency : Copper
      copper bit(s) (cc) : (exchange rate is 1.0 of base)
      silver bit(s) (sc) : Equal to 10 copper bits.
      gold bit(s) (gc) : Equal to 100 copper bits.
      platinum bit(s) (pc): Equal to 500 copper bits.
      aluminum bit(s) (ac): Equal to 10000 copper bits.
      +
       
      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      WORLD_MONEY -


      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      Currency : Copper
      copper bit(s) (cc) : (exchange rate is 1.0 of base)
      silver bit(s) (sc) : Equal to 10 copper bits.
      gold bit(s) (gc) : Equal to 100 copper bits.
      platinum bit(s) (pc): Equal to 500 copper bits.
      aluminum bit(s) (ac): Equal to 10000 copper bits.
      +
       
      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      WORLD_MONIES -


      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      Currency : Copper
      copper bit(s) (cc) : (exchange rate is 1.0 of base)
      silver bit(s) (sc) : Equal to 10 copper bits.
      gold bit(s) (gc) : Equal to 100 copper bits.
      platinum bit(s) (pc): Equal to 500 copper bits.
      aluminum bit(s) (ac): Equal to 10000 copper bits.
      +
       
      World Currencies :
      Currency : default
      gold coin(s) : (exchange rate is 1.0 of base)
      golden note(s) : Equal to 100 gold coins.
      whole note(s) : Equal to 10000 gold coins.
      Archon note(s) : Equal to 1000000 gold coins.

      @@ -3417,7 +3456,7 @@

      CoffeeMud 5.9

      YELL -

      Command : YELL
      Usage : YELL ([MOB NAME]/[DIRECTION]) [MESSAGE]
      Example : yell HELLO ALL!
      Example : yell bob YOU ARE BOB!!!!
      Example : yell east COME BACK!!
      Short(s):
      Causes your character to yell at one or more characters or mobs in the same
      room as yourself. You may specify the mob to yell at, a direction to yell in,
      or just yell outloud. Yelling also broadcasts to surrounding rooms in some
      cases.
      +
      Command : YELL 
      Usage : YELL ([MOB NAME]/[DIRECTION]) [MESSAGE]
      Example : yell HELLO ALL!
      Example : yell bob YOU ARE BOB!!!!
      Example : yell east COME BACK!!
      Short(s):
      Causes your character to yell at one or more characters or mobs in the same
      room as yourself. You may specify the mob to yell at, a direction to yell in,
      or just yell outloud. Yelling also broadcasts to surrounding rooms in some
      cases.

      diff --git a/guides/refs/pclass.html b/guides/refs/pclass.html index 986a5a0586e..e4756be78be 100644 --- a/guides/refs/pclass.html +++ b/guides/refs/pclass.html @@ -171,7 +171,7 @@

      CoffeeMud 5.9

      - + @@ -214,6 +214,10 @@

      CoffeeMud 5.9

      + + + + @@ -226,6 +230,10 @@

      CoffeeMud 5.9

      + + + + @@ -303,6 +311,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Abjurer

      DescriptionAbjurers are specialist mages who concentrate their studies towards the
      mastery of protective magic. So adept have they become that they
      automatically gain every known abjuration spell when they gain levels,
      including spells which only the abjurer may master.

      Although the Abjurer will not have the benefit of Enchantment spells, they
      are still formidible foes. Their protective magic lasts much longer than
      that of other mages, and they still have access to many of the most dangerous
      spells.
      DescriptionAbjurers are specialist mages who concentrate their studies towards the
      mastery of protective magic. So adept have they become that they
      automatically gain every known abjuration spell when they gain levels,
      including spells which only the abjurer may master.

      Although the Abjurer will not have the benefit of Enchantment spells, they
      are still formidible foes. Their protective magic lasts much longer than
      that of other mages, and they still have access to many of the most dangerous
      spells.
      Prime StatisticIntelligence
      QualificationsIntelligence 9+
      Practices6 +[(Wisdom/6)+4 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Crafting)  Scroll Scribing
       Ventriloquate
      (Expertise)(Available) (Quick Crafting I) +
      (Expertise)(Available) (Quick Crafting II) +
      (Expertise)(Available) (Quick Crafting III) +
      (Expertise)(Available) (Quick Crafting IV) +
      (Expertise)(Available) (Quick Crafting V) +
      (Expertise)(Available) (Quick Crafting VI) +
      (Expertise)(Available) (Quick Crafting VII) +
      (Expertise)(Available) (Quick Crafting VIII) +
      (Expertise)(Available) (Quick Crafting IX) +
      (Expertise)(Available) (Quick Crafting X) +
      (Expertise) (Available)  (Quick Worker I) @@ -352,6 +410,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -369,7 +477,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -433,6 +541,56 @@

      CoffeeMud 5.9

      (Qualify)  Summon Steed + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -549,6 +707,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -579,6 +767,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -593,6 +826,51 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + @@ -606,7 +884,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -731,7 +1009,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -743,7 +1021,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -811,6 +1089,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -820,6 +1143,10 @@

      CoffeeMud 5.9

      + + + + @@ -966,6 +1293,18 @@

      CoffeeMud 5.9

      @@ -2639,6 +3131,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Skill: Nature lore)(Qualify) Find Home
      (Spell: Divination) (Qualify)  Augury
      + + + + + + + + + + + + @@ -1064,6 +1403,10 @@

      CoffeeMud 5.9

      @@ -2624,6 +3111,11 @@

      CoffeeMud 5.9

      + + + +
      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Skill: Arcane lore) (Qualify)  Spellcraft
      + + + + @@ -1084,10 +1427,6 @@

      CoffeeMud 5.9

      - - - - @@ -1150,6 +1489,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -1558,6 +1960,10 @@

      CoffeeMud 5.9

      @@ -1617,6 +2033,11 @@

      CoffeeMud 5.9

      + + + + @@ -2068,6 +2518,11 @@

      CoffeeMud 5.9

      + + + + @@ -2404,6 +2886,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Power Divining III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Abjuring III) @@ -1238,6 +1627,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -1549,6 +1946,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      (Spell: Divination) (Qualify)  Clairevoyance
      (Qualify)  Wall of Fire
      (Expertise)(Available) (Fortified Baking I) +
      + + + + @@ -1582,6 +1988,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Spell: Transmutation) (Qualify)  Delude
      (Qualify)  Web
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Anatomy II)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Divining VI) @@ -1665,6 +2086,10 @@

      CoffeeMud 5.9

      + + + + @@ -1725,6 +2150,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Spell: Invocation/Evocation) (Qualify)  Cloudkill
       Summon Enemy
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -1910,6 +2345,11 @@

      CoffeeMud 5.9

       (Extended Transmuting I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Abjuring I) @@ -2004,6 +2444,11 @@

      CoffeeMud 5.9

       Spell Turning
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -2053,6 +2498,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Arcane Lore II)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -2148,6 +2603,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -2312,6 +2779,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Arcane Lore III)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ignalist I) @@ -2390,6 +2862,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise)(Available) (Vigorous Cooking III) +
      (Available)  (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Available)  (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
       (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Extended Abjuring IV) @@ -2738,6 +3235,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Transmuting IV)
      (Expertise)(Available) (Vigorous Cooking IV) +
      @@ -2758,6 +3260,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -2777,6 +3284,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Airelist III) @@ -2978,6 +3495,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -3012,6 +3534,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ignalist IV) @@ -3032,6 +3559,11 @@

      CoffeeMud 5.9

       (Terranalist IV)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -3050,6 +3582,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy IV)
      (Expertise)(Available) (Imbued Distilling V) +
      @@ -3270,6 +3807,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy V) + + (Expertise) + (Available) +  (Fortified Baking VI) + @@ -3280,10 +3822,20 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
      @@ -3334,6 +3886,11 @@

      CoffeeMud 5.9

       (Extended Transmuting VII) + (Expertise) + (Available) +  (Imbued Distilling VI) + + (Expertise) (Available)  (Power Abjuring VII) @@ -3554,6 +4111,11 @@

      CoffeeMud 5.9

       (Extended Transmuting VIII) + (Expertise) + (Available) +  (Fortified Baking VII) + + (Expertise) (Available)  (Power Abjuring VIII) @@ -3633,6 +4195,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII) + (Expertise) + (Available) +  (Creative Food Prep VII) + + (Expertise) (Available)  (Fitness VII) @@ -3647,6 +4214,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX) + + (Expertise) + (Available) +  (Vigorous Cooking VII) + @@ -3657,6 +4229,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Airelist VII) @@ -3677,6 +4259,11 @@

      CoffeeMud 5.9

       (Ignalist VII)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -3887,6 +4474,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ignalist VIII) @@ -3925,6 +4517,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -3939,6 +4541,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy IX) + + (Expertise) + (Available) +  (Imbued Distilling VIII) + @@ -4139,6 +4746,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy X) + + (Expertise) + (Available) +  (Fortified Baking IX) + @@ -4148,6 +4760,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -4168,6 +4790,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -4247,6 +4874,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -4256,6 +4888,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -4265,6 +4907,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -4359,7 +5006,7 @@

      CoffeeMud 5.9

      - + @@ -4402,6 +5049,10 @@

      CoffeeMud 5.9

      + + + + @@ -4414,6 +5065,10 @@

      CoffeeMud 5.9

      + + + + @@ -4454,6 +5109,10 @@

      CoffeeMud 5.9

      + + + + @@ -4462,10 +5121,6 @@

      CoffeeMud 5.9

      - - - - @@ -4495,6 +5150,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Alterer

      DescriptionAlterers are specialist mages who concentrate their studies in the mastery of
      altering the world around them. Their all-purpose skills serve them
      wonderfully in combat, in the maintenance of their own health and equipment,
      and in becoming successful adventurers. So skilled are they in the
      alteration of the universe that they gain all known alteration spells,
      including some which only the alterer may gain.

      The Alterer suffers from a lack of access to the Evocation school of magic,
      the long duration and heavy impact of their spells plus the general
      usefulness of their school makes them a good choice for all mages. Since
      they have their own kind of destructive magic, they will find they don't miss
      evocations at all.
      DescriptionAlterers are specialist mages who concentrate their studies in the mastery of
      altering the world around them. Their all-purpose skills serve them
      wonderfully in combat, in the maintenance of their own health and equipment,
      and in becoming successful adventurers. So skilled are they in the
      alteration of the universe that they gain all known alteration spells,
      including some which only the alterer may gain.

      The Alterer suffers from a lack of access to the Evocation school of magic,
      the long duration and heavy impact of their spells plus the general
      usefulness of their school makes them a good choice for all mages. Since
      they have their own kind of destructive magic, they will find they don't miss
      evocations at all.
      Prime StatisticIntelligence
      QualificationsIntelligence 9+
      Practices6 +[(Wisdom/6)+4 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Crafting)  Scroll Scribing
       Erase Scroll
      (Spell: Alteration) Harden Bullets
      (Spell: Transmutation)  Iron Grip
      (Qualify)  Magical Aura
      (Spell: Alteration) Magic Bullets
      (Spell: Conjuration)  Magic Missile
       Wizards Chest
      (Expertise)(Available) (Quick Crafting I) +
      (Expertise)(Available) (Quick Crafting II) +
      (Expertise)(Available) (Quick Crafting III) +
      (Expertise)(Available) (Quick Crafting IV) +
      (Expertise)(Available) (Quick Crafting V) +
      (Expertise)(Available) (Quick Crafting VI) +
      (Expertise)(Available) (Quick Crafting VII) +
      (Expertise)(Available) (Quick Crafting VIII) +
      (Expertise)(Available) (Quick Crafting IX) +
      (Expertise)(Available) (Quick Crafting X) +
      (Expertise) (Available)  (Quick Worker I) @@ -4544,6 +5249,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -4561,7 +5316,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -4625,6 +5380,56 @@

      CoffeeMud 5.9

      (Qualify)  Summon Steed + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -4737,6 +5542,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -4767,6 +5602,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -4781,6 +5661,51 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + @@ -4794,7 +5719,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -4923,7 +5848,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -4935,7 +5860,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -4999,6 +5924,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -5008,6 +5978,10 @@

      CoffeeMud 5.9

      + + + + @@ -5146,6 +6120,18 @@

      CoffeeMud 5.9

      @@ -6807,6 +7946,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Skill: Nature lore)(Qualify) Find Home
      (Spell: Divination) (Qualify)  Augury
      + + + + + + + + + + + + @@ -5236,6 +6222,10 @@

      CoffeeMud 5.9

      @@ -6792,6 +7926,11 @@

      CoffeeMud 5.9

      + + + +
      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Skill: Arcane lore) (Qualify)  Spellcraft
      + + + + @@ -5256,10 +6246,6 @@

      CoffeeMud 5.9

      - - - - @@ -5322,6 +6308,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -5742,6 +6791,10 @@

      CoffeeMud 5.9

      @@ -5801,6 +6864,11 @@

      CoffeeMud 5.9

      + + + + @@ -6256,6 +7353,11 @@

      CoffeeMud 5.9

      + + + + @@ -6582,6 +7711,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Power Divining III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Abjuring III) @@ -5406,6 +6442,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -5733,6 +6777,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      (Spell: Divination) (Qualify)  Clairevoyance
      (Qualify)  Wall of Fire
      (Expertise)(Available) (Fortified Baking I) +
      + + + + @@ -5762,6 +6815,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Spell: Transmutation) (Qualify)  Delude
      (Qualify)  Summon
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Anatomy II)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Divining VI) @@ -5849,6 +6917,10 @@

      CoffeeMud 5.9

      + + + + @@ -5917,6 +6989,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Spell: Enchantment/Charm) (Qualify)  Enchant Armor
       Summon Enemy
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -6098,6 +7180,11 @@

      CoffeeMud 5.9

       (Extended Transmuting I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Abjuring I) @@ -6192,6 +7279,11 @@

      CoffeeMud 5.9

       Spell Turning
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -6241,6 +7333,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Arcane Lore II)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -6336,6 +7438,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -6490,6 +7604,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Arcane Lore III)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ignalist I) @@ -6568,6 +7687,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise)(Available) (Vigorous Cooking III) +
      (Available)  (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Available)  (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
       (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Extended Abjuring IV) @@ -6906,6 +8050,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Transmuting IV)
      (Expertise)(Available) (Vigorous Cooking IV) +
      @@ -6926,6 +8075,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -6945,6 +8099,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -7136,6 +8300,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -7160,6 +8329,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ignalist IV) @@ -7180,6 +8354,11 @@

      CoffeeMud 5.9

       (Terranalist IV)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -7198,6 +8377,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy IV)
      (Expertise)(Available) (Imbued Distilling V) +
      @@ -7408,6 +8592,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy V) + + (Expertise) + (Available) +  (Fortified Baking VI) + @@ -7418,10 +8607,20 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
      @@ -7472,6 +8671,11 @@

      CoffeeMud 5.9

       (Extended Transmuting VII) + (Expertise) + (Available) +  (Imbued Distilling VI) + + (Expertise) (Available)  (Power Abjuring VII) @@ -7682,6 +8886,11 @@

      CoffeeMud 5.9

       (Extended Transmuting VIII) + (Expertise) + (Available) +  (Fortified Baking VII) + + (Expertise) (Available)  (Power Abjuring VIII) @@ -7761,6 +8970,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII) + (Expertise) + (Available) +  (Creative Food Prep VII) + + (Expertise) (Available)  (Fitness VII) @@ -7775,6 +8989,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX) + + (Expertise) + (Available) +  (Vigorous Cooking VII) + @@ -7785,6 +9004,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX) @@ -7795,6 +9024,11 @@

      CoffeeMud 5.9

       (Ignalist VII)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -7995,6 +9229,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ignalist VIII) @@ -8033,6 +9272,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -8047,6 +9296,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy IX) + + (Expertise) + (Available) +  (Imbued Distilling VIII) + @@ -8237,6 +9491,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy X) + + (Expertise) + (Available) +  (Fortified Baking IX) + @@ -8246,6 +9505,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -8266,6 +9535,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -8335,6 +9609,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -8344,6 +9623,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -8353,6 +9642,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -8447,7 +9741,7 @@

      CoffeeMud 5.9

      - + @@ -8490,6 +9784,10 @@

      CoffeeMud 5.9

      + + + + @@ -8502,6 +9800,10 @@

      CoffeeMud 5.9

      + + + + @@ -8583,6 +9885,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Conjurer

      DescriptionConjurers are specialist mages who concentrate their studies in the mastery
      of movement. They are adept at transporting themselves and other creatures,
      as well as items and entire armies with their powerful spells. So adept are
      they at conjuration that they gain all known conjuration spells, including
      some which only the conjurers may understand.

      The Conjurer may lack Transmutation abilities, but he does not miss that
      strange magic. After all, it's always better to be yourself, wherever you
      might find yourself.
      DescriptionConjurers are specialist mages who concentrate their studies in the mastery
      of movement. They are adept at transporting themselves and other creatures,
      as well as items and entire armies with their powerful spells. So adept are
      they at conjuration that they gain all known conjuration spells, including
      some which only the conjurers may understand.

      The Conjurer may lack Transmutation abilities, but he does not miss that
      strange magic. After all, it's always better to be yourself, wherever you
      might find yourself.
      Prime StatisticIntelligence
      QualificationsIntelligence 9+
      Practices6 +[(Wisdom/6)+4 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Crafting)  Scroll Scribing
       Wizards Chest
      (Expertise)(Available) (Quick Crafting I) +
      (Expertise)(Available) (Quick Crafting II) +
      (Expertise)(Available) (Quick Crafting III) +
      (Expertise)(Available) (Quick Crafting IV) +
      (Expertise)(Available) (Quick Crafting V) +
      (Expertise)(Available) (Quick Crafting VI) +
      (Expertise)(Available) (Quick Crafting VII) +
      (Expertise)(Available) (Quick Crafting VIII) +
      (Expertise)(Available) (Quick Crafting IX) +
      (Expertise)(Available) (Quick Crafting X) +
      (Expertise) (Available)  (Quick Worker I) @@ -8632,6 +9984,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -8649,7 +10051,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -8709,6 +10111,56 @@

      CoffeeMud 5.9

       Summon Steed + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -8825,6 +10277,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -8855,6 +10337,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -8869,6 +10396,51 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + @@ -8882,7 +10454,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -9007,7 +10579,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -9019,7 +10591,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -9087,6 +10659,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -9096,6 +10713,10 @@

      CoffeeMud 5.9

      + + + + @@ -9238,10 +10859,26 @@

      CoffeeMud 5.9

      @@ -10915,6 +12705,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Skill: Nature lore)(Qualify) Find Home
      (Spell: Divination) (Qualify)  Augury
      + + + + + + + + + + + + + + + + @@ -9332,6 +10969,10 @@

      CoffeeMud 5.9

      @@ -10900,6 +12685,11 @@

      CoffeeMud 5.9

      + + + +
      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Skill: Arcane lore) (Qualify)  Spellcraft
      (Spell: Conjuration) Conjure Ammunition
      (Spell: Invocation/Evocation) (Qualify)  Elemental Storm
      + + + + @@ -9352,10 +10993,6 @@

      CoffeeMud 5.9

      - - - - @@ -9414,6 +11051,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -9830,6 +11530,10 @@

      CoffeeMud 5.9

      @@ -9885,6 +11599,11 @@

      CoffeeMud 5.9

      + + + + @@ -10340,6 +12088,11 @@

      CoffeeMud 5.9

      + + + + @@ -10676,6 +12456,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Power Divining III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Abjuring III) @@ -9494,6 +11181,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -9821,6 +11516,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      (Spell: Divination) (Qualify)  Clairevoyance
       Wall of Fire
      (Expertise)(Available) (Fortified Baking I) +
      + + + + @@ -9850,6 +11554,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Spell: Abjuration) (Qualify)  Resist Petrification
      (Qualify)  Web
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Anatomy II)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Divining VI) @@ -9933,6 +11652,10 @@

      CoffeeMud 5.9

      + + + + @@ -10001,6 +11724,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Spell: Invocation/Evocation) (Qualify)  Cloudkill
       Teleport Object
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -10182,6 +11915,11 @@

      CoffeeMud 5.9

       (Extended In/Evoking I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Abjuring I) @@ -10276,6 +12014,11 @@

      CoffeeMud 5.9

       Spell Turning
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -10325,6 +12068,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Arcane Lore II)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -10420,6 +12173,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -10584,6 +12349,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Arcane Lore III)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ignalist I) @@ -10662,6 +12432,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise)(Available) (Vigorous Cooking III) +
      (Available)  (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Available)  (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
       (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Extended Abjuring IV) @@ -11014,6 +12809,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged In/Evoking IV)
      (Expertise)(Available) (Vigorous Cooking IV) +
      @@ -11034,6 +12834,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -11053,6 +12858,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Airelist III) @@ -11254,6 +13069,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -11288,6 +13108,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ignalist IV) @@ -11308,6 +13133,11 @@

      CoffeeMud 5.9

       (Terranalist IV)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -11326,6 +13156,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy IV)
      (Expertise)(Available) (Imbued Distilling V) +
      @@ -11546,6 +13381,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy V) + + (Expertise) + (Available) +  (Fortified Baking VI) + @@ -11556,10 +13396,20 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
      @@ -11610,6 +13460,11 @@

      CoffeeMud 5.9

       (Extended In/Evoking VII) + (Expertise) + (Available) +  (Imbued Distilling VI) + + (Expertise) (Available)  (Power Abjuring VII) @@ -11830,6 +13685,11 @@

      CoffeeMud 5.9

       (Extended In/Evoking VIII) + (Expertise) + (Available) +  (Fortified Baking VII) + + (Expertise) (Available)  (Power Abjuring VIII) @@ -11909,6 +13769,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII) + (Expertise) + (Available) +  (Creative Food Prep VII) + + (Expertise) (Available)  (Fitness VII) @@ -11923,6 +13788,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX) + + (Expertise) + (Available) +  (Vigorous Cooking VII) + @@ -11933,6 +13803,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Airelist VII) @@ -11953,6 +13833,11 @@

      CoffeeMud 5.9

       (Ignalist VII)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -12163,6 +14048,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ignalist VIII) @@ -12201,6 +14091,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -12215,6 +14115,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy IX) + + (Expertise) + (Available) +  (Imbued Distilling VIII) + @@ -12415,6 +14320,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy X) + + (Expertise) + (Available) +  (Fortified Baking IX) + @@ -12424,6 +14334,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -12444,6 +14364,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -12523,6 +14448,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -12532,6 +14462,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -12541,6 +14481,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -12635,7 +14580,7 @@

      CoffeeMud 5.9

      - + @@ -12678,6 +14623,10 @@

      CoffeeMud 5.9

      + + + + @@ -12690,6 +14639,10 @@

      CoffeeMud 5.9

      + + + + @@ -12767,6 +14720,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Diviner

      DescriptionDiviners are specialist mages who have mastered the arts of unconvering
      secrets, and obtaining knowledge. The entire world is an open book for them,
      just waiting for the pages to be turned. So adept do these mages become at
      divination that they gain all known divination spells, including some which
      are even secrets to the other mages!

      The Diviner's love of knowledge means he loses the knack of casting spells of
      illusion. However, they make up for this by being the most popular of
      advisors and group members when strange and amazing treasures are uncovered,
      or some secret needs to be told.
      DescriptionDiviners are specialist mages who have mastered the arts of unconvering
      secrets, and obtaining knowledge. The entire world is an open book for them,
      just waiting for the pages to be turned. So adept do these mages become at
      divination that they gain all known divination spells, including some which
      are even secrets to the other mages!

      The Diviner's love of knowledge means he loses the knack of casting spells of
      illusion. However, they make up for this by being the most popular of
      advisors and group members when strange and amazing treasures are uncovered,
      or some secret needs to be told.
      Prime StatisticIntelligence
      QualificationsIntelligence 9+
      Practices6 +[(Wisdom/6)+4 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Crafting)  Scroll Scribing
       Wizards Chest
      (Expertise)(Available) (Quick Crafting I) +
      (Expertise)(Available) (Quick Crafting II) +
      (Expertise)(Available) (Quick Crafting III) +
      (Expertise)(Available) (Quick Crafting IV) +
      (Expertise)(Available) (Quick Crafting V) +
      (Expertise)(Available) (Quick Crafting VI) +
      (Expertise)(Available) (Quick Crafting VII) +
      (Expertise)(Available) (Quick Crafting VIII) +
      (Expertise)(Available) (Quick Crafting IX) +
      (Expertise)(Available) (Quick Crafting X) +
      (Expertise) (Available)  (Quick Worker I) @@ -12816,6 +14819,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -12833,7 +14886,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -12893,6 +14946,56 @@

      CoffeeMud 5.9

      (Qualify)  Summon Steed + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -13009,6 +15112,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -13039,6 +15172,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -13053,6 +15231,51 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + @@ -13066,7 +15289,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -13195,7 +15418,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -13207,7 +15430,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -13275,6 +15498,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -13284,6 +15552,10 @@

      CoffeeMud 5.9

      + + + + @@ -13430,6 +15702,18 @@

      CoffeeMud 5.9

      @@ -15147,6 +17584,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Skill: Nature lore)(Qualify) Find Home
      (Spell: Divination)  Augury
      + + + + + + + + + + + + @@ -13520,6 +15804,10 @@

      CoffeeMud 5.9

      @@ -15132,6 +17564,11 @@

      CoffeeMud 5.9

      + + + +
      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Spell: Invocation/Evocation) (Qualify)  Elemental Storm
      + + + + @@ -13540,10 +15828,6 @@

      CoffeeMud 5.9

      - - - - @@ -13602,6 +15886,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -14038,6 +16385,10 @@

      CoffeeMud 5.9

      @@ -14101,6 +16462,11 @@

      CoffeeMud 5.9

      + + + + @@ -14576,6 +16971,11 @@

      CoffeeMud 5.9

      + + + + @@ -14912,6 +17339,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Power Divining III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Abjuring III) @@ -13690,6 +16024,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -14029,6 +16371,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      (Spell: Divination)  Clairevoyance
      (Qualify)  Wall of Fire
      (Expertise)(Available) (Fortified Baking I) +
      + + + + @@ -14066,6 +16417,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Spell: Transmutation) (Qualify)  Delude
      (Qualify)  Web
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Anatomy II)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Divining VI) @@ -14149,6 +16515,10 @@

      CoffeeMud 5.9

      + + + + @@ -14217,6 +16587,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Spell: Invocation/Evocation) (Qualify)  Cloudkill
       Summon Enemy
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -14414,6 +16794,11 @@

      CoffeeMud 5.9

       (Extended Transmuting I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Abjuring I) @@ -14512,6 +16897,11 @@

      CoffeeMud 5.9

       True Sight
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -14561,6 +16951,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Arcane Lore II)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -14656,6 +17056,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -14820,6 +17232,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Arcane Lore III)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ignalist I) @@ -14898,6 +17315,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise)(Available) (Vigorous Cooking III) +
      (Available)  (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Available)  (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
       (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Extended Abjuring IV) @@ -15246,6 +17688,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Transmuting IV)
      (Expertise)(Available) (Vigorous Cooking IV) +
      @@ -15266,6 +17713,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -15285,6 +17737,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Airelist III) @@ -15486,6 +17948,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -15520,6 +17987,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ignalist IV) @@ -15540,6 +18012,11 @@

      CoffeeMud 5.9

       (Terranalist IV)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -15558,6 +18035,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy IV)
      (Expertise)(Available) (Imbued Distilling V) +
      @@ -15778,6 +18260,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy V) + + (Expertise) + (Available) +  (Fortified Baking VI) + @@ -15788,10 +18275,20 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
      @@ -15842,6 +18339,11 @@

      CoffeeMud 5.9

       (Extended Transmuting VII) + (Expertise) + (Available) +  (Imbued Distilling VI) + + (Expertise) (Available)  (Power Abjuring VII) @@ -16062,6 +18564,11 @@

      CoffeeMud 5.9

       (Extended Transmuting VIII) + (Expertise) + (Available) +  (Fortified Baking VII) + + (Expertise) (Available)  (Power Abjuring VIII) @@ -16141,6 +18648,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII) + (Expertise) + (Available) +  (Creative Food Prep VII) + + (Expertise) (Available)  (Fitness VII) @@ -16155,6 +18667,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX) + + (Expertise) + (Available) +  (Vigorous Cooking VII) + @@ -16165,6 +18682,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Airelist VII) @@ -16185,6 +18712,11 @@

      CoffeeMud 5.9

       (Ignalist VII)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -16395,6 +18927,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ignalist VIII) @@ -16433,6 +18970,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -16447,6 +18994,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy IX) + + (Expertise) + (Available) +  (Imbued Distilling VIII) + @@ -16647,6 +19199,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy X) + + (Expertise) + (Available) +  (Fortified Baking IX) + @@ -16656,6 +19213,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -16676,6 +19243,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -16755,6 +19327,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -16764,6 +19341,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -16773,6 +19360,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -16867,7 +19459,7 @@

      CoffeeMud 5.9

      - + @@ -16910,6 +19502,10 @@

      CoffeeMud 5.9

      + + + + @@ -16922,6 +19518,10 @@

      CoffeeMud 5.9

      + + + + @@ -16999,6 +19599,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Enchanter

      DescriptionEnchanters are specialist mages who can always seem to bring out the best
      magical aspects of whoever or whatever they turn their attention to. And
      when angered, the Enchanter can also twist their enemies to their will. So
      adept are they at this art of change that they gain all known enchantment
      spells, even those which only the enchanter may learn.

      Enchanters love change so much that they neglect the protective magic of
      abjuration, and find themselves unable to use that magic. However, the
      Enchanter does not fear the snake's poison, or the dragon's breath,
      especially when he can snap his fingers and make them both his pets!
      DescriptionEnchanters are specialist mages who can always seem to bring out the best
      magical aspects of whoever or whatever they turn their attention to. And
      when angered, the Enchanter can also twist their enemies to their will. So
      adept are they at this art of change that they gain all known enchantment
      spells, even those which only the enchanter may learn.

      Enchanters love change so much that they neglect the protective magic of
      abjuration, and find themselves unable to use that magic. However, the
      Enchanter does not fear the snake's poison, or the dragon's breath,
      especially when he can snap his fingers and make them both his pets!
      Prime StatisticIntelligence
      QualificationsIntelligence 9+
      Practices6 +[(Wisdom/6)+4 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Crafting)  Scroll Scribing
       Wizards Chest
      (Expertise)(Available) (Quick Crafting I) +
      (Expertise)(Available) (Quick Crafting II) +
      (Expertise)(Available) (Quick Crafting III) +
      (Expertise)(Available) (Quick Crafting IV) +
      (Expertise)(Available) (Quick Crafting V) +
      (Expertise)(Available) (Quick Crafting VI) +
      (Expertise)(Available) (Quick Crafting VII) +
      (Expertise)(Available) (Quick Crafting VIII) +
      (Expertise)(Available) (Quick Crafting IX) +
      (Expertise)(Available) (Quick Crafting X) +
      (Expertise) (Available)  (Quick Worker I) @@ -17048,6 +19698,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -17065,7 +19765,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -17129,6 +19829,56 @@

      CoffeeMud 5.9

      (Qualify)  Summon Steed + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -17241,6 +19991,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -17271,6 +20051,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -17285,6 +20110,51 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + @@ -17298,7 +20168,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -17419,7 +20289,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -17431,7 +20301,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -17495,6 +20365,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -17504,6 +20419,10 @@

      CoffeeMud 5.9

      + + + + @@ -17650,6 +20569,18 @@

      CoffeeMud 5.9

      @@ -19339,6 +22423,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Skill: Nature lore)(Qualify) Find Home
      (Spell: Divination) (Qualify)  Augury
      + + + + + + + + + + + + @@ -17748,6 +20679,10 @@

      CoffeeMud 5.9

      @@ -19324,6 +22403,11 @@

      CoffeeMud 5.9

      + + + +
      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Skill: Arcane lore) (Qualify)  Spellcraft
      + + + + @@ -17768,10 +20703,6 @@

      CoffeeMud 5.9

      - - - - @@ -17830,6 +20761,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -18262,6 +21256,10 @@

      CoffeeMud 5.9

      @@ -18321,6 +21329,11 @@

      CoffeeMud 5.9

      + + + + @@ -18768,6 +21810,11 @@

      CoffeeMud 5.9

      + + + + @@ -19104,6 +22178,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Power Divining III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Altering III) @@ -17922,6 +20903,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -18253,6 +21242,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      (Spell: Divination) (Qualify)  Clairevoyance
      (Qualify)  Wall of Fire
      (Expertise)(Available) (Fortified Baking I) +
      + + + + @@ -18282,6 +21280,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Spell: Transmutation) (Qualify)  Delude
      (Qualify)  Web
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Anatomy II)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Divining VI) @@ -18369,6 +21382,10 @@

      CoffeeMud 5.9

      + + + + @@ -18429,6 +21446,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Spell: Invocation/Evocation) (Qualify)  Cloudkill
       Summon Enemy
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -18610,6 +21637,11 @@

      CoffeeMud 5.9

       (Extended Transmuting I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Altering I) @@ -18704,6 +21736,11 @@

      CoffeeMud 5.9

       Rogue Limb
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -18753,6 +21790,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Arcane Lore II)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -18848,6 +21895,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -19012,6 +22071,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Arcane Lore III)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ignalist I) @@ -19090,6 +22154,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise)(Available) (Vigorous Cooking III) +
      (Available)  (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Available)  (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
       (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Extended Altering IV) @@ -19438,6 +22527,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Transmuting IV)
      (Expertise)(Available) (Vigorous Cooking IV) +
      @@ -19458,6 +22552,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -19477,6 +22576,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Airelist III) @@ -19678,6 +22787,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -19712,6 +22826,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ignalist IV) @@ -19732,6 +22851,11 @@

      CoffeeMud 5.9

       (Terranalist IV)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -19750,6 +22874,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy IV)
      (Expertise)(Available) (Imbued Distilling V) +
      @@ -19970,6 +23099,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy V) + + (Expertise) + (Available) +  (Fortified Baking VI) + @@ -19980,10 +23114,20 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
      @@ -20034,6 +23178,11 @@

      CoffeeMud 5.9

       (Extended Transmuting VII) + (Expertise) + (Available) +  (Imbued Distilling VI) + + (Expertise) (Available)  (Power Altering VII) @@ -20254,6 +23403,11 @@

      CoffeeMud 5.9

       (Extended Transmuting VIII) + (Expertise) + (Available) +  (Fortified Baking VII) + + (Expertise) (Available)  (Power Altering VIII) @@ -20333,6 +23487,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII) + (Expertise) + (Available) +  (Creative Food Prep VII) + + (Expertise) (Available)  (Fitness VII) @@ -20347,6 +23506,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX) + + (Expertise) + (Available) +  (Vigorous Cooking VII) + @@ -20357,6 +23521,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Airelist VII) @@ -20377,6 +23551,11 @@

      CoffeeMud 5.9

       (Ignalist VII)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -20587,6 +23766,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ignalist VIII) @@ -20625,6 +23809,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -20639,6 +23833,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy IX) + + (Expertise) + (Available) +  (Imbued Distilling VIII) + @@ -20839,6 +24038,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy X) + + (Expertise) + (Available) +  (Fortified Baking IX) + @@ -20848,6 +24052,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -20868,6 +24082,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -20947,6 +24166,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -20956,6 +24180,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -20965,6 +24199,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -21059,7 +24298,7 @@

      CoffeeMud 5.9

      - + @@ -21102,6 +24341,10 @@

      CoffeeMud 5.9

      + + + + @@ -21114,6 +24357,10 @@

      CoffeeMud 5.9

      + + + + @@ -21195,6 +24442,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Evoker

      DescriptionEvokers are specialist mages who can bring from nothing the powers of light
      and darkness, heat and cold, lightning and ferocious wind. So adept are
      these mages are the creation of these magical elements that they
      automatically gain all evocation/invocation spells, even those known only to
      evokers.

      Evokers are so impatient to create from nothing that they have neglected the
      study of the alteration of already existing things, and will find themselves
      unable to use alteration magic. However, the Evoker is the horror of all
      specialist mages, death in both fingers, and is envied by all for his power.
      DescriptionEvokers are specialist mages who can bring from nothing the powers of light
      and darkness, heat and cold, lightning and ferocious wind. So adept are
      these mages are the creation of these magical elements that they
      automatically gain all evocation/invocation spells, even those known only to
      evokers.

      Evokers are so impatient to create from nothing that they have neglected the
      study of the alteration of already existing things, and will find themselves
      unable to use alteration magic. However, the Evoker is the horror of all
      specialist mages, death in both fingers, and is envied by all for his power.
      Prime StatisticIntelligence
      QualificationsIntelligence 9+
      Practices6 +[(Wisdom/6)+4 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Crafting)  Scroll Scribing
       Wizards Chest
      (Expertise)(Available) (Quick Crafting I) +
      (Expertise)(Available) (Quick Crafting II) +
      (Expertise)(Available) (Quick Crafting III) +
      (Expertise)(Available) (Quick Crafting IV) +
      (Expertise)(Available) (Quick Crafting V) +
      (Expertise)(Available) (Quick Crafting VI) +
      (Expertise)(Available) (Quick Crafting VII) +
      (Expertise)(Available) (Quick Crafting VIII) +
      (Expertise)(Available) (Quick Crafting IX) +
      (Expertise)(Available) (Quick Crafting X) +
      (Expertise) (Available)  (Quick Worker I) @@ -21244,6 +24541,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -21261,7 +24608,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -21321,6 +24668,56 @@

      CoffeeMud 5.9

      (Qualify)  Summon Steed + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -21433,6 +24830,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -21463,6 +24890,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -21477,6 +24949,51 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + @@ -21490,7 +25007,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -21611,7 +25128,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -21623,7 +25140,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -21687,6 +25204,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -21696,6 +25258,10 @@

      CoffeeMud 5.9

      + + + + @@ -21842,6 +25408,18 @@

      CoffeeMud 5.9

      @@ -23539,6 +27278,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Skill: Nature lore)(Qualify) Find Home
      (Spell: Divination) (Qualify)  Augury
      + + + + + + + + + + + + @@ -21940,6 +25518,10 @@

      CoffeeMud 5.9

      @@ -23524,6 +27258,11 @@

      CoffeeMud 5.9

      + + + +
      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Skill: Arcane lore) (Qualify)  Spellcraft
      + + + + @@ -21960,10 +25542,6 @@

      CoffeeMud 5.9

      - - - - @@ -22018,6 +25596,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -22442,6 +26091,10 @@

      CoffeeMud 5.9

      @@ -22497,6 +26160,11 @@

      CoffeeMud 5.9

      + + + + @@ -22964,6 +26661,11 @@

      CoffeeMud 5.9

      + + + + @@ -23304,6 +27033,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Power Divining III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Abjuring III) @@ -22106,6 +25734,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -22240,6 +25876,10 @@

      CoffeeMud 5.9

      + + + + @@ -22352,6 +25992,10 @@

      CoffeeMud 5.9

      + + + + @@ -22433,6 +26077,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      (Spell: Divination) (Qualify)  Clairevoyance
      (Qualify)  Arcane Possession
      (Spell: Invocation/Evocation) Kinetic Pulse
      (Spell: Divination) (Qualify)  Know Value
      (Qualify)  Mage Claws
      (Spell: Invocation/Evocation) Mystic Loom
      (Spell: Divination) (Qualify)  Forecast Weather
      (Qualify)  Wall of Fire
      (Expertise)(Available) (Fortified Baking I) +
      + + + + @@ -22462,6 +26115,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Spell: Transmutation) (Qualify)  Delude
       Web
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Anatomy II)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Divining VI) @@ -22545,6 +26213,10 @@

      CoffeeMud 5.9

      + + + + @@ -22613,6 +26285,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Spell: Invocation/Evocation)  Cloudkill
       Summon Enemy
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -22806,6 +26488,11 @@

      CoffeeMud 5.9

       (Extended Transmuting I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Abjuring I) @@ -22900,6 +26587,11 @@

      CoffeeMud 5.9

       Spell Turning
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -22949,6 +26641,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Arcane Lore II)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -23048,6 +26750,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -23212,6 +26926,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Arcane Lore III)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ignalist I) @@ -23290,6 +27009,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise)(Available) (Vigorous Cooking III) +
      (Available)  (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Available)  (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
       (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Extended Abjuring IV) @@ -23638,6 +27382,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Transmuting IV)
      (Expertise)(Available) (Vigorous Cooking IV) +
      @@ -23658,6 +27407,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -23677,6 +27431,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Airelist III) @@ -23878,6 +27642,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -23912,6 +27681,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ignalist IV) @@ -23932,6 +27706,11 @@

      CoffeeMud 5.9

       (Terranalist IV)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -23950,6 +27729,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy IV)
      (Expertise)(Available) (Imbued Distilling V) +
      @@ -24170,6 +27954,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy V) + + (Expertise) + (Available) +  (Fortified Baking VI) + @@ -24180,10 +27969,20 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
      @@ -24234,6 +28033,11 @@

      CoffeeMud 5.9

       (Extended Transmuting VII) + (Expertise) + (Available) +  (Imbued Distilling VI) + + (Expertise) (Available)  (Power Abjuring VII) @@ -24454,6 +28258,11 @@

      CoffeeMud 5.9

       (Extended Transmuting VIII) + (Expertise) + (Available) +  (Fortified Baking VII) + + (Expertise) (Available)  (Power Abjuring VIII) @@ -24533,6 +28342,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII) + (Expertise) + (Available) +  (Creative Food Prep VII) + + (Expertise) (Available)  (Fitness VII) @@ -24547,6 +28361,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX) + + (Expertise) + (Available) +  (Vigorous Cooking VII) + @@ -24557,6 +28376,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Airelist VII) @@ -24577,6 +28406,11 @@

      CoffeeMud 5.9

       (Ignalist VII)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -24787,6 +28621,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ignalist VIII) @@ -24825,6 +28664,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -24839,6 +28688,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy IX) + + (Expertise) + (Available) +  (Imbued Distilling VIII) + @@ -25039,6 +28893,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy X) + + (Expertise) + (Available) +  (Fortified Baking IX) + @@ -25048,6 +28907,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -25068,6 +28937,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -25147,6 +29021,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -25156,6 +29035,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -25165,6 +29054,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -25259,7 +29153,7 @@

      CoffeeMud 5.9

      - + @@ -25302,6 +29196,10 @@

      CoffeeMud 5.9

      + + + + @@ -25314,6 +29212,10 @@

      CoffeeMud 5.9

      + + + + @@ -25399,6 +29301,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Illusionist

      DescriptionIllusionists are specialist mages who have mastered the art of deception and
      illusion. They can make anyone believe anything, and can fool the senses
      into believing whatever they wish. Illusionists are sly and playful, and so
      adept at their art that they gain all known illusion spells, even those known
      only to illusionists.

      So lost in their dreamworld is the Illusionist, that he forgets what is true,
      and finds himself unable to remember his divination spells. However, the
      Illusionist is the greatest and most fun of the social mages, with a nice mix
      of defensive magic that can save him in times of need.
      DescriptionIllusionists are specialist mages who have mastered the art of deception and
      illusion. They can make anyone believe anything, and can fool the senses
      into believing whatever they wish. Illusionists are sly and playful, and so
      adept at their art that they gain all known illusion spells, even those known
      only to illusionists.

      So lost in their dreamworld is the Illusionist, that he forgets what is true,
      and finds himself unable to remember his divination spells. However, the
      Illusionist is the greatest and most fun of the social mages, with a nice mix
      of defensive magic that can save him in times of need.
      Prime StatisticIntelligence
      QualificationsIntelligence 9+
      Practices6 +[(Wisdom/6)+4 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Crafting)  Scroll Scribing
       Wizards Chest
      (Expertise)(Available) (Quick Crafting I) +
      (Expertise)(Available) (Quick Crafting II) +
      (Expertise)(Available) (Quick Crafting III) +
      (Expertise)(Available) (Quick Crafting IV) +
      (Expertise)(Available) (Quick Crafting V) +
      (Expertise)(Available) (Quick Crafting VI) +
      (Expertise)(Available) (Quick Crafting VII) +
      (Expertise)(Available) (Quick Crafting VIII) +
      (Expertise)(Available) (Quick Crafting IX) +
      (Expertise)(Available) (Quick Crafting X) +
      (Expertise) (Available)  (Quick Worker I) @@ -25448,6 +29400,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -25465,7 +29467,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -25525,6 +29527,56 @@

      CoffeeMud 5.9

      (Qualify)  Summon Steed + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -25637,6 +29689,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -25667,6 +29749,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -25681,6 +29808,51 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + @@ -25694,7 +29866,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -25820,7 +29992,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -25832,7 +30004,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -25896,6 +30068,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -25905,6 +30122,10 @@

      CoffeeMud 5.9

      + + + + @@ -26056,6 +30277,18 @@

      CoffeeMud 5.9

      @@ -27846,6 +32232,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Skill: Nature lore)(Qualify) Find Home
      (Spell: Enchantment/Charm) (Qualify)  Charm
      + + + + + + + + + + + + @@ -26146,6 +30379,10 @@

      CoffeeMud 5.9

      @@ -27831,6 +32212,11 @@

      CoffeeMud 5.9

      + + + +
      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Spell: Invocation/Evocation) (Qualify)  Elemental Storm
      + + + + @@ -26166,10 +30403,6 @@

      CoffeeMud 5.9

      - - - - @@ -26228,6 +30461,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -26675,6 +30971,10 @@

      CoffeeMud 5.9

      @@ -26734,6 +31044,11 @@

      CoffeeMud 5.9

      + + + + @@ -27235,6 +31579,11 @@

      CoffeeMud 5.9

      + + + + @@ -27596,6 +31972,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Power Divining III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Abjuring III) @@ -26321,6 +30604,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -26666,6 +30957,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      (Spell: Enchantment/Charm) (Qualify)  Confusion
      (Qualify)  Wall of Fire
      (Expertise)(Available) (Fortified Baking I) +
      + + + + @@ -26695,6 +30995,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Spell: Transmutation) (Qualify)  Delude
      (Qualify)  Web
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Anatomy II)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Divining VI) @@ -26787,6 +31102,10 @@

      CoffeeMud 5.9

      + + + + @@ -26855,6 +31174,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Spell: Invocation/Evocation) (Qualify)  Cloudkill
       Summon Enemy
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -27058,6 +31387,11 @@

      CoffeeMud 5.9

       (Extended Transmuting I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Abjuring I) @@ -27166,6 +31500,11 @@

      CoffeeMud 5.9

       Spell Turning
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -27220,6 +31559,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Arcane Lore II)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -27320,6 +31669,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -27499,6 +31860,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Arcane Lore III)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ignalist I) @@ -27582,6 +31948,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise)(Available) (Vigorous Cooking III) +
      (Available)  (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Available)  (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
       (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Extended Abjuring IV) @@ -27960,6 +32351,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Transmuting IV)
      (Expertise)(Available) (Vigorous Cooking IV) +
      @@ -27980,6 +32376,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -27999,6 +32400,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Airelist III) @@ -28215,6 +32626,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -28249,6 +32665,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ignalist IV) @@ -28269,6 +32690,11 @@

      CoffeeMud 5.9

       (Terranalist IV)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -28287,6 +32713,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy IV)
      (Expertise)(Available) (Imbued Distilling V) +
      @@ -28522,6 +32953,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy V) + + (Expertise) + (Available) +  (Fortified Baking VI) + @@ -28532,10 +32968,20 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
      @@ -28591,6 +33037,11 @@

      CoffeeMud 5.9

       (Extended Transmuting VII) + (Expertise) + (Available) +  (Imbued Distilling VI) + + (Expertise) (Available)  (Power Abjuring VII) @@ -28826,6 +33277,11 @@

      CoffeeMud 5.9

       (Extended Transmuting VIII) + (Expertise) + (Available) +  (Fortified Baking VII) + + (Expertise) (Available)  (Power Abjuring VIII) @@ -28915,6 +33371,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII) + (Expertise) + (Available) +  (Creative Food Prep VII) + + (Expertise) (Available)  (Fitness VII) @@ -28929,6 +33390,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX) + + (Expertise) + (Available) +  (Vigorous Cooking VII) + @@ -28939,6 +33405,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Airelist VII) @@ -28959,6 +33435,11 @@

      CoffeeMud 5.9

       (Ignalist VII)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -29184,6 +33665,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ignalist VIII) @@ -29222,6 +33708,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -29236,6 +33732,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy IX) + + (Expertise) + (Available) +  (Imbued Distilling VIII) + @@ -29451,6 +33952,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy X) + + (Expertise) + (Available) +  (Fortified Baking IX) + @@ -29460,6 +33966,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -29480,6 +33996,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -29559,6 +34080,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -29568,6 +34094,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -29577,6 +34113,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -29671,7 +34212,7 @@

      CoffeeMud 5.9

      - + @@ -29714,6 +34255,10 @@

      CoffeeMud 5.9

      + + + + @@ -29726,6 +34271,10 @@

      CoffeeMud 5.9

      + + + + @@ -29807,6 +34356,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Mage

      DescriptionMages are masters of magic, and wielders of the great elemental powers.
      While weak in hit points and in fighting skill, their spells are the most
      widely prized and powerful of all the classes. They may not wear any metal
      or leather armors, or use most weapons. However, the sting of their magic
      missiles and the armor of magic they wear makes up for any loss.

      Mage is the basis for numerous sub-classes which the player may choose to
      gain levels in at any time. These sub-classes include: Abjurer, Alterer,
      Conjurer, Diviner, Enchanter, Evoker, Illusionist, Transmuter, and Wizard.

      How to play: Mages are among the most versatile of classes, being able to
      make spell choices which carve out the path the Mage would like to take. For
      the loner Mage, the emphasis on offensive magic will make him a powerful
      opponent in battle. In groups, the mage may focus on protective magic to
      make him a more desirable companion. And even the playful mage may focus on
      the role-playing magic to make his mudding as fun as possible!

      The mage is almost useless in weapon combat. The mage must be smart and
      creative to use his spells to give him the edge. But the versatility of the
      mage gives him the ability to do just that, using magic and guile to trick
      monsters to their death, granting experience for the mage.
      DescriptionMages are masters of magic, and wielders of the great elemental powers.
      While weak in hit points and in fighting skill, their spells are the most
      widely prized and powerful of all the classes. They may not wear any metal
      or leather armors, or use most weapons. However, the sting of their magic
      missiles and the armor of magic they wear makes up for any loss.

      Mage is the basis for numerous sub-classes which the player may choose to
      gain levels in at any time. These sub-classes include: Abjurer, Alterer,
      Conjurer, Diviner, Enchanter, Evoker, Illusionist, Transmuter, and Wizard.

      How to play: Mages are among the most versatile of classes, being able to
      make spell choices which carve out the path the Mage would like to take. For
      the loner Mage, the emphasis on offensive magic will make him a powerful
      opponent in battle. In groups, the mage may focus on protective magic to
      make him a more desirable companion. And even the playful mage may focus on
      the role-playing magic to make his mudding as fun as possible!

      The mage is almost useless in weapon combat. The mage must be smart and
      creative to use his spells to give him the edge. But the versatility of the
      mage gives him the ability to do just that, using magic and guile to trick
      monsters to their death, granting experience for the mage.
      Prime StatisticIntelligence
      QualificationsIntelligence 9+
      Practices6 +[(Wisdom/6)+4 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Crafting)  Scroll Scribing
       Wizards Chest
      (Expertise)(Available) (Quick Crafting I) +
      (Expertise)(Available) (Quick Crafting II) +
      (Expertise)(Available) (Quick Crafting III) +
      (Expertise)(Available) (Quick Crafting IV) +
      (Expertise)(Available) (Quick Crafting V) +
      (Expertise)(Available) (Quick Crafting VI) +
      (Expertise)(Available) (Quick Crafting VII) +
      (Expertise)(Available) (Quick Crafting VIII) +
      (Expertise)(Available) (Quick Crafting IX) +
      (Expertise)(Available) (Quick Crafting X) +
      (Expertise) (Available)  (Quick Worker I) @@ -29856,6 +34455,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -29873,7 +34522,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -29941,6 +34590,56 @@

      CoffeeMud 5.9

      (Qualify)  Summon Steed + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -30057,6 +34756,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -30087,6 +34816,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -30101,6 +34875,51 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + @@ -30114,7 +34933,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -30248,7 +35067,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -30260,7 +35079,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -30328,6 +35147,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -30337,6 +35201,10 @@

      CoffeeMud 5.9

      + + + + @@ -30492,6 +35360,18 @@

      CoffeeMud 5.9

      @@ -32282,6 +37315,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Skill: Nature lore)(Qualify) Find Home
      (Spell: Divination) (Qualify)  Augury
      + + + + + + + + + + + + @@ -30594,6 +35474,10 @@

      CoffeeMud 5.9

      @@ -32267,6 +37295,11 @@

      CoffeeMud 5.9

      + + + +
      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Skill: Arcane lore) (Qualify)  Spellcraft
      + + + + @@ -30614,10 +35498,6 @@

      CoffeeMud 5.9

      - - - - @@ -30680,6 +35560,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -31127,6 +36070,10 @@

      CoffeeMud 5.9

      @@ -31186,6 +36143,11 @@

      CoffeeMud 5.9

      + + + + @@ -31671,6 +36662,11 @@

      CoffeeMud 5.9

      + + + + @@ -32032,6 +37055,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Power Divining III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Abjuring III) @@ -30773,6 +35703,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -31118,6 +36056,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      (Spell: Divination) (Qualify)  Clairevoyance
      (Qualify)  Wall of Fire
      (Expertise)(Available) (Fortified Baking I) +
      + + + + @@ -31151,6 +36098,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Spell: Transmutation) (Qualify)  Delude
      (Qualify)  Web
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Anatomy II)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Divining VI) @@ -31239,6 +36201,10 @@

      CoffeeMud 5.9

      + + + + @@ -31303,6 +36269,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Spell: Invocation/Evocation) (Qualify)  Cloudkill
       Summon Enemy
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -31498,6 +36474,11 @@

      CoffeeMud 5.9

       (Extended Transmuting I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Abjuring I) @@ -31602,6 +36583,11 @@

      CoffeeMud 5.9

       Spell Turning
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -31656,6 +36642,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Arcane Lore II)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -31756,6 +36752,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -31935,6 +36943,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Arcane Lore III)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ignalist I) @@ -32018,6 +37031,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise)(Available) (Vigorous Cooking III) +
      (Available)  (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Available)  (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
       (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Extended Abjuring IV) @@ -32396,6 +37434,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Transmuting IV)
      (Expertise)(Available) (Vigorous Cooking IV) +
      @@ -32416,6 +37459,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -32435,6 +37483,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Airelist III) @@ -32651,6 +37709,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -32685,6 +37748,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ignalist IV) @@ -32705,6 +37773,11 @@

      CoffeeMud 5.9

       (Terranalist IV)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -32723,6 +37796,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy IV)
      (Expertise)(Available) (Imbued Distilling V) +
      @@ -32958,6 +38036,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy V) + + (Expertise) + (Available) +  (Fortified Baking VI) + @@ -32968,10 +38051,20 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
      @@ -33027,6 +38120,11 @@

      CoffeeMud 5.9

       (Extended Transmuting VII) + (Expertise) + (Available) +  (Imbued Distilling VI) + + (Expertise) (Available)  (Power Abjuring VII) @@ -33262,6 +38360,11 @@

      CoffeeMud 5.9

       (Extended Transmuting VIII) + (Expertise) + (Available) +  (Fortified Baking VII) + + (Expertise) (Available)  (Power Abjuring VIII) @@ -33351,6 +38454,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII) + (Expertise) + (Available) +  (Creative Food Prep VII) + + (Expertise) (Available)  (Fitness VII) @@ -33365,6 +38473,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX) + + (Expertise) + (Available) +  (Vigorous Cooking VII) + @@ -33375,6 +38488,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Airelist VII) @@ -33395,6 +38518,11 @@

      CoffeeMud 5.9

       (Ignalist VII)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -33620,6 +38748,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ignalist VIII) @@ -33658,6 +38791,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -33672,6 +38815,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy IX) + + (Expertise) + (Available) +  (Imbued Distilling VIII) + @@ -33887,6 +39035,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy X) + + (Expertise) + (Available) +  (Fortified Baking IX) + @@ -33896,6 +39049,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -33916,6 +39079,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -33995,6 +39163,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -34004,6 +39177,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -34013,6 +39196,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -34107,7 +39295,7 @@

      CoffeeMud 5.9

      - + @@ -34150,6 +39338,10 @@

      CoffeeMud 5.9

      + + + + @@ -34162,6 +39354,10 @@

      CoffeeMud 5.9

      + + + + @@ -34243,6 +39439,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Transmuter

      DescriptionTransmuters are specialist mages who can transform the likeness and
      composition of anyone they touch. Transmutation is the most feared of
      magics, and the Transmuter is so skilled at his art that he gains all known
      transmutation spells automatically, including the most secret and ugly of
      spells only the specialist may learn.

      Transmuters care nothing for conjuration, and so they soon neglect that kind
      of magic, being more fascinated with the many shapes of things right here at
      home. Although the Evoker believes himself the king of specialists with his
      harmful beams, the Transmuter is the most feared and hated of specialists for
      the terrible and awesome consequences of his spells.
      DescriptionTransmuters are specialist mages who can transform the likeness and
      composition of anyone they touch. Transmutation is the most feared of
      magics, and the Transmuter is so skilled at his art that he gains all known
      transmutation spells automatically, including the most secret and ugly of
      spells only the specialist may learn.

      Transmuters care nothing for conjuration, and so they soon neglect that kind
      of magic, being more fascinated with the many shapes of things right here at
      home. Although the Evoker believes himself the king of specialists with his
      harmful beams, the Transmuter is the most feared and hated of specialists for
      the terrible and awesome consequences of his spells.
      Prime StatisticIntelligence
      QualificationsIntelligence 9+
      Practices6 +[(Wisdom/6)+4 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Crafting)  Scroll Scribing
       Wizards Chest
      (Expertise)(Available) (Quick Crafting I) +
      (Expertise)(Available) (Quick Crafting II) +
      (Expertise)(Available) (Quick Crafting III) +
      (Expertise)(Available) (Quick Crafting IV) +
      (Expertise)(Available) (Quick Crafting V) +
      (Expertise)(Available) (Quick Crafting VI) +
      (Expertise)(Available) (Quick Crafting VII) +
      (Expertise)(Available) (Quick Crafting VIII) +
      (Expertise)(Available) (Quick Crafting IX) +
      (Expertise)(Available) (Quick Crafting X) +
      (Expertise) (Available)  (Quick Worker I) @@ -34292,6 +39538,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -34309,7 +39605,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -34373,6 +39669,56 @@

      CoffeeMud 5.9

       Shrink + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -34485,6 +39831,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -34515,6 +39891,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -34529,6 +39950,51 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + @@ -34542,7 +40008,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -34672,7 +40138,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -34684,7 +40150,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -34752,6 +40218,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -34761,6 +40272,10 @@

      CoffeeMud 5.9

      + + + + @@ -34908,6 +40423,18 @@

      CoffeeMud 5.9

      @@ -36666,6 +42346,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Skill: Nature lore)(Qualify) Find Home
      (Spell: Divination) (Qualify)  Augury
      + + + + + + + + + + + + @@ -35006,6 +40533,10 @@

      CoffeeMud 5.9

      @@ -36651,6 +42326,11 @@

      CoffeeMud 5.9

      + + + +
      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Skill: Arcane lore) (Qualify)  Spellcraft
      + + + + @@ -35026,10 +40557,6 @@

      CoffeeMud 5.9

      - - - - @@ -35088,6 +40615,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -35523,6 +41113,10 @@

      CoffeeMud 5.9

      @@ -35578,6 +41182,11 @@

      CoffeeMud 5.9

      + + + + @@ -36055,6 +41693,11 @@

      CoffeeMud 5.9

      + + + + @@ -36416,6 +42086,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Power Divining III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Abjuring III) @@ -35181,6 +40758,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -35514,6 +41099,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      (Spell: Divination) (Qualify)  Clairevoyance
      (Qualify)  Siphon
      (Expertise)(Available) (Fortified Baking I) +
      + + + + @@ -35543,6 +41137,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Spell: Transmutation)  Delude
      (Qualify)  Web
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Anatomy II)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Divining VI) @@ -35631,6 +41240,10 @@

      CoffeeMud 5.9

      + + + + @@ -35699,6 +41312,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Spell: Transmutation)  Add Limb
       Polymorph Self
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -35882,6 +41505,11 @@

      CoffeeMud 5.9

       (Extended Transmuting I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Abjuring I) @@ -35986,6 +41614,11 @@

      CoffeeMud 5.9

       Transformation
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -36040,6 +41673,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Arcane Lore II)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -36140,6 +41783,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -36319,6 +41974,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Arcane Lore III)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ignalist I) @@ -36402,6 +42062,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise)(Available) (Vigorous Cooking III) +
      (Available)  (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Available)  (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
       (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Extended Abjuring IV) @@ -36780,6 +42465,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Transmuting IV)
      (Expertise)(Available) (Vigorous Cooking IV) +
      @@ -36800,6 +42490,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -36819,6 +42514,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Airelist III) @@ -37035,6 +42740,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -37069,6 +42779,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ignalist IV) @@ -37089,6 +42804,11 @@

      CoffeeMud 5.9

       (Terranalist IV)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -37107,6 +42827,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy IV)
      (Expertise)(Available) (Imbued Distilling V) +
      @@ -37342,6 +43067,11 @@

      CoffeeMud 5.9

      (Available)  (Artsy V) + + (Expertise) + (Available) +  (Fortified Baking VI) + @@ -37352,10 +43082,20 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
      @@ -37411,6 +43151,11 @@

      CoffeeMud 5.9

       (Extended Transmuting VII) + (Expertise) + (Available) +  (Imbued Distilling VI) + + (Expertise) (Available)  (Power Abjuring VII) @@ -37646,6 +43391,11 @@

      CoffeeMud 5.9

       (Extended Transmuting VIII) + (Expertise) + (Available) +  (Fortified Baking VII) + + (Expertise) (Available)  (Power Abjuring VIII) @@ -37735,6 +43485,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII) + (Expertise) + (Available) +  (Creative Food Prep VII) + + (Expertise) (Available)  (Fitness VII) @@ -37749,6 +43504,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX) + + (Expertise) + (Available) +  (Vigorous Cooking VII) + @@ -37759,6 +43519,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Airelist VII) @@ -37779,6 +43549,11 @@

      CoffeeMud 5.9

       (Ignalist VII)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -38004,6 +43779,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ignalist VIII) @@ -38042,6 +43822,16 @@

      CoffeeMud 5.9

      (Available)  (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -38056,6 +43846,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy IX) + + (Expertise) + (Available) +  (Imbued Distilling VIII) + @@ -38271,6 +44066,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy X) + + (Expertise) + (Available) +  (Fortified Baking IX) + @@ -38280,6 +44080,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -38300,6 +44110,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -38379,6 +44194,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -38388,6 +44208,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -38397,6 +44227,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -38542,6 +44377,10 @@

      CoffeeMud 5.9

      (Qualify)  Fishing + (Common skill: Nature lore) + (Qualify) +  Floristry + (Common skill: Gathering) (Qualify)  Foraging @@ -38554,6 +44393,10 @@

      CoffeeMud 5.9

      (Qualify)  Hunting + (Common skill: Artistic) + (Qualify) +  Play Instrument + (Common skill: Animal affinity) (Qualify)  Shearing @@ -38583,6 +44426,56 @@

      CoffeeMud 5.9

       Hand to hand combat + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + + (Expertise) (Available)  (Quick Worker I) @@ -38632,6 +44525,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X) + + (Expertise) + (Available) +  (Quick Working I) + + + (Expertise) + (Available) +  (Quick Working II) + + + (Expertise) + (Available) +  (Quick Working III) + + + (Expertise) + (Available) +  (Quick Working IV) + + + (Expertise) + (Available) +  (Quick Working V) + + + (Expertise) + (Available) +  (Quick Working VI) + + + (Expertise) + (Available) +  (Quick Working VII) + + + (Expertise) + (Available) +  (Quick Working VIII) + + + (Expertise) + (Available) +  (Quick Working IX) + + + (Expertise) + (Available) +  (Quick Working X) + @@ -38861,6 +44804,11 @@

      CoffeeMud 5.9

      + + + + @@ -42344,11 +49059,26 @@

      CoffeeMud 5.9

      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Nature Lore I) @@ -39281,6 +45229,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + - - -
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Nature Lore V) @@ -39761,6 +45714,11 @@

      CoffeeMud 5.9

      + + + + - - - - - - - - - - - - + + + + + + + + + + + + @@ -42225,22 +48916,7 @@

      CoffeeMud 5.9

      - - - - - - - - - - - - -
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Nature Lore IX) @@ -40290,165 +46248,473 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - + - + - - - + + + - - - + + + - + - + - - - + + + - + - - - + + + - + - - + - - - + + + - - - + + + - - - + + + - - - + + + - - - + + + - - - + + + - - - + + + - - - + + + - - - + + + - - - - -
      (Common skill: Animal affinity)(Qualify) Animal Husbandry
      (Common skill: Crafting)(Qualify) Armorsmithing
      (Common skill: Gathering)(Qualify) Baiting
      (Common skill: Epicurean)(Qualify) Baking
      (Skill: Anatomy) (Qualify)  Bandaging
      (Common skill: Crafting)(Qualify) Blacksmithing
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Animal affinity)(Qualify) Branding
      (Common skill: Gathering)(Qualify) Butchering
      (Common skill: Crafting)(Qualify) Cage Building
      (Common skill: Crafting)(Qualify) Carpentry
      (Common skill: Gathering)(Qualify) Wood Chopping
      (Common skill: Crafting) (Qualify)  Clan Crafting
      (Common skill: Nature lore)
      (Common skill: Crafting) (Qualify) Herbology
       Cobbling
      (Skill: Fitness) Climb
      (Common skill: Gathering)(Qualify) Composting
      (Skill: Conjuration) Recall
      (Common skill: Building)(Qualify) Construction
      (Skill: Fitness)
      (Common skill: Epicurean) (Qualify) Swim
       Cooking
      (Skill: Calligraphy) Write
      (Common skill: Crafting)(Qualify) Costuming
      (Common skill: Artistic) (Qualify) Smoke Rings
       Decorating
      (Skill: Weapon use) Edged Weapon Specialization
      (Common skill: Gathering)(Qualify) Gem Digging
      (Skill: Weapon use)
      (Common skill: Epicurean) (Qualify) Hand to hand combat
       Distilling
      (Expertise)(Available) (Quick Worker I) -
      (Common skill: Gathering)(Qualify) Drilling
      (Expertise)(Available) (Quick Worker II) -
      (Common skill: Artistic)(Qualify) Dyeing
      (Expertise)(Available) (Quick Worker III) -
      (Common skill: Calligraphy)(Qualify) Embroidering
      (Expertise)(Available) (Quick Worker IV) -
      (Common skill: Calligraphy)(Qualify) Engraving
      (Expertise)(Available) (Quick Worker V) -
      (Common skill: Building)(Qualify) Excavation
      (Expertise)(Available) (Quick Worker VI) -
      (Skill: Weapon use)(Qualify) Blunt Weapon Familiarity
      (Expertise)(Available) (Quick Worker VII) -
      (Skill: Weapon use)(Qualify) Hammer Familiarity
      (Expertise)(Available) (Quick Worker VIII) -
      (Skill: Weapon use)(Qualify) Ranged Weapon Familiarity
      (Expertise)(Available) (Quick Worker IX) -
      (Skill: Armor use)(Qualify) Shield Familiarity
      (Expertise)(Available) (Quick Worker X) -
      -
      2 - + + + - - - + + + - - + + - - - + + + - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - + - - -
      (Skill: Weapon use)(Qualify) Staff Familiarity
      (Common skill: Gathering) Butchering
      (Skill: Weapon use)(Qualify) Sword Familiarity
      (Common skill: Gathering) Wood Chopping
      (Qualify) Farming
      (Common skill: Gathering) Gem Digging
      (Skill: Evasive)(Qualify) Cover Defence
      (Common skill: Gathering) Drilling
      (Skill: Dirty fighting)(Qualify) HammerRing
      (Skill: Kicking)(Qualify) Kick
      (Common skill: Nature lore)(Qualify) Fire Building
      (Common skill: Gathering) (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Fish Lore
      (Common skill: Crafting)(Qualify) Fletching
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Epicurean)(Qualify) Food Prep
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Common skill: Gathering)(Qualify)  Foraging
      (Common skill: Gathering)(Qualify) Gardening
      (Common skill: Crafting)(Qualify) Glass Blowing
      (Common skill: Nature lore)(Qualify) Herbology
      (Common skill: Gathering) (Qualify)  Hunting
      (Common skill: Crafting)(Qualify) Instrument Making
      (Common skill: Building)(Qualify) Irrigation
      (Common skill: Crafting)(Qualify) Jewel Making
      (Common skill: Artistic)(Qualify) Lacquering
      (Common skill: Building)(Qualify) Landscaping
      (Common skill: Crafting)(Qualify) Leather Working
      (Common skill: Building)(Qualify) Locksmithing
      (Common skill: Building)(Qualify) Masonry
      (Common skill: Epicurean)(Qualify) MeatCuring
      (Common skill: Influential)(Qualify) Marketeering
      (Common skill: Gathering)(Qualify)  Mining
      -
      3 - + + + + + + + + - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - + + + + + + + + + + + + + - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -40481,6 +46747,51 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - -
      (Common skill: Artistic)(Qualify) Painting
      (Common skill: Crafting)(Qualify) Paper Making
      (Common skill: Nature lore) Fire Building
      (Qualify) Plant Lore
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Crafting) (Qualify)  Pottery
      (Skill: Weapon use)(Qualify) Axe Proficiency
      (Skill: Weapon use)(Qualify) Blunt Weapon Proficiency
      (Skill: Weapon use)(Qualify) Edged Weapon Proficiency
      (Skill: Weapon use)(Qualify) Natural Weapon Proficiency
      (Skill: Weapon use)(Qualify) Ranged Weapon Proficiency
      (Skill: Weapon use)(Qualify) Staff Proficiency
      (Skill: Weapon use)(Qualify) Sword Proficiency
      (Common skill: Crafting)(Qualify) Rodsmithing
      (Common skill: Nature lore)(Qualify) Scrapping
      (Common skill: Crafting)(Qualify)  Scrimshawing
      (Common skill: Crafting)(Qualify) Sculpting
      (Common skill: Alert)(Qualify)  Searching
      (Common skill: Animal affinity) (Qualify)  Shearing
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting)(Qualify) Siegecraft
      (Skill: Martial lore)(Qualify) Half Attack
      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Skill: Animal affinity)(Qualify) Cage
      (Skill: Fitness)(Qualify) Climb
      (Skill: Evasive)(Qualify) Dodge
      (Skill: Nature lore)(Qualify) Find Home
      (Skill: Nature lore)(Qualify) Find Ship
      (Skill: Influential)(Qualify) Haggle
      (Skill: Animal affinity)(Qualify) Mounted Combat
      (Skill: Evasive)(Qualify) Parry
      (Skill: Conjuration) Recall
      (Skill: Water lore)(Qualify) Ship Lore
      (Skill: Acrobatic)(Qualify) Stability
      (Skill: Fitness)(Qualify) Swim
      (Skill: Dirty fighting)(Qualify) Trip
      (Skill: Arcane lore)(Qualify) Wands
      (Skill: Legal)(Qualify) Warrants
      (Skill: Nature lore)(Qualify) Wilderness Lore
      (Skill: Calligraphy)(Qualify) Write
      (Common skill: Crafting)(Qualify) Smelting
      (Common skill: Artistic)(Qualify) Smoke Rings
      (Skill: Weapon use)(Qualify) Edged Weapon Specialization
      (Common skill: Nature lore)(Qualify) Speculating
      (Common skill: Crafting)(Qualify) Staff Making
      (Common skill: Crafting)(Qualify) Tailoring
      (Common skill: Nature lore)(Qualify) Tanning
      (Common skill: Crafting)(Qualify) Taxidermy
      (Common skill: Crafting)(Qualify) Textiling
      (Thief skill: Street smarts)(Qualify) Appraise
      (Thief skill: Arcane lore)(Qualify) Lore
      (Thief skill: Dirty fighting)(Qualify) Strategic Retreat
      (Common skill: Gathering)(Qualify) Trawling
      (Common skill: Crafting)(Qualify) Wainwrighting
      (Common skill: Crafting)(Qualify) Wand Making
      (Common skill: Crafting)(Qualify) Weaponsmithing
      (Common skill: Crafting)(Qualify) Weaving
      (Expertise)  (Durable Crafting III)
      (Expertise)(Available) (Durable Metalworking I) +
      (Expertise)(Available) (Durable Metalworking II) +
      (Expertise)(Available) (Durable Metalworking III) +
      (Expertise)(Available) (Durable Sewing I) +
      (Expertise)(Available) (Durable Sewing II) +
      (Expertise)(Available) (Durable Sewing III) +
      (Expertise)(Available) (Durable Shaping I) +
      (Expertise)(Available) (Durable Shaping II) +
      (Expertise)(Available) (Durable Shaping III) +
      (Expertise) (Available)  (Lethal Crafting I) @@ -40511,6 +46822,66 @@

      CoffeeMud 5.9

       (Light Crafting III)
      (Expertise)(Available) (Light Fabricating I) +
      (Expertise)(Available) (Light Fabricating II) +
      (Expertise)(Available) (Light Fabricating III) +
      (Expertise)(Available) (Light Metalworking I) +
      (Expertise)(Available) (Light Metalworking II) +
      (Expertise)(Available) (Light Metalworking III) +
      (Expertise)(Available) (Light Sewing I) +
      (Expertise)(Available) (Light Sewing II) +
      (Expertise)(Available) (Light Sewing III) +
      (Expertise)(Available) (Light Shaping I) +
      (Expertise)(Available) (Light Shaping II) +
      (Expertise)(Available) (Light Shaping III) +
      (Expertise) (Available)  (Quality Crafting I) @@ -40525,48 +46896,349 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III)
      -
      4 - - - - + + + - - - + + + - - - + + + - - - + + + - - - + + + - - - + + + - - - + + + - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Blacksmithing
      (Expertise)(Available) (Quality Fabricating I) +
      (Common skill: Crafting)(Qualify) Carpentry
      (Expertise)(Available) (Quality Fabricating II) +
      (Common skill: Crafting)(Qualify) Glass Blowing
      (Expertise)(Available) (Quality Fabricating III) +
      (Common skill: Crafting)(Qualify) Leather Working
      (Expertise)(Available) (Quality Metalworking I) +
      (Common skill: Crafting)(Qualify) Sculpting
      (Expertise)(Available) (Quality Metalworking II) +
      (Common skill: Crafting)(Qualify) Tailoring
      (Expertise)(Available) (Quality Metalworking III) +
      (Common skill: Nature lore)(Qualify) Tanning
      (Expertise)(Available) (Quality Sewing I) +
      (Common skill: Crafting) Weaving
      (Expertise)(Available) (Quality Sewing II) +
      (Expertise)(Available) (Quality Sewing III) +
      (Expertise)(Available) (Quality Shaping I) +
      (Expertise)(Available) (Quality Shaping II) +
      (Expertise)(Available) (Quality Shaping III) +
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise)(Available) (Quick Cooking I) +
      (Expertise)(Available) (Quick Cooking II) +
      (Expertise)(Available) (Quick Cooking III) +
      (Expertise)(Available) (Quick Cooking IV) +
      (Expertise)(Available) (Quick Cooking V) +
      (Expertise)(Available) (Quick Cooking VI) +
      (Expertise)(Available) (Quick Cooking VII) +
      (Expertise)(Available) (Quick Cooking VIII) +
      (Expertise)(Available) (Quick Cooking IX) +
      (Expertise)(Available) (Quick Cooking X) +
      (Expertise)(Available) (Quick Crafting I) +
      (Expertise)(Available) (Quick Crafting II) +
      (Expertise)(Available) (Quick Crafting III) +
      (Expertise)(Available) (Quick Crafting IV) +
      (Expertise)(Available) (Quick Crafting V) +
      (Expertise)(Available) (Quick Crafting VI) +
      (Expertise)(Available) (Quick Crafting VII) +
      (Expertise)(Available) (Quick Crafting VIII) +
      (Expertise)(Available) (Quick Crafting IX) +
      (Expertise)(Available) (Quick Crafting X) +
      (Expertise)(Available) (Quick Worker I) +
      (Expertise)(Available) (Quick Worker II) +
      (Expertise)(Available) (Quick Worker III) +
      (Expertise)(Available) (Quick Worker IV) +
      (Expertise)(Available) (Quick Worker V) +
      (Expertise)(Available) (Quick Worker VI) +
      (Expertise)(Available) (Quick Worker VII) +
      (Expertise)(Available) (Quick Worker VIII) +
      (Expertise)(Available) (Quick Worker IX) +
      (Expertise)(Available) (Quick Worker X) +
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      +
      2 + + + +
      +
      3 + + + +
      +
      4 + + + + + + + + +
      (Expertise)(Available) (Combat Fluidity I) +
      (Expertise) (Available)  (Reduced Conjuring I) @@ -40579,34 +47251,6 @@

      CoffeeMud 5.9

      5 - - - - - - - - - - - - - - - - - - - - - - - - - - - -
      (Common skill: Crafting)(Qualify) Baking
      (Common skill: Crafting)(Qualify) Cage Building
      (Common skill: Crafting) Cooking
      (Common skill: Crafting)(Qualify) Costuming
      (Common skill: Crafting)(Qualify) Food Prep
      (Common skill: Crafting)(Qualify) Jewel Making
      (Skill: Legal)(Qualify) Warrants
      @@ -40616,26 +47260,6 @@

      CoffeeMud 5.9

      6 - - - - - - - - - - - - - - - - - - - -
      (Common skill: Artistic) Dyeing
      (Common skill: Calligraphy)(Qualify) Embroidering
      (Common skill: Calligraphy)(Qualify) Engraving
      (Common skill: Artistic) Lacquering
      (Common skill: Crafting)(Qualify) Smelting
      @@ -40645,24 +47269,13 @@

      CoffeeMud 5.9

      7 - - - - - - - - - - - - - - - - + + + + @@ -42111,6 +48787,11 @@

      CoffeeMud 5.9

      + + + + - - - + + + +
      (Common skill: Crafting)(Qualify) Armorsmithing
      (Common skill: Crafting)(Qualify) Fletching
      (Common skill: Epicurean)(Qualify) MeatCuring
      (Common skill: Crafting)(Qualify) Weaponsmithing
      (Expertise)(Available) (Combat Fluidity II) +
      (Expertise) (Available)  (Reduced Conjuring II) @@ -40675,14 +47288,6 @@

      CoffeeMud 5.9

      8 - - - - - - - -
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting)(Qualify) Wainwrighting
      @@ -40692,18 +47297,6 @@

      CoffeeMud 5.9

      9 - - - - - - - - - - - -
      (Common skill: Crafting)(Qualify) Cobbling
      (Common skill: Crafting) Paper Making
      (Common skill: Crafting)(Qualify) Siegecraft
      @@ -40713,20 +47306,13 @@

      CoffeeMud 5.9

      10 - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting) Distilling
      (Common skill: Gathering)(Qualify) Farming
      (Skill: Arcane lore)(Qualify) Wands
      (Expertise)(Available) (Combat Fluidity III) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -40739,14 +47325,6 @@

      CoffeeMud 5.9

      11 - - - - - - - -
      (Common skill: Artistic)(Qualify) Painting
      (Common skill: Nature lore) Speculating
      @@ -40756,14 +47334,6 @@

      CoffeeMud 5.9

      12 - - - - - - - -
      (Common skill: Gathering)(Qualify) Composting
      (Common skill: Building) Locksmithing
      @@ -40773,16 +47343,13 @@

      CoffeeMud 5.9

      13 - - - - - - - - + + + + @@ -42045,27 +48711,17 @@

      CoffeeMud 5.9

      - - - - - - - - - - -
      (Common skill: Building) Construction
      (Common skill: Building)(Qualify) Excavation
      (Expertise)(Available) (Combat Fluidity IV) +
      (Expertise) (Available)  (Reduced Conjuring IV) @@ -40795,14 +47362,6 @@

      CoffeeMud 5.9

      14 - - - - - - - - @@ -40817,14 +47376,6 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Building)(Qualify) Landscaping
      (Common skill: Building) Masonry
      (Expertise)
      15 - - - - - - - - @@ -40839,16 +47390,13 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + - - -
      (Common skill: Influential) Marketeering
      (Skill: Animal affinity)(Qualify) Cage
      (Expertise)
      16 - - - - - - - - + + + + @@ -40916,14 +47442,6 @@

      CoffeeMud 5.9

      @@ -41824,6 +48470,11 @@

      CoffeeMud 5.9

      + + + + + + + + - - - - - - - - - - - -
      (Common skill: Animal affinity) Animal Husbandry
      (Common skill: Crafting) Taxidermy
      (Expertise)(Available) (Combat Fluidity V) +
      (Expertise) (Available)  (Reduced Conjuring V) @@ -40861,39 +47409,11 @@

      CoffeeMud 5.9

      17 - - - - - - - - - - - - - - - - - - - - - - - - -
      (Skill: Acrobatic)(Qualify) Stability
      (Thief skill: Street smarts)(Qualify) Appraise
      (Expertise) (Available) (Combat Fluidity I) -
      (Expertise)(Available) (Combat Fluidity II) -
      (Expertise)(Available) (Combat Fluidity III) -
      (Expertise)(Available) (Combat Fluidity IV) -
      (Expertise)(Available) (Combat Fluidity V) +  (Fortified Baking I)
      @@ -40903,11 +47423,17 @@

      CoffeeMud 5.9

      18 - - - - + + + + + + + +
      (Common skill: Crafting) Instrument Making
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
      19 - - - - - - - - @@ -40936,6 +47454,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Building)(Qualify) Irrigation
      (Skill: Influential)(Qualify) Haggle
      (Expertise)  (Combat Fluidity VI)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Reduced Conjuring VI) @@ -40948,10 +47471,6 @@

      CoffeeMud 5.9

      20 - - - - @@ -40971,12 +47490,18 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + - - -
      (Common skill: Crafting)(Qualify) Master Tailoring
      (Expertise)
      21 - - - - + + + + + + + + @@ -41644,6 +48270,16 @@

      CoffeeMud 5.9

      (Common skill: Crafting)(Qualify) Master Costuming
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -40994,14 +47519,6 @@

      CoffeeMud 5.9

      22 - - - - - - - - @@ -41021,18 +47538,6 @@

      CoffeeMud 5.9

      + + + + - - - - + + + + + + + +
      (Common skill: Crafting)(Qualify) Master Leather Working
      (Common skill: Animal affinity)(Qualify) Master Shearing
      (Expertise)
      23 - - - - - - - - - - - - @@ -41047,14 +47552,6 @@

      CoffeeMud 5.9

      @@ -41530,41 +48131,41 @@

      CoffeeMud 5.9

      - + +
      (Common skill: Crafting)(Qualify) Master Armorsmithing
      (Common skill: Gathering)(Qualify) Master Butchering
      (Common skill: Gathering)(Qualify) Master Drilling
      (Expertise)
      24 - - - - - - - - @@ -41062,11 +47559,21 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -41121,14 +47630,6 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Master Fishing
      (Common skill: Crafting)(Qualify) Master Weaponsmithing
      (Expertise)  (Anatomy III)
      (Expertise)(Available) (Dirty Fighting I) +
      (Expertise) (Available)  (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -41084,14 +47591,6 @@

      CoffeeMud 5.9

      25 - - - - - - - - @@ -41099,6 +47598,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Gathering)(Qualify) Master Farming
      (Common skill: Nature lore) Scrapping
      (Expertise)  (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -41113,6 +47617,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      26 - - - - - - - - @@ -41136,6 +47637,11 @@

      CoffeeMud 5.9

      + + + + @@ -41170,14 +47673,6 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + - - -
      (Common skill: Crafting)(Qualify) Master Distilling
      (Common skill: Gathering)(Qualify) Master Foraging
      (Expertise)  (Arcane Lore II)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -41153,15 +47659,12 @@

      CoffeeMud 5.9

      27 - - - - - - - - + + + +
      (Common skill: Gathering)(Qualify) Master Wood Chopping
      (Common skill: Crafting)(Qualify) Master Food Prep
      (Expertise)(Available) (Iron Kicking I) +
      28 - - - - - - - - @@ -41207,14 +47702,6 @@

      CoffeeMud 5.9

      @@ -41260,9 +47747,93 @@

      CoffeeMud 5.9

      @@ -41299,6 +47875,11 @@

      CoffeeMud 5.9

      + + + + - - - - - - - - - - -
      (Common skill: Crafting)(Qualify) Master Cooking
      (Common skill: Gathering)(Qualify) Master Gem Digging
      (Expertise)
      29 - - - - - - - - @@ -41222,6 +47709,11 @@

      CoffeeMud 5.9

      + + + + - - - -
      (Common skill: Crafting)(Qualify) Master Baking
      (Common skill: Gathering)(Qualify) Master Mining
      (Expertise)  (Anatomy IV)
      (Expertise)(Available) (Dirty Fighting II) +
      (Expertise) (Available)  (Edged Striking I) @@ -41246,11 +47738,6 @@

      CoffeeMud 5.9

      (Available)  (Ranged Conjuring II)
      (Expertise)(Available) (Unarmed Striking I) -
      - + - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -41279,6 +47850,11 @@

      CoffeeMud 5.9

      + + + +
      (Thief skill: Arcane lore)
      (Common skill: Crafting) (Qualify) Lore
       Master Armorsmithing
      (Common skill: Epicurean)(Qualify) Master Baking
      (Common skill: Gathering)(Qualify) Master Butchering
      (Common skill: Gathering)(Qualify) Master Wood Chopping
      (Common skill: Epicurean)(Qualify) Master Cooking
      (Common skill: Crafting)(Qualify) Master Costuming
      (Common skill: Gathering)(Qualify) Master Gem Digging
      (Common skill: Epicurean)(Qualify) Master Distilling
      (Common skill: Gathering)(Qualify) Master Drilling
      (Common skill: Gathering)(Qualify) Master Farming
      (Common skill: Gathering)(Qualify) Master Fishing
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Epicurean)(Qualify) Master Food Prep
      (Common skill: Gathering)(Qualify) Master Foraging
      (Common skill: Gathering)(Qualify) Master Gardening
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Master Leather Working
      (Common skill: Gathering)(Qualify) Master Mining
      (Common skill: Animal affinity)(Qualify) Master Shearing
      (Common skill: Crafting)(Qualify) Master Tailoring
      (Common skill: Gathering)(Qualify) Master Trawling
      (Common skill: Crafting)(Qualify) Master Weaponsmithing
      (Expertise) (Available)  (Vigilantly III)
      (Expertise)(Available) (Water Lore I) +
       (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -41335,42 +47916,37 @@

      CoffeeMud 5.9

      (Expertise) (Available) (Edged Focus I) -
      (Expertise)(Available) (Edged Piercing I) +  (Creative Food Prep III)
      (Expertise) (Available) (Edged Slashing I) +  (Edged Focus I)
      (Expertise) (Available) (Influencing I) +  (Edged Piercing I)
      (Expertise) (Available) (Unarmed Bashing I) +  (Edged Slashing I)
      (Expertise) (Available) (Unarmed Focus I) +  (Influencing I)
      (Expertise) (Available) (Unarmed Piercing I) +  (Iron Kicking II)
      (Expertise) (Available) (Unarmed Slicing I) +  (Vigorous Cooking III)
      @@ -41387,11 +47963,26 @@

      CoffeeMud 5.9

       (Acrobatic II)
      (Expertise)(Available) (Armor Optimizing I) +
      (Expertise)(Available) (Evasively I) +
      (Expertise) (Available)  (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Expertise) (Available)  (Street Lore I) @@ -41411,6 +48002,11 @@

      CoffeeMud 5.9

       (Anatomy V)
      (Expertise)(Available) (Dirty Fighting III) +
      (Expertise) (Available)  (Edged Striking II) @@ -41423,17 +48019,17 @@

      CoffeeMud 5.9

      (Expertise) (Available) (Power Conjuring III) +  (Martial Lore I)
      (Expertise) (Available) (Ranged Conjuring III) +  (Power Conjuring III)
      (Expertise) (Available) (Unarmed Striking II) +  (Ranged Conjuring III)
      @@ -41464,6 +48060,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IV)
      (Expertise)(Available) (Water Lore II) +
      (Expertise) (Available) (Unarmed Bashing II) +  (Iron Kicking III)
      +
      38 + + - - - - -
      (Expertise) (Available) (Unarmed Focus II) +  (Acrobatic III)
      (Expertise) (Available) (Unarmed Piercing II) +  (Armor Optimizing II)
      (Expertise) (Available) (Unarmed Slicing II) +  (Evasively II)
      -
      38 - - - - @@ -41586,6 +48187,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + -
      (Expertise) (Available) (Acrobatic III) +  (Fine Calligraphy III)
      (Expertise) (Available) (Fine Calligraphy III) +  (Fortified Baking IV)
      (Expertise)  (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise)(Available) (Dirty Fighting IV) +
      (Expertise) (Available)  (Edged Striking III) @@ -41596,6 +48207,11 @@

      CoffeeMud 5.9

       (Extended Conjuring IV)
      (Expertise)(Available) (Martial Lore II) +
      (Expertise) (Available)  (Power Conjuring IV) @@ -41608,7 +48224,7 @@

      CoffeeMud 5.9

      (Expertise) (Available) (Unarmed Striking III) +  (Vigorous Cooking IV)
      @@ -41630,10 +48246,20 @@

      CoffeeMud 5.9

       (Fitness III)
      (Expertise)(Available) (Imbued Distilling IV) +
      (Expertise) (Available)  (Vigilantly V)
      (Expertise)(Available) (Water Lore III) +
      + + + + + + + + - - - - - - - - - - - - -
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -41705,22 +48341,7 @@

      CoffeeMud 5.9

      (Expertise) (Available) (Unarmed Bashing III) -
      (Expertise)(Available) (Unarmed Focus III) -
      (Expertise)(Available) (Unarmed Piercing III) -
      (Expertise)(Available) (Unarmed Slicing III) +  (Iron Kicking IV)
      @@ -41737,6 +48358,16 @@

      CoffeeMud 5.9

       (Acrobatic IV)
      (Expertise)(Available) (Armor Optimizing III) +
      (Expertise)(Available) (Evasively III) +
      (Expertise) (Available)  (Fine Calligraphy IV) @@ -41761,6 +48392,11 @@

      CoffeeMud 5.9

       (Anatomy VII)
      (Expertise)(Available) (Dirty Fighting V) +
      (Expertise) (Available)  (Edged Striking IV) @@ -41773,17 +48409,17 @@

      CoffeeMud 5.9

      (Expertise) (Available) (Power Conjuring V) +  (Martial Lore III)
      (Expertise) (Available) (Ranged Conjuring V) +  (Power Conjuring V)
      (Expertise) (Available) (Unarmed Striking IV) +  (Ranged Conjuring V)
      @@ -41805,10 +48441,20 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Vigilantly VI)
      (Expertise)(Available) (Water Lore IV) +
       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -41834,6 +48485,11 @@

      CoffeeMud 5.9

       (Nature Lore VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -41870,32 +48526,22 @@

      CoffeeMud 5.9

      (Expertise) (Available) (Influencing IV) -
      (Expertise)(Available) (Legal Lore V) -
      (Expertise)(Available) (Unarmed Bashing IV) +  (Imbued Distilling V)
      (Expertise) (Available) (Unarmed Focus IV) +  (Influencing IV)
      (Expertise) (Available) (Unarmed Piercing IV) +  (Iron Kicking V)
      (Expertise) (Available) (Unarmed Slicing IV) +  (Legal Lore V)
      @@ -41912,6 +48558,16 @@

      CoffeeMud 5.9

       (Acrobatic V)
      (Expertise)(Available) (Armor Optimizing IV) +
      (Expertise)(Available) (Evasively IV) +
      (Expertise) (Available)  (Fine Calligraphy V) @@ -41936,6 +48592,11 @@

      CoffeeMud 5.9

       (Anatomy VIII)
      (Expertise)(Available) (Dirty Fighting VI) +
      (Expertise) (Available)  (Edged Striking V) @@ -41948,17 +48609,17 @@

      CoffeeMud 5.9

      (Expertise) (Available) (Power Conjuring VI) +  (Martial Lore IV)
      (Expertise) (Available) (Ranged Conjuring VI) +  (Power Conjuring VI)
      (Expertise) (Available) (Unarmed Striking V) +  (Ranged Conjuring VI)
      @@ -41984,6 +48645,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly VII)
      (Expertise)(Available) (Water Lore V) +
      (Expertise) (Available) (Influencing V) +  (Fortified Baking VI)
      (Expertise) (Available) (Unarmed Bashing V) -
      (Expertise)(Available) (Unarmed Focus V) -
      (Expertise)(Available) (Unarmed Piercing V) +  (Influencing V)
      (Expertise) (Available) (Unarmed Slicing V) +  (Iron Kicking VI)
      @@ -42082,6 +48738,21 @@

      CoffeeMud 5.9

       (Acrobatic VI)
      (Expertise)(Available) (Armor Optimizing V) +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise)(Available) (Evasively V) +
      (Expertise) (Available)  (Fine Calligraphy VI) @@ -42096,6 +48767,11 @@

      CoffeeMud 5.9

      (Available)  (Street Lore V)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Anatomy IX)
      (Expertise)(Available) (Dirty Fighting VII) +
      (Expertise) (Available)  (Edged Striking VI) @@ -42123,17 +48804,22 @@

      CoffeeMud 5.9

      (Expertise) (Available) (Power Conjuring VII) +  (Imbued Distilling VI)
      (Expertise) (Available) (Ranged Conjuring VII) +  (Martial Lore V)
      (Expertise) (Available) (Unarmed Striking VI) +  (Power Conjuring VII) +
      (Expertise)(Available) (Ranged Conjuring VII)
      @@ -42159,6 +48845,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly VIII)
      (Expertise)(Available) (Water Lore VI) +
      (Expertise) (Available) (Unarmed Bashing VI) -
      (Expertise)(Available) (Unarmed Focus VI) -
      (Expertise)(Available) (Unarmed Piercing VI) -
      (Expertise)(Available) (Unarmed Slicing VI) +  (Iron Kicking VII)
      @@ -42257,6 +48933,16 @@

      CoffeeMud 5.9

       (Acrobatic VII)
      (Expertise)(Available) (Armor Optimizing VI) +
      (Expertise)(Available) (Evasively VI) +
      (Expertise) (Available)  (Fine Calligraphy VII) @@ -42281,6 +48967,11 @@

      CoffeeMud 5.9

       (Anatomy X)
      (Expertise)(Available) (Dirty Fighting VIII) +
      (Expertise) (Available)  (Edged Striking VII) @@ -42291,6 +48982,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Legal Lore VII) @@ -42298,17 +48994,17 @@

      CoffeeMud 5.9

      (Expertise) (Available) (Power Conjuring VIII) +  (Martial Lore VI)
      (Expertise) (Available) (Ranged Conjuring VIII) +  (Power Conjuring VIII)
      (Expertise) (Available) (Unarmed Striking VII) +  (Ranged Conjuring VIII)
      @@ -42318,6 +49014,10 @@

      CoffeeMud 5.9

      60 + + + + @@ -42325,6 +49025,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Legendary Weaponsmithing
      (Expertise)  (Animal Affinity VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Fitness VII) @@ -42334,6 +49039,16 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      (Expertise)(Available) (Water Lore VII) +
      + + + + + + + + + + + + - - - - - - - - - - - - -
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -42400,22 +49130,7 @@

      CoffeeMud 5.9

      (Expertise) (Available) (Unarmed Bashing VII) -
      (Expertise)(Available) (Unarmed Focus VII) -
      (Expertise)(Available) (Unarmed Piercing VII) -
      (Expertise)(Available) (Unarmed Slicing VII) +  (Iron Kicking VIII)
      @@ -42432,6 +49147,16 @@

      CoffeeMud 5.9

       (Acrobatic VIII) + (Expertise) + (Available) +  (Armor Optimizing VII) + + + (Expertise) + (Available) +  (Evasively VII) + + (Expertise) (Available)  (Fine Calligraphy VIII) @@ -42451,6 +49176,11 @@

      CoffeeMud 5.9

      + + + + - - -
      (Expertise)(Available) (Dirty Fighting IX) +
      (Expertise) (Available)  (Edged Striking VIII) @@ -42463,17 +49193,17 @@

      CoffeeMud 5.9

      (Expertise) (Available) (Power Conjuring IX) +  (Martial Lore VII)
      (Expertise) (Available) (Ranged Conjuring IX) +  (Power Conjuring IX)
      (Expertise) (Available) (Unarmed Striking VIII) +  (Ranged Conjuring IX)
      @@ -42504,6 +49234,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly X) + + (Expertise) + (Available) +  (Water Lore VIII) + @@ -42519,6 +49254,11 @@

      CoffeeMud 5.9

       (Arcane Lore X) + (Expertise) + (Available) +  (Fortified Baking VIII) + + (Expertise) (Available)  (Ingenious Engineering IX) @@ -42550,42 +49290,37 @@

      CoffeeMud 5.9

      (Expertise) (Available) -  (Edged Focus VIII) +  (Creative Food Prep VIII) (Expertise) (Available) -  (Edged Piercing VIII) - - - (Expertise) - (Available) -  (Edged Slashing VIII) +  (Edged Focus VIII) (Expertise) (Available) -  (Influencing VIII) +  (Edged Piercing VIII) (Expertise) (Available) -  (Unarmed Bashing VIII) +  (Edged Slashing VIII) (Expertise) (Available) -  (Unarmed Focus VIII) +  (Influencing VIII) (Expertise) (Available) -  (Unarmed Piercing VIII) +  (Iron Kicking IX) (Expertise) (Available) -  (Unarmed Slicing VIII) +  (Vigorous Cooking VIII) @@ -42602,11 +49337,26 @@

      CoffeeMud 5.9

       (Acrobatic IX) + (Expertise) + (Available) +  (Armor Optimizing VIII) + + + (Expertise) + (Available) +  (Evasively VIII) + + (Expertise) (Available)  (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Street Lore VIII) @@ -42621,6 +49371,11 @@

      CoffeeMud 5.9

      + + + + - - -
      (Expertise)(Available) (Dirty Fighting X) +
      (Expertise) (Available)  (Edged Striking IX) @@ -42633,17 +49388,17 @@

      CoffeeMud 5.9

      (Expertise) (Available) (Power Conjuring X) +  (Martial Lore VIII)
      (Expertise) (Available) (Ranged Conjuring X) +  (Power Conjuring X)
      (Expertise) (Available) (Unarmed Striking IX) +  (Ranged Conjuring X)
      @@ -42664,6 +49419,11 @@

      CoffeeMud 5.9

      (Available)  (Fitness IX) + + (Expertise) + (Available) +  (Water Lore IX) + @@ -42725,41 +49485,41 @@

      CoffeeMud 5.9

      (Expertise) (Available) -  (Unarmed Bashing IX) +  (Iron Kicking X) + + + + + + 73 + + + - - - - -
      (Expertise) (Available) (Unarmed Focus IX) +  (Acrobatic X)
      (Expertise) (Available) (Unarmed Piercing IX) +  (Armor Optimizing IX)
      (Expertise) (Available) (Unarmed Slicing IX) +  (Evasively IX)
      - - - - 73 - - - - - @@ -42776,6 +49536,11 @@

      CoffeeMud 5.9

      (Expertise) (Available) (Acrobatic X) +  (Fine Calligraphy X)
      (Expertise) (Available) (Fine Calligraphy X) +  (Fortified Baking IX)
      (Expertise)
      + + + + - + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Edged Striking X) @@ -42783,7 +49548,12 @@

      CoffeeMud 5.9

      (Expertise) (Available) (Unarmed Striking X) +  (Martial Lore IX) +
      (Expertise)(Available) (Vigorous Cooking IX)
      @@ -42804,6 +49574,16 @@

      CoffeeMud 5.9

      (Available)  (Fitness X) + + (Expertise) + (Available) +  (Imbued Distilling IX) + + + (Expertise) + (Available) +  (Water Lore X) + @@ -42857,58 +49637,58 @@

      CoffeeMud 5.9

      (Available)  (Legal Lore X) + + + + + + 78 + + + - - - - - - -
      (Expertise) (Available) (Unarmed Bashing X) -
      (Expertise)(Available) (Unarmed Focus X) +  (Armor Optimizing X)
      (Expertise) (Available) (Unarmed Piercing X) +  (Evasively X)
      (Expertise) (Available) (Unarmed Slicing X) +  (Street Lore X)
      - 78 + 79 -
      (Expertise) (Available) (Street Lore X) +  (Martial Lore X)
      - 79 - - - - -
      - - - 80 + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -42918,6 +49698,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -42927,6 +49717,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -43031,7 +49826,7 @@

      CoffeeMud 5.9

      Movement100 +[5X(Str/18) /lvl] Attack Skill+(Str/18)-1 per level Damage Bonus+1 damage per 5 level(s) - Other BonusesGains experience when using certain skills. Screams of flayed, amputated, tattooed, body pierced, or chirguried victims grants xp/hr. + Other BonusesGains experience when using certain skills, the screams of victims from certain skills per hr, sleeping by an occupied cell, feeding innamtes bad food. WeaponsMust use flailed weapons. ArmorMust wear cloth, vegetation, or paper based armor. Other LimitationsNone @@ -43048,7 +49843,7 @@

      CoffeeMud 5.9

      - + @@ -43060,14 +49855,22 @@

      CoffeeMud 5.9

      - + - + + + + + + + + + @@ -43108,6 +49911,10 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Crafting)
      (Common skill: Epicurean) (Qualify)  Baking
      (Qualify)  Clan Crafting
      (Common skill: Crafting)
      (Common skill: Epicurean) (Qualify)  Cooking
      (Common skill: Crafting)
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Epicurean) (Qualify)  Food Prep
      (Common skill: Artistic)(Qualify) Play Instrument
      (Skill: Fitness)  Climb
      (Common skill: Gathering) (Qualify)  Butchering
      (Common skill: Epicurean) Gaol Food
      @@ -43125,6 +49932,10 @@

      CoffeeMud 5.9

      (Common skill: Nature lore)  Fire Building + + (Skill: Dirty fighting) + (Qualify) +  Groin @@ -43144,6 +49955,11 @@

      CoffeeMud 5.9

       Tanning + (Expertise) + (Available) +  (Combat Fluidity I) + + (Expertise) (Available)  (Reduced Conjuring I) @@ -43160,6 +49976,10 @@

      CoffeeMud 5.9

      (Common skill: Crafting)  Blacksmithing + + (Skill: Dirty fighting) + (Qualify) +  Nipple Twist @@ -43173,6 +49993,10 @@

      CoffeeMud 5.9

      (Common skill: Crafting) (Qualify)  Carpentry + + (Skill: Nature lore) + (Qualify) +  Find Home @@ -43192,6 +50016,11 @@

      CoffeeMud 5.9

       Tattooing + (Expertise) + (Available) +  (Combat Fluidity II) + + (Expertise) (Available)  (Reduced Conjuring II) @@ -43208,6 +50037,22 @@

      CoffeeMud 5.9

      (Common skill: Building) (Qualify)  Locksmithing + + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim + + (Skill: Legal) + (Qualify) +  Prison Assignment @@ -43240,6 +50085,11 @@

      CoffeeMud 5.9

       Hide + (Expertise) + (Available) +  (Combat Fluidity III) + + (Expertise) (Available)  (Reduced Conjuring III) @@ -43281,9 +50131,17 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Legal)  Arresting Sap
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -43297,8 +50155,17 @@

      CoffeeMud 5.9

      (Skill: Binding) (Qualify)  Handcuff + + (Skill: Legal) + (Qualify) +  Prisoner Transfer + (Expertise) + (Available) +  (Combat Fluidity IV) + + (Expertise) (Available)  (Reduced Conjuring IV) @@ -43367,6 +50234,11 @@

      CoffeeMud 5.9

       Torturesmithing + (Expertise) + (Available) +  (Combat Fluidity V) + + (Expertise) (Available)  (Reduced Conjuring V) @@ -43389,6 +50261,11 @@

      CoffeeMud 5.9

      (Qualify)  Leeching + + (Expertise) + (Available) +  (Fortified Baking I) + @@ -43398,10 +50275,24 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Skill: Legal)  Collect Bounty
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
      @@ -43421,6 +50312,16 @@

      CoffeeMud 5.9

       (Anatomy II) + (Expertise) + (Available) +  (Combat Fluidity VI) + + + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -43439,6 +50340,10 @@

      CoffeeMud 5.9

      + + + + @@ -43477,6 +50382,16 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -43633,6 +50582,11 @@

      CoffeeMud 5.9

      (Common skill: Animal affinity)(Qualify) Branding
      (Skill: Anatomy)  Behead
       Stoning
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Nature Lore I) @@ -43490,11 +50405,20 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Skill: Anatomy)(Qualify) Lobotomizing
      (Common skill: Criminal)  Slave Trading
      (Expertise)(Available) (Combat Fluidity VII) +
      (Expertise) (Available)  (Evangelising I) @@ -43551,6 +50475,11 @@

      CoffeeMud 5.9

       (Criminal Deviousness I)
      (Expertise)(Available) (Dirty Fighting I) +
      (Expertise) (Available)  (Extended Conjuring I) @@ -43561,6 +50490,11 @@

      CoffeeMud 5.9

       (Extended Enchanting I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -43594,6 +50528,16 @@

      CoffeeMud 5.9

       Chirurgy
      (Expertise)(Available) (Combat Fluidity VIII) +
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -43623,6 +50567,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      + + + + @@ -46739,6 +54092,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -43666,6 +50620,11 @@

      CoffeeMud 5.9

      + + + + @@ -44178,6 +51200,11 @@

      CoffeeMud 5.9

      + + + + @@ -45592,6 +52769,11 @@

      CoffeeMud 5.9

      @@ -45601,6 +52783,16 @@

      CoffeeMud 5.9

      @@ -45610,6 +52802,11 @@

      CoffeeMud 5.9

      @@ -45743,6 +52940,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -45788,7 +52993,7 @@

      CoffeeMud 5.9

      - + @@ -45830,6 +53035,10 @@

      CoffeeMud 5.9

      + + + + @@ -45864,7 +53073,7 @@

      CoffeeMud 5.9

      - + @@ -45883,6 +53092,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -45903,6 +53120,10 @@

      CoffeeMud 5.9

      + + + + @@ -45928,6 +53149,18 @@

      CoffeeMud 5.9

      @@ -46579,6 +53922,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Combat Fluidity IX) +
      (Expertise) (Available)  (Fine Calligraphy I) @@ -43693,6 +50652,14 @@

      CoffeeMud 5.9

      29 + + + + + + + + @@ -43705,6 +50672,11 @@

      CoffeeMud 5.9

      + + + + @@ -43895,6 +50887,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Expertise)  (Criminal Deviousness II)
      (Expertise)(Available) (Dirty Fighting II) +
      (Expertise) (Available)  (Extended Conjuring II) @@ -43797,6 +50769,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Combat Fluidity X) +
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -43836,6 +50818,11 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Evangelising III) @@ -43880,6 +50867,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing I)
      (Expertise)(Available) (Vigorous Cooking III) +
       (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Expertise) (Available)  (Rope Use II) @@ -43919,6 +50916,11 @@

      CoffeeMud 5.9

       (Criminal Deviousness III)
      (Expertise)(Available) (Dirty Fighting III) +
      (Expertise) (Available)  (Extended Conjuring III) @@ -44095,6 +51097,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
      (Expertise) (Available)  (Rope Use III) @@ -44114,11 +51121,21 @@

      CoffeeMud 5.9

       (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Criminal Deviousness IV)
      (Expertise)(Available) (Dirty Fighting IV) +
      (Expertise) (Available)  (Extended Conjuring IV) @@ -44158,6 +51175,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking III)
      (Expertise)(Available) (Vigorous Cooking IV) +
       (Fitness III)
      (Expertise)(Available) (Imbued Distilling IV) +
      (Expertise) (Available)  (Shadow V) @@ -44202,6 +51229,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + @@ -45002,6 +52114,21 @@

      CoffeeMud 5.9

      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Ingenious Engineering IV) @@ -44319,6 +51356,11 @@

      CoffeeMud 5.9

       (Criminal Deviousness V)
      (Expertise)(Available) (Dirty Fighting V) +
      (Expertise) (Available)  (Extended Conjuring V) @@ -44378,6 +51420,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Shadow VI) @@ -44402,6 +51449,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + @@ -44719,6 +51801,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -44412,6 +51464,11 @@

      CoffeeMud 5.9

       (Nature Lore VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -44451,6 +51508,11 @@

      CoffeeMud 5.9

       (Flailed Slicing IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Influencing IV) @@ -44519,6 +51581,11 @@

      CoffeeMud 5.9

       (Criminal Deviousness VI)
      (Expertise)(Available) (Dirty Fighting VI) +
      (Expertise) (Available)  (Extended Conjuring VI) @@ -44651,6 +51718,11 @@

      CoffeeMud 5.9

       (Flailed Slicing V)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Influencing V) @@ -44685,6 +51757,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI) @@ -44699,6 +51776,11 @@

      CoffeeMud 5.9

      (Available)  (Rope Use VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Criminal Deviousness VII)
      (Expertise)(Available) (Dirty Fighting VII) +
      (Expertise) (Available)  (Extended Conjuring VII) @@ -44734,6 +51821,11 @@

      CoffeeMud 5.9

       (Flailed Striking VI)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Power Conjuring VII) @@ -44914,6 +52006,11 @@

      CoffeeMud 5.9

       (Criminal Deviousness VIII)
      (Expertise)(Available) (Dirty Fighting VIII) +
      (Expertise) (Available)  (Extended Conjuring VIII) @@ -44929,6 +52026,11 @@

      CoffeeMud 5.9

       (Flailed Striking VII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Legal Lore VII) @@ -44973,6 +52075,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Fitness VII) @@ -44992,6 +52099,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      + + + + + + + + + + + + + + + + @@ -45280,6 +52427,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + @@ -45492,6 +52664,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -45109,6 +52236,11 @@

      CoffeeMud 5.9

       (Criminal Deviousness IX)
      (Expertise)(Available) (Dirty Fighting IX) +
      (Expertise) (Available)  (Extended Conjuring IX) @@ -45192,6 +52324,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -45221,6 +52358,11 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Evangelising X) @@ -45265,6 +52407,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
       (Fine Calligraphy IX)
      (Expertise)(Available) (Imbued Distilling VIII) +
      (Expertise) (Available)  (Rope Use IX) @@ -45299,6 +52451,11 @@

      CoffeeMud 5.9

       (Criminal Deviousness X)
      (Expertise)(Available) (Dirty Fighting X) +
      (Expertise) (Available)  (Extended Conjuring X) @@ -45450,6 +52607,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X)
      (Expertise)(Available) (Fortified Baking IX) +
      (Expertise) (Available)  (Rope Use X) @@ -45464,6 +52626,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Flailed Striking X) @@ -45473,6 +52640,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking X)
      (Expertise)(Available) (Vigorous Cooking IX) +
      (Available)  (Fitness X)
      (Expertise)(Available) (Imbued Distilling IX) +
      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
       Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Artistic)(Qualify) Play Instrument
      (Skill: Fitness)  Climb
      (Qualify)  Carpentry
      (Common skill: Crafting)
      (Common skill: Epicurean) (Qualify)  Cooking
      (Qualify)  Searching
      (Skill: Sea travel) Abandon Ship
      (Skill: Deceptive) (Qualify)  Stowaway
      (Common skill: Crafting)  Ship Building
       Boatwrighting
      (Common skill: Gathering)  Crow`s Nest
      (Skill: Nature lore)(Qualify) Find Home
      (Skill: Nature lore) Find Ship
      (Skill: Sea travel) (Qualify)  Morse Code
      (Skill: Sea travel)  Avoid Currents
      (Skill: Binding)(Qualify) Tie Down
      (Expertise) + + + + + + + + + + + + @@ -45941,9 +53174,17 @@

      CoffeeMud 5.9

      @@ -46133,10 +53391,24 @@

      CoffeeMud 5.9

      @@ -46160,6 +53432,11 @@

      CoffeeMud 5.9

      + + + + @@ -46347,6 +53657,11 @@

      CoffeeMud 5.9

      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Skill: Calligraphy)  Make Sea Maps
      + + + + + + + +
      (Common skill: Crafting)(Qualify) Ship Building
      (Skill: Fitness)  Diving
      (Skill: Water lore) Ship Lore
      @@ -46003,6 +53244,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -46123,7 +53372,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Binding)(Qualify) Cargo Loading
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Sea travel)  Sea Navigation
      (Skill: Fitness) (Qualify)  Deep Breath
      (Skill: Sea travel)(Qualify) Hard to Port
      (Expertise)(Available) (Fortified Baking I) +
      + + + + + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Skill: Sea travel)  Combat Repairs
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Anatomy II)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Sailing VI) @@ -46183,9 +53460,17 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -46211,6 +53496,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Skill: Sea travel) (Qualify)  Foul Weather Sailing
      (Skill: Sea travel)(Qualify) Hard to Stern
      (Expertise)  Naval Tactics
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Nature Lore I) @@ -46285,6 +53580,11 @@

      CoffeeMud 5.9

       (Extended Sailing I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -46313,6 +53613,11 @@

      CoffeeMud 5.9

       Await Ship
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -46337,6 +53642,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      + + + + @@ -46486,6 +53814,11 @@

      CoffeeMud 5.9

      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -46412,6 +53727,14 @@

      CoffeeMud 5.9

      29 + + + + + + + + @@ -46476,6 +53799,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Expertise) (Available)  (Vigilantly III)
      (Expertise)(Available) (Water Lore I) +
      + + + + + + + + + + + +
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -46530,6 +53863,11 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Influencing I) @@ -46559,6 +53897,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing I)
      (Expertise)(Available) (Vigorous Cooking III) +
       (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Expertise) (Available)  (Rope Use II) @@ -46651,6 +53999,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IV)
      (Expertise)(Available) (Water Lore II) +
       (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
      (Expertise) (Available)  (Rope Use III) @@ -46758,6 +54116,11 @@

      CoffeeMud 5.9

       (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Extended Conjuring IV) @@ -46787,6 +54150,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking III)
      (Expertise)(Available) (Vigorous Cooking IV) +
      @@ -46807,10 +54175,20 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Vigilantly V) + + (Expertise) + (Available) +  (Water Lore III) + @@ -46821,6 +54199,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Ingenious Engineering IV) @@ -46967,10 +54355,20 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Vigilantly VI)
      (Expertise)(Available) (Water Lore IV) +
      @@ -46981,6 +54379,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -46991,6 +54394,11 @@

      CoffeeMud 5.9

       (Nature Lore VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -47010,6 +54418,11 @@

      CoffeeMud 5.9

       (Artsy IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Influencing IV) @@ -47131,6 +54544,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly VII)
      (Expertise)(Available) (Water Lore V) +
      @@ -47170,6 +54588,11 @@

      CoffeeMud 5.9

       (Artsy V) + (Expertise) + (Available) +  (Fortified Baking VI) + + (Expertise) (Available)  (Influencing V) @@ -47209,6 +54632,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Deceptive VI) @@ -47223,6 +54651,11 @@

      CoffeeMud 5.9

      (Available)  (Rope Use VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
      @@ -47248,6 +54681,11 @@

      CoffeeMud 5.9

       (Extended Sailing VII) + (Expertise) + (Available) +  (Imbued Distilling VI) + + (Expertise) (Available)  (Power Conjuring VII) @@ -47291,6 +54729,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly VIII) + + (Expertise) + (Available) +  (Water Lore VI) + @@ -47408,6 +54851,11 @@

      CoffeeMud 5.9

       (Extended Sailing VIII) + (Expertise) + (Available) +  (Fortified Baking VII) + + (Expertise) (Available)  (Power Conjuring VIII) @@ -47442,6 +54890,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII) + (Expertise) + (Available) +  (Creative Food Prep VII) + + (Expertise) (Available)  (Fitness VII) @@ -47451,6 +54904,16 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX) + + (Expertise) + (Available) +  (Vigorous Cooking VII) + + + (Expertise) + (Available) +  (Water Lore VII) + @@ -47461,6 +54924,21 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -47606,6 +55084,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly X)
      (Expertise)(Available) (Water Lore VIII) +
      @@ -47616,6 +55099,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -47645,6 +55133,11 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Influencing VIII) @@ -47674,6 +55167,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -47694,6 +55192,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Rope Use IX) @@ -47756,6 +55259,11 @@

      CoffeeMud 5.9

      (Available)  (Fitness IX) + + (Expertise) + (Available) +  (Water Lore IX) + @@ -47839,6 +55347,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Rope Use X) @@ -47853,10 +55366,20 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Unarmed Striking X)
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -47876,6 +55399,16 @@

      CoffeeMud 5.9

      (Available)  (Fitness X) + + (Expertise) + (Available) +  (Imbued Distilling IX) + + + (Expertise) + (Available) +  (Water Lore X) + @@ -47961,6 +55494,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -47970,6 +55508,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -47979,6 +55527,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -48083,7 +55636,7 @@

      CoffeeMud 5.9

      Movement100 +[5X(Str/18) /lvl] Attack Skill+(Int/18)-1 per level Damage Bonus+1 damage per 50 level(s) - Other BonusesEarn experience from teaching skills, making maps, writing books, using certain skills daily. Gives bonus profficiency gains for group members. + Other BonusesEarn experience from teaching skills, making maps, writing books, visiting bookstores/libraries, and using certain skills daily. Gives bonus profficiency gains for group members. WeaponsMust use staffs or natural weapons. ArmorMust wear cloth, vegetation, or paper based armor. Other LimitationsEarns no combat experience. @@ -48116,6 +55669,10 @@

      CoffeeMud 5.9

      (Qualify)  Fishing + (Common skill: Nature lore) + +  Floristry + (Common skill: Gathering) (Qualify)  Foraging @@ -48128,6 +55685,10 @@

      CoffeeMud 5.9

      (Qualify)  Hunting + (Common skill: Artistic) + (Qualify) +  Play Instrument + (Common skill: Animal affinity) (Qualify)  Shearing @@ -48148,7 +55709,7 @@

      CoffeeMud 5.9

      (Qualify)  Smoke Rings - (Common skill) + (Common skill: Education lore)  Studying @@ -48202,6 +55763,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X) + + (Expertise) + (Available) +  (Quick Working I) + + + (Expertise) + (Available) +  (Quick Working II) + + + (Expertise) + (Available) +  (Quick Working III) + + + (Expertise) + (Available) +  (Quick Working IV) + + + (Expertise) + (Available) +  (Quick Working V) + + + (Expertise) + (Available) +  (Quick Working VI) + + + (Expertise) + (Available) +  (Quick Working VII) + + + (Expertise) + (Available) +  (Quick Working VIII) + + + (Expertise) + (Available) +  (Quick Working IX) + + + (Expertise) + (Available) +  (Quick Working X) + @@ -48219,7 +55830,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -48243,6 +55854,56 @@

      CoffeeMud 5.9

      (Qualify)  Lacquering + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -48315,6 +55976,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -48345,6 +56036,66 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -48359,6 +56110,116 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -48372,7 +56233,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -48426,7 +56287,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -48446,7 +56307,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -48470,6 +56331,21 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + @@ -48479,6 +56355,10 @@

      CoffeeMud 5.9

      + + + + @@ -48546,6 +56426,18 @@

      CoffeeMud 5.9

      @@ -50363,6 +58518,11 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -50515,6 +58690,11 @@

      CoffeeMud 5.9

      + + + +
      (Skill: Nature lore)(Qualify) Find Home
      (Skill: Sea travel)  Morse Code
      + + + + + + + + + + + + @@ -48584,6 +56476,10 @@

      CoffeeMud 5.9

      @@ -49556,6 +57611,11 @@

      CoffeeMud 5.9

      + + + + @@ -50170,6 +58295,16 @@

      CoffeeMud 5.9

      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Skill: Street smarts) (Qualify)  Decipher Script
      + + + + @@ -48608,10 +56504,6 @@

      CoffeeMud 5.9

      - - - - @@ -48634,6 +56526,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -48862,6 +56817,10 @@

      CoffeeMud 5.9

      @@ -48893,6 +56862,11 @@

      CoffeeMud 5.9

      + + + + @@ -49136,6 +57139,11 @@

      CoffeeMud 5.9

      + + + + @@ -49348,6 +57383,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Calligraphy) (Qualify)  Book Naming
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Power Sailing III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -48673,6 +56615,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -48853,6 +56803,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      (Skill: Education lore) (Qualify)  Commoner Honorary Degree
      (Available)  (Educating I)
      (Expertise)(Available) (Fortified Baking I) +
      + + + + @@ -48870,6 +56829,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Common skill: Education lore)  Recollecting
      (Qualify)  Thief Honorary Degree
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Anatomy II)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Sailing VI) @@ -48916,6 +56890,10 @@

      CoffeeMud 5.9

      + + + + @@ -48957,6 +56935,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Common skill: Legal) (Qualify)  Publishing
       Planar Lore
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -49054,6 +57042,11 @@

      CoffeeMud 5.9

       (Extended Sailing I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -49082,6 +57075,11 @@

      CoffeeMud 5.9

       Enrolling
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Educating II) @@ -49116,6 +57114,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Combat Lore III)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -49191,6 +57199,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -49280,6 +57300,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Lore IV)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -49324,10 +57349,20 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Influencing I)
      (Expertise)(Available) (Vigorous Cooking III) +
       (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Expertise) (Available)  (Street Lore I) @@ -49493,6 +57533,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
      (Expertise) (Available)  (Street Lore II) @@ -49512,6 +57557,11 @@

      CoffeeMud 5.9

       (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Extended Conjuring IV) @@ -49536,6 +57586,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Sailing IV)
      (Expertise)(Available) (Vigorous Cooking IV) +
       (Fitness III)
      (Expertise)(Available) (Imbued Distilling IV) +
      (Expertise) (Available)  (Poisoning VI) @@ -49575,6 +57635,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -49967,6 +58072,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -49706,6 +57776,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Poisoning VII) @@ -49735,6 +57810,11 @@

      CoffeeMud 5.9

       (Combat Lore VII)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -49745,6 +57825,11 @@

      CoffeeMud 5.9

       (Nature Lore VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -49764,6 +57849,11 @@

      CoffeeMud 5.9

       (Artsy IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Influencing IV) @@ -49914,6 +58004,11 @@

      CoffeeMud 5.9

       (Artsy V)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Influencing V) @@ -49928,6 +58023,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI) @@ -49942,6 +58042,11 @@

      CoffeeMud 5.9

      (Available)  (Street Lore V)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Extended Sailing VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Power Conjuring VII) @@ -50112,6 +58222,11 @@

      CoffeeMud 5.9

       (Extended Sailing VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Legal Lore VII) @@ -50146,6 +58261,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Fitness VII) @@ -50160,6 +58280,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX) @@ -50180,6 +58315,11 @@

      CoffeeMud 5.9

       (Combat Lore X)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -50315,6 +58455,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -50344,10 +58489,20 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Influencing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
       (Fine Calligraphy IX)
      (Expertise)(Available) (Imbued Distilling VIII) +
      (Expertise) (Available)  (Street Lore VIII) @@ -50483,6 +58643,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X)
      (Expertise)(Available) (Fortified Baking IX) +
      (Expertise) (Available)  (Street Lore IX) @@ -50496,6 +58661,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise)(Available) (Vigorous Cooking IX) +
      (Available)  (Fitness X)
      (Expertise)(Available) (Imbued Distilling IX) +
      @@ -50585,6 +58765,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -50595,10 +58780,20 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise) (Available)  (Educating IX)
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -50608,6 +58803,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -50742,7 +58942,7 @@

      CoffeeMud 5.9

      (Qualify)  Alchemy - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Apothecary @@ -50762,6 +58962,10 @@

      CoffeeMud 5.9

      (Qualify)  Fishing + (Common skill: Nature lore) + (Qualify) +  Floristry + (Common skill: Gathering) (Qualify)  Foraging @@ -50774,6 +58978,10 @@

      CoffeeMud 5.9

      (Qualify)  Hunting + (Common skill: Artistic) + (Qualify) +  Play Instrument + (Common skill: Crafting)  Scroll Scribing @@ -50811,6 +59019,106 @@

      CoffeeMud 5.9

       Read Magic + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + + (Expertise) (Available)  (Quick Worker I) @@ -50860,6 +59168,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X) + + (Expertise) + (Available) +  (Quick Working I) + + + (Expertise) + (Available) +  (Quick Working II) + + + (Expertise) + (Available) +  (Quick Working III) + + + (Expertise) + (Available) +  (Quick Working IV) + + + (Expertise) + (Available) +  (Quick Working V) + + + (Expertise) + (Available) +  (Quick Working VI) + + + (Expertise) + (Available) +  (Quick Working VII) + + + (Expertise) + (Available) +  (Quick Working VIII) + + + (Expertise) + (Available) +  (Quick Working IX) + + + (Expertise) + (Available) +  (Quick Working X) + @@ -50877,7 +59235,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -50977,6 +59335,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -51007,6 +59395,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -51021,6 +59454,51 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + @@ -51034,7 +59512,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -51108,7 +59586,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -51120,7 +59598,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -51152,6 +59630,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -51165,6 +59688,10 @@

      CoffeeMud 5.9

      (Qualify)  Dodge + (Skill: Nature lore) + (Qualify) +  Find Home + (Thief skill: Criminal) (Qualify)  Pick Locks @@ -51224,6 +59751,18 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + @@ -51268,6 +59807,10 @@

      CoffeeMud 5.9

      @@ -52698,6 +61406,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Skill: Martial lore) (Qualify)  Disarm
      + + + + @@ -51288,10 +59831,6 @@

      CoffeeMud 5.9

      - - - - @@ -51331,6 +59870,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -52683,6 +61386,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Power Divining III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Abjuring I) @@ -51391,9 +59980,29 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + @@ -51479,6 +60088,10 @@

      CoffeeMud 5.9

      + + + + @@ -51613,6 +60226,11 @@

      CoffeeMud 5.9

      + + + + @@ -51658,6 +60290,11 @@

      CoffeeMud 5.9

      + + + + @@ -52052,6 +60718,11 @@

      CoffeeMud 5.9

      + + + + @@ -52428,6 +61126,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Common skill: Crafting)(Qualify) Rodsmithing
      (Skill: Nature lore)(Qualify) Find Ship
      (Spell: Enchantment/Charm)(Qualify) Enchant Armor
      (Spell: Invocation/Evocation) (Qualify)  Scribe
      (Common skill: Crafting)(Qualify) Wand Making
      (Expertise)
      (Skill: Martial lore) (Qualify)  Rapid Shot
      (Spell: Enchantment/Charm)(Qualify) Enchant Weapon
      (Expertise)  Shadow
      (Expertise)(Available) (Fortified Baking I) +
      (Expertise) (Available)  (Trap Disabling I) @@ -51626,10 +60244,24 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Spell: Invocation/Evocation) (Qualify)  Knock
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Combat Fluidity VI)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Divining VI) @@ -51701,9 +60338,13 @@

      CoffeeMud 5.9

      + + + + - + @@ -51749,6 +60390,16 @@

      CoffeeMud 5.9

      + + + + + + + + - + @@ -51896,6 +60547,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Spell: Enchantment/Charm) (Qualify) Enchant Armor
       Greater Enchant Armor
      (Expertise)  Observe
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -51769,7 +60420,7 @@

      CoffeeMud 5.9

      (Spell: Enchantment/Charm) (Qualify) Enchant Weapon
       Greater Enchant Weapon
      (Thief skill: Deceptive) (Qualify)  (Extended In/Evoking I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Abjuring I) @@ -51973,6 +60629,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -52037,6 +60698,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Arcane Lore II)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -52142,6 +60813,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -52321,6 +61004,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -52385,6 +61073,11 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Edged Focus I) @@ -52404,6 +61097,11 @@

      CoffeeMud 5.9

      (Available)  (Trap Disabling IV)
      (Expertise)(Available) (Vigorous Cooking III) +
      (Available)  (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Available)  (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
       (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Criminal Deviousness IV) @@ -52802,6 +61515,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged In/Evoking IV)
      (Expertise)(Available) (Vigorous Cooking IV) +
      @@ -52822,6 +61540,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -52861,6 +61584,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -53508,6 +62276,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -53077,6 +61810,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -53121,6 +61859,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -53131,6 +61874,11 @@

      CoffeeMud 5.9

       (Nature Lore VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -53165,6 +61913,11 @@

      CoffeeMud 5.9

       (Edged Slashing IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Trap Disabling VII) @@ -53420,6 +62173,11 @@

      CoffeeMud 5.9

       (Edged Slashing V)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Trap Disabling VIII) @@ -53434,6 +62192,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Deceptive VI) @@ -53448,6 +62211,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Extended In/Evoking VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -53763,6 +62536,11 @@

      CoffeeMud 5.9

       (Extended In/Evoking VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Martial Lore VI) @@ -53837,6 +62615,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Fitness VII) @@ -53871,6 +62654,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      @@ -53881,11 +62669,26 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -54121,6 +62924,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -54150,6 +62958,11 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Edged Focus VIII) @@ -54164,6 +62977,11 @@

      CoffeeMud 5.9

      (Available)  (Edged Slashing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -54188,6 +63006,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy IX) + + (Expertise) + (Available) +  (Imbued Distilling VIII) + @@ -54398,6 +63221,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy X) + + (Expertise) + (Available) +  (Fortified Baking IX) + @@ -54408,6 +63236,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Edged Striking X) @@ -54417,6 +63250,11 @@

      CoffeeMud 5.9

      (Available)  (Martial Lore IX)
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -54437,6 +63275,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -54521,6 +63364,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -54530,6 +63378,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -54539,6 +63397,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -54644,7 +63507,7 @@

      CoffeeMud 5.9

      Attack Skill+(Dex/18) per level Damage Bonus+1 damage per 5 level(s) Other BonusesStrong resistance to all poisons at 21st level. - WeaponsMust use swords, daggers, natural, or ranged weapons. + WeaponsMay use any weapons. ArmorMust wear leather, cloth, or vegetation based armor. Other LimitationsNone Starting Equipmenta short sword @@ -54660,7 +63523,7 @@

      CoffeeMud 5.9

      - + @@ -54680,6 +63543,10 @@

      CoffeeMud 5.9

      + + + + @@ -54692,6 +63559,10 @@

      CoffeeMud 5.9

      + + + + @@ -54733,6 +63604,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)
      (Common skill: Epicurean) (Qualify)  Apothecary
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
       Mark
      (Expertise)(Available) (Quick Cooking I) +
      (Expertise)(Available) (Quick Cooking II) +
      (Expertise)(Available) (Quick Cooking III) +
      (Expertise)(Available) (Quick Cooking IV) +
      (Expertise)(Available) (Quick Cooking V) +
      (Expertise)(Available) (Quick Cooking VI) +
      (Expertise)(Available) (Quick Cooking VII) +
      (Expertise)(Available) (Quick Cooking VIII) +
      (Expertise)(Available) (Quick Cooking IX) +
      (Expertise)(Available) (Quick Cooking X) +
      (Expertise) (Available)  (Quick Worker I) @@ -54782,6 +63703,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -54799,7 +63770,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -54903,6 +63874,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -54933,6 +63934,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -54947,6 +63993,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -54960,7 +64101,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -55019,7 +64160,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -55031,7 +64172,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -55067,6 +64208,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -55080,6 +64266,10 @@

      CoffeeMud 5.9

      (Qualify)  Dodge + (Skill: Nature lore) + (Qualify) +  Find Home + (Thief skill: Evasive)  Dagger Defense @@ -55128,6 +64318,18 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + @@ -55162,6 +64364,10 @@

      CoffeeMud 5.9

      @@ -56640,6 +66005,11 @@

      CoffeeMud 5.9

      + + + + @@ -57666,6 +67081,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Skill: Martial lore) (Qualify)  Disarm
      + + + + @@ -55182,10 +64388,6 @@

      CoffeeMud 5.9

      - - - - @@ -55220,6 +64422,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -55425,6 +64690,10 @@

      CoffeeMud 5.9

      @@ -55474,6 +64753,11 @@

      CoffeeMud 5.9

      + + + + @@ -55735,6 +65048,11 @@

      CoffeeMud 5.9

      + + + + @@ -56157,6 +65502,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Combat Fluidity III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -55250,6 +64502,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -55416,6 +64676,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      (Skill: Martial lore) (Qualify)  Two Weapon Fighting
      (Qualify)  Hammer Specialization
      (Expertise)(Available) (Fortified Baking I) +
      + + + + @@ -55438,10 +64707,20 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Thief skill: Stealing) (Qualify)  Peek
       Scratch
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise) (Available)  (Theft Mastery I)
      (Expertise)(Available) (Vigorous Cooking I) +
       (Combat Fluidity VI)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Reduced Conjuring VI) @@ -55487,6 +64771,10 @@

      CoffeeMud 5.9

      + + + + @@ -55543,6 +64831,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Skill: Acrobatic) (Qualify)  Stability
       Tap Room
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -55649,6 +64947,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -55681,6 +64984,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -55715,6 +65023,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Combat Lore III)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -55800,6 +65118,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -55959,6 +65289,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Lore IV)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -56023,6 +65358,11 @@

      CoffeeMud 5.9

       (Blunt Piercing I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Edged Focus I) @@ -56132,6 +65472,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing I)
      (Expertise)(Available) (Vigorous Cooking III) +
       (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Expertise) (Available)  (Street Lore I) @@ -56517,6 +65867,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
      (Expertise) (Available)  (Street Lore II) @@ -56556,6 +65911,11 @@

      CoffeeMud 5.9

       (Cautiously IV)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Criminal Deviousness IV) @@ -56620,6 +65980,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking III)
      (Expertise)(Available) (Vigorous Cooking IV) +
       (Fitness III)
      (Expertise)(Available) (Imbued Distilling IV) +
      (Expertise) (Available)  (Poisoning VI) @@ -56674,6 +66044,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -57000,6 +66380,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Poisoning VII) @@ -57044,6 +66429,11 @@

      CoffeeMud 5.9

       (Combat Lore VII)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -57059,6 +66449,11 @@

      CoffeeMud 5.9

       (Trapping VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -57143,6 +66538,11 @@

      CoffeeMud 5.9

       (Hammer Focus IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Iron Kicking V) @@ -57493,6 +66893,11 @@

      CoffeeMud 5.9

       (Flailed Slicing V)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Hammer Bashing V) @@ -57587,6 +66992,11 @@

      CoffeeMud 5.9

       (Acrobatic VI)
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Evasively V) @@ -57601,6 +67011,11 @@

      CoffeeMud 5.9

      (Available)  (Street Lore V)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Hammer Striking VI)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -58021,6 +67441,11 @@

      CoffeeMud 5.9

       (Flailed Striking VII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Hammer Striking VII) @@ -58075,6 +67500,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Fitness VII) @@ -58104,6 +67534,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      @@ -58114,6 +67549,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX) @@ -58124,6 +67569,11 @@

      CoffeeMud 5.9

       (Combat Lore X)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -58459,6 +67909,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -58518,6 +67973,11 @@

      CoffeeMud 5.9

       (Blunt Piercing VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Edged Focus VIII) @@ -58627,6 +68087,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -58652,6 +68117,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Street Lore VIII) @@ -58962,6 +68432,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Street Lore IX) @@ -58991,6 +68466,11 @@

      CoffeeMud 5.9

       (Blunt Striking X) + (Expertise) + (Available) +  (Creative Food Prep IX) + + (Expertise) (Available)  (Edged Striking X) @@ -59030,6 +68510,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking X) + + (Expertise) + (Available) +  (Vigorous Cooking IX) + @@ -59049,6 +68534,11 @@

      CoffeeMud 5.9

      (Available)  (Fitness X) + + (Expertise) + (Available) +  (Imbued Distilling IX) + @@ -59249,6 +68739,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -59258,6 +68753,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -59267,6 +68772,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -59388,7 +68898,7 @@

      CoffeeMud 5.9

      - + @@ -59408,6 +68918,10 @@

      CoffeeMud 5.9

      + + + + @@ -59420,6 +68934,10 @@

      CoffeeMud 5.9

      + + + + @@ -59461,6 +68979,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)
      (Common skill: Epicurean) (Qualify)  Apothecary
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
       Swipe gold
      (Expertise)(Available) (Quick Cooking I) +
      (Expertise)(Available) (Quick Cooking II) +
      (Expertise)(Available) (Quick Cooking III) +
      (Expertise)(Available) (Quick Cooking IV) +
      (Expertise)(Available) (Quick Cooking V) +
      (Expertise)(Available) (Quick Cooking VI) +
      (Expertise)(Available) (Quick Cooking VII) +
      (Expertise)(Available) (Quick Cooking VIII) +
      (Expertise)(Available) (Quick Cooking IX) +
      (Expertise)(Available) (Quick Cooking X) +
      (Expertise) (Available)  (Quick Worker I) @@ -59510,6 +69078,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -59527,7 +69145,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -59627,6 +69245,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -59657,6 +69305,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -59671,6 +69364,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -59684,7 +69472,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -59738,7 +69526,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -59750,7 +69538,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -59786,6 +69574,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -59799,6 +69632,10 @@

      CoffeeMud 5.9

      (Qualify)  Dodge + (Skill: Nature lore) + (Qualify) +  Find Home + (Thief skill: Influential) (Qualify)  Fence Loot @@ -59842,6 +69679,18 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + @@ -59886,6 +69735,10 @@

      CoffeeMud 5.9

      @@ -62288,11 +72370,26 @@

      CoffeeMud 5.9

      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Skill: Martial lore) (Qualify)  Disarm
      + + + + @@ -59906,10 +69759,6 @@

      CoffeeMud 5.9

      - - - - @@ -59944,6 +69793,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -61234,6 +71246,11 @@

      CoffeeMud 5.9

      + + + + @@ -61960,6 +72022,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Combat Fluidity III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -59974,6 +69873,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -60187,6 +70094,11 @@

      CoffeeMud 5.9

      + + + + @@ -60244,6 +70170,11 @@

      CoffeeMud 5.9

      + + + + @@ -60539,6 +70499,11 @@

      CoffeeMud 5.9

      + + + + @@ -60876,6 +70868,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      (Thief skill: Stealing) (Qualify)  Improved Peek
       Silent Drop
      (Expertise)(Available) (Fortified Baking I) +
      (Expertise) (Available)  (Trap Disabling I) @@ -60200,6 +70112,10 @@

      CoffeeMud 5.9

      + + + + @@ -60212,6 +70128,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Skill: Calligraphy) (Qualify)  Make Maps
      (Qualify)  Silent Open
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Combat Fluidity VI)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Divining VI) @@ -60267,6 +70198,10 @@

      CoffeeMud 5.9

      + + + + @@ -60327,6 +70262,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Skill: Martial lore) (Qualify)  Half Attack
       Strip Item
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -60443,6 +70388,11 @@

      CoffeeMud 5.9

       (Extended Divining I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -60480,6 +70430,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -60524,6 +70479,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Arcane Lore II)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -60619,6 +70584,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -60748,6 +70725,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -60807,6 +70789,11 @@

      CoffeeMud 5.9

       (Blunt Piercing I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Edged Focus I) @@ -60846,6 +70833,11 @@

      CoffeeMud 5.9

      (Available)  (Trap Disabling IV)
      (Expertise)(Available) (Vigorous Cooking III) +
       (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Expertise) (Available)  (Rope Use II) @@ -61131,6 +71128,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
      (Expertise) (Available)  (Rope Use III) @@ -61165,6 +71167,11 @@

      CoffeeMud 5.9

       (Cautiously IV)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Criminal Deviousness IV) @@ -61214,6 +71221,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Divining IV)
      (Expertise)(Available) (Vigorous Cooking IV) +
       (Fitness III)
      (Expertise)(Available) (Imbued Distilling IV) +
      (Expertise) (Available)  (Poisoning VI) @@ -61268,6 +71285,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -61489,6 +71516,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Poisoning VII) @@ -61528,6 +71560,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -61538,6 +71575,11 @@

      CoffeeMud 5.9

       (Nature Lore VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -61602,6 +71644,11 @@

      CoffeeMud 5.9

       (Flailed Slicing IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Influencing IV) @@ -61857,6 +71904,11 @@

      CoffeeMud 5.9

       (Flailed Slicing V)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Influencing V) @@ -61881,6 +71933,11 @@

      CoffeeMud 5.9

       (Acrobatic VI)
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Deceptive VI) @@ -61905,6 +71962,11 @@

      CoffeeMud 5.9

      (Available)  (Street Lore V)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Flailed Striking VI)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -62215,6 +72282,11 @@

      CoffeeMud 5.9

       (Flailed Striking VII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Martial Lore VI) @@ -62249,6 +72321,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Fitness VII) @@ -62278,6 +72355,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -62528,6 +72625,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -62572,6 +72674,11 @@

      CoffeeMud 5.9

       (Blunt Piercing VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Edged Focus VIII) @@ -62606,6 +72713,11 @@

      CoffeeMud 5.9

      (Available)  (Influencing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -62636,6 +72748,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Rope Use IX) @@ -62846,6 +72963,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Rope Use X) @@ -62870,6 +72992,11 @@

      CoffeeMud 5.9

       (Blunt Striking X) + (Expertise) + (Available) +  (Creative Food Prep IX) + + (Expertise) (Available)  (Edged Striking X) @@ -62884,6 +73011,11 @@

      CoffeeMud 5.9

      (Available)  (Martial Lore IX) + + (Expertise) + (Available) +  (Vigorous Cooking IX) + @@ -62903,6 +73035,11 @@

      CoffeeMud 5.9

      (Available)  (Fitness X) + + (Expertise) + (Available) +  (Imbued Distilling IX) + @@ -63023,6 +73160,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -63032,6 +73174,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -63041,6 +73193,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -63135,7 +73292,7 @@

      CoffeeMud 5.9

      - + @@ -63178,6 +73335,10 @@

      CoffeeMud 5.9

      + + + + @@ -63190,6 +73351,10 @@

      CoffeeMud 5.9

      + + + + @@ -63288,6 +73453,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Pirate

      DescriptionThe Pirate is a rogue and scourge of the high seas, a master of ship combat,
      and ruthless to those who refuse to surrender their booty. The Pirate is most
      suited for combat from the deck of huge sailing ships, being able to get the
      most out of their ship, their weapons, and their landlubber contacts. Their
      brutal lifestyle even gives them combat bonuses with fake limbs. However,
      Pirates also get harsher treatment from the law, and are so greedy for gold
      that they can literally be paid to walk away from combat.

      How to play: The Pirate is a middlin' fair rogue on the land, and can survive
      well enough among landlubbers, but absolutely excels in command of a ship in
      pursuit of weak seabound targets. Clans would do well to keep a
      former-independent Pirate around to captain their ships for when the real
      ones come calling.
      DescriptionThe Pirate is a rogue and scourge of the high seas, a master of ship combat,
      and ruthless to those who refuse to surrender their booty. The Pirate is most
      suited for combat from the deck of huge sailing ships, being able to get the
      most out of their ship, their weapons, and their landlubber contacts. Their
      brutal lifestyle even gives them combat bonuses with fake limbs. However,
      Pirates also get harsher treatment from the law, and are so greedy for gold
      that they can literally be paid to walk away from combat.

      How to play: The Pirate is a middlin' fair rogue on the land, and can survive
      well enough among landlubbers, but absolutely excels in command of a ship in
      pursuit of weak seabound targets. Clans would do well to keep a
      former-independent Pirate around to captain their ships for when the real
      ones come calling.
      Prime StatisticDexterity
      QualificationsDexterity 5+, Charisma 5+
      Practices5 +[(Wisdom/6)+1 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -63305,7 +73520,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -63333,6 +73548,56 @@

      CoffeeMud 5.9

       Locate Alcohol + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -63405,6 +73670,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -63435,6 +73730,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -63449,6 +73789,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -63462,7 +73897,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -63540,7 +73975,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -63552,7 +73987,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -63584,6 +74019,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -63597,6 +74077,14 @@

      CoffeeMud 5.9

      (Qualify)  Dodge + (Skill: Nature lore) + (Qualify) +  Find Home + + (Skill: Nature lore) + (Qualify) +  Find Ship + (Thief skill: Influential)  Wenching @@ -63656,6 +74144,18 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + @@ -63691,6 +74191,10 @@

      CoffeeMud 5.9

      + + + + @@ -63704,6 +74208,10 @@

      CoffeeMud 5.9

      @@ -64788,6 +75436,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Skill: Martial lore) (Qualify)  Disarm
      (Qualify)  Parry
      (Skill: Water lore)(Qualify) Ship Lore
      (Thief skill: Stealing)  Plunder
      + + + + @@ -63724,10 +74232,6 @@

      CoffeeMud 5.9

      - - - - @@ -63772,6 +74276,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -64031,6 +74594,10 @@

      CoffeeMud 5.9

      @@ -64079,6 +74656,11 @@

      CoffeeMud 5.9

      + + + + @@ -64411,6 +75022,11 @@

      CoffeeMud 5.9

      + + + + @@ -64650,6 +75283,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Power Sailing III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -63816,6 +74370,10 @@

      CoffeeMud 5.9

      + + + + @@ -64022,6 +74580,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Sea travel) (Qualify)  Sea Navigation
      (Qualify)  Pet Spy
      (Expertise)(Available) (Fortified Baking I) +
      + + + + @@ -64043,6 +74610,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Skill: Sea travel) (Qualify)  Combat Repairs
       Warning Shot
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Combat Fluidity VI)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Divining VI) @@ -64112,6 +74694,10 @@

      CoffeeMud 5.9

      + + + + @@ -64163,6 +74749,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Thief skill: Alert) (Qualify)  Alertness
       Fly Merchant Flag
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -64304,6 +74900,11 @@

      CoffeeMud 5.9

       (Extended Sailing I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -64342,6 +74943,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -64391,6 +74997,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Combat Lore III)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -64506,6 +75122,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -64625,6 +75253,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise) (Available)  (Vigilantly III)
      (Expertise)(Available) (Water Lore I) +
       (Combat Lore IV)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -64709,6 +75347,11 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Edged Focus I) @@ -64758,6 +75401,11 @@

      CoffeeMud 5.9

      (Available)  (Sword Slicing I)
      (Expertise)(Available) (Vigorous Cooking III) +
       (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Expertise) (Available)  (Resounding Singing III) @@ -64925,6 +75578,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IV)
      (Expertise)(Available) (Water Lore II) +
      @@ -65058,6 +75716,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III) + (Expertise) + (Available) +  (Fortified Baking IV) + + (Expertise) (Available)  (Resounding Singing IV) @@ -65087,6 +75750,11 @@

      CoffeeMud 5.9

       (Cautiously IV) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Dirty Fighting IV) @@ -65151,6 +75819,11 @@

      CoffeeMud 5.9

      (Available)  (Sword Striking III) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -65176,6 +75849,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Shadow V) @@ -65195,6 +75873,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly V) + + (Expertise) + (Available) +  (Water Lore III) + @@ -65205,6 +75888,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -65446,6 +76139,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Shadow VI) @@ -65465,6 +76163,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly VI)
      (Expertise)(Available) (Water Lore IV) +
      @@ -65485,6 +76188,11 @@

      CoffeeMud 5.9

       (Combat Lore VII) + (Expertise) + (Available) +  (Creative Food Prep V) + + (Expertise) (Available)  (Ingenious Engineering V) @@ -65500,6 +76208,11 @@

      CoffeeMud 5.9

       (Rejoicing Singing VI) + (Expertise) + (Available) +  (Vigorous Cooking V) + + (Expertise) (Available)  (Wise Crafting IV) @@ -65534,6 +76247,11 @@

      CoffeeMud 5.9

       (Edged Slashing IV) + (Expertise) + (Available) +  (Imbued Distilling V) + + (Expertise) (Available)  (Influencing IV) @@ -65735,6 +76453,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly VII) + + (Expertise) + (Available) +  (Water Lore V) + @@ -65804,6 +76527,11 @@

      CoffeeMud 5.9

       (Edged Slashing V) + (Expertise) + (Available) +  (Fortified Baking VI) + + (Expertise) (Available)  (Influencing V) @@ -65853,6 +76581,11 @@

      CoffeeMud 5.9

       (Acrobatic VI) + (Expertise) + (Available) +  (Creative Food Prep VI) + + (Expertise) (Available)  (Deceptive VI) @@ -65877,6 +76610,11 @@

      CoffeeMud 5.9

      (Available)  (Rope Use VI) + + (Expertise) + (Available) +  (Vigorous Cooking VI) + @@ -65927,6 +76665,11 @@

      CoffeeMud 5.9

       (Extended Sailing VII) + (Expertise) + (Available) +  (Imbued Distilling VI) + + (Expertise) (Available)  (Martial Lore V) @@ -66005,6 +76748,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly VIII) + + (Expertise) + (Available) +  (Water Lore VI) + @@ -66197,6 +76945,11 @@

      CoffeeMud 5.9

       (Extended Sailing VIII) + (Expertise) + (Available) +  (Fortified Baking VII) + + (Expertise) (Available)  (Martial Lore VI) @@ -66246,6 +76999,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII) + (Expertise) + (Available) +  (Creative Food Prep VII) + + (Expertise) (Available)  (Cursing VII) @@ -66275,6 +77033,16 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX) + + (Expertise) + (Available) +  (Vigorous Cooking VII) + + + (Expertise) + (Available) +  (Water Lore VII) + @@ -66285,6 +77053,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX) @@ -66295,6 +77073,11 @@

      CoffeeMud 5.9

       (Combat Lore X)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -66530,6 +77313,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly X)
      (Expertise)(Available) (Water Lore VIII) +
      @@ -66545,6 +77333,11 @@

      CoffeeMud 5.9

       (Arcane Lore X) + (Expertise) + (Available) +  (Fortified Baking VIII) + + (Expertise) (Available)  (Ingenious Engineering IX) @@ -66579,6 +77372,11 @@

      CoffeeMud 5.9

       (Artsy VIII) + (Expertise) + (Available) +  (Creative Food Prep VIII) + + (Expertise) (Available)  (Edged Focus VIII) @@ -66628,6 +77426,11 @@

      CoffeeMud 5.9

      (Available)  (Sword Slicing VIII) + + (Expertise) + (Available) +  (Vigorous Cooking VIII) + @@ -66658,6 +77461,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Resounding Singing X) @@ -66770,6 +77578,11 @@

      CoffeeMud 5.9

      (Available)  (Fitness IX) + + (Expertise) + (Available) +  (Water Lore IX) + @@ -66883,6 +77696,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Rope Use X) @@ -66897,6 +77715,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Edged Striking X) @@ -66916,6 +77739,11 @@

      CoffeeMud 5.9

      (Available)  (Sword Striking X)
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -66940,6 +77768,16 @@

      CoffeeMud 5.9

      (Available)  (Fitness X) + + (Expertise) + (Available) +  (Imbued Distilling IX) + + + (Expertise) + (Available) +  (Water Lore X) + @@ -67055,6 +77893,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -67064,6 +77907,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -67073,6 +77926,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -67167,7 +78025,7 @@

      CoffeeMud 5.9

      - + @@ -67194,7 +78052,7 @@

      CoffeeMud 5.9

      @@ -67337,7 +78303,7 @@

      CoffeeMud 5.9

      - + @@ -67437,6 +78403,36 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Thief

      DescriptionThieves are skillful, sly, and devious. They may only use daggers and swords,
      and may only wear leather armor at best. However, they come with numerous
      skills allowing them to survive in the dog-eat-dog world, including swiping
      and stealing; hiding, peeking, and sneaking; trapping, poisoning, and many
      others. Thieves also qualify for many devious fighting abilities.

      Thief is the starting point for numerous sub-classes which the player may
      choose to gain levels in at any time. These sub-classes include: Assassin,
      Arcanist (Arcane Rogue), Burglar, and Trapper.

      How to play: The thieves strength is in his ability to obtain money, and in
      his ability to navigate tricky situations. By accumulating the wealth of
      others, the thief can stay comfortably equipped with the latest and best
      money can buy. When playing alone, the thief thrives as the only class able
      to get into and out of any secret place without stirring up unnecessary
      trouble. Although not generally appreciated in groups, a group benefits from
      these skills, as well as the thiefs unique ability to deliver enormous
      amounts of backstab damage.

      The thief is only moderately skilled at combat, but can make up for it by
      using his wealth to obtain favors, good equipment, and the necessary potions
      and scrolls necessary to survive the experience gaining battles.
      DescriptionThieves are skillful, sly, and devious. They may only use daggers and swords,
      and may only wear leather armor at best. However, they come with numerous
      skills allowing them to survive in the dog-eat-dog world, including swiping
      and stealing; hiding, peeking, and sneaking; trapping, poisoning, and many
      others. Thieves also qualify for many devious fighting abilities.

      Thief is the starting point for numerous sub-classes which the player may
      choose to gain levels in at any time. These sub-classes include: Assassin,
      Arcanist (Arcane Rogue), Burglar, and Trapper.

      How to play: The thieves strength is in his ability to obtain money, and in
      his ability to navigate tricky situations. By accumulating the wealth of
      others, the thief can stay comfortably equipped with the latest and best
      money can buy. When playing alone, the thief thrives as the only class able
      to get into and out of any secret place without stirring up unnecessary
      trouble. Although not generally appreciated in groups, a group benefits from
      these skills, as well as the thiefs unique ability to deliver enormous
      amounts of backstab damage.

      The thief is only moderately skilled at combat, but can make up for it by
      using his wealth to obtain favors, good equipment, and the necessary potions
      and scrolls necessary to survive the experience gaining battles.
      Prime StatisticDexterity
      QualificationsDexterity 9+
      Practices5 +[(Wisdom/6)+1 per lvl]
      - + @@ -67214,6 +78072,10 @@

      CoffeeMud 5.9

      + + + + @@ -67226,6 +78088,10 @@

      CoffeeMud 5.9

      + + + + @@ -67271,6 +78137,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)
      (Common skill: Epicurean) (Qualify)  Apothecary
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
       Unbinding
      (Expertise)(Available) (Quick Cooking I) +
      (Expertise)(Available) (Quick Cooking II) +
      (Expertise)(Available) (Quick Cooking III) +
      (Expertise)(Available) (Quick Cooking IV) +
      (Expertise)(Available) (Quick Cooking V) +
      (Expertise)(Available) (Quick Cooking VI) +
      (Expertise)(Available) (Quick Cooking VII) +
      (Expertise)(Available) (Quick Cooking VIII) +
      (Expertise)(Available) (Quick Cooking IX) +
      (Expertise)(Available) (Quick Cooking X) +
      (Expertise) (Available)  (Quick Worker I) @@ -67320,6 +78236,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      (Qualify)  Wood Chopping
      (Common skill: Crafting)
      (Common skill: Epicurean) (Qualify)  Cooking
       (Durable Crafting III)
      (Expertise)(Available) (Durable Sewing I) +
      (Expertise)(Available) (Durable Sewing II) +
      (Expertise)(Available) (Durable Sewing III) +
      (Expertise)(Available) (Durable Shaping I) +
      (Expertise)(Available) (Durable Shaping II) +
      (Expertise)(Available) (Durable Shaping III) +
      (Expertise) (Available)  (Lethal Crafting I) @@ -67467,6 +78463,51 @@

      CoffeeMud 5.9

       (Light Crafting III)
      (Expertise)(Available) (Light Metalworking I) +
      (Expertise)(Available) (Light Metalworking II) +
      (Expertise)(Available) (Light Metalworking III) +
      (Expertise)(Available) (Light Sewing I) +
      (Expertise)(Available) (Light Sewing II) +
      (Expertise)(Available) (Light Sewing III) +
      (Expertise)(Available) (Light Shaping I) +
      (Expertise)(Available) (Light Shaping II) +
      (Expertise)(Available) (Light Shaping III) +
      (Expertise) (Available)  (Quality Crafting I) @@ -67481,6 +78522,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III)
      (Expertise)(Available) (Quality Metalworking I) +
      (Expertise)(Available) (Quality Metalworking II) +
      (Expertise)(Available) (Quality Metalworking III) +
      (Expertise)(Available) (Quality Sewing I) +
      (Expertise)(Available) (Quality Sewing II) +
      (Expertise)(Available) (Quality Sewing III) +
      (Expertise)(Available) (Quality Shaping I) +
      (Expertise)(Available) (Quality Shaping II) +
      (Expertise)(Available) (Quality Shaping III) +
      (Expertise)(Available) (Quick Crafting I) +
      (Expertise)(Available) (Quick Crafting II) +
      (Expertise)(Available) (Quick Crafting III) +
      (Expertise)(Available) (Quick Crafting IV) +
      (Expertise)(Available) (Quick Crafting V) +
      (Expertise)(Available) (Quick Crafting VI) +
      (Expertise)(Available) (Quick Crafting VII) +
      (Expertise)(Available) (Quick Crafting VIII) +
      (Expertise)(Available) (Quick Crafting IX) +
      (Expertise)(Available) (Quick Crafting X) +
      @@ -67494,7 +78630,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -67553,7 +78689,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -67565,7 +78701,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -67597,6 +78733,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -67610,6 +78791,10 @@

      CoffeeMud 5.9

      (Qualify)  Dodge + (Skill: Nature lore) + (Qualify) +  Find Home + (Thief skill: Criminal) (Qualify)  Pick Locks @@ -67654,6 +78839,18 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + @@ -67692,6 +78889,10 @@

      CoffeeMud 5.9

      @@ -70355,11 +81785,26 @@

      CoffeeMud 5.9

      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Skill: Street smarts) (Qualify)  Decipher Script
      + + + + @@ -67712,10 +78913,6 @@

      CoffeeMud 5.9

      - - - - @@ -67750,6 +78947,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -69201,6 +80561,11 @@

      CoffeeMud 5.9

      + + + + @@ -69982,6 +81392,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Combat Fluidity III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -67780,6 +79027,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -68001,6 +79256,11 @@

      CoffeeMud 5.9

      + + + + @@ -68058,6 +79332,11 @@

      CoffeeMud 5.9

      + + + + @@ -68426,6 +79734,11 @@

      CoffeeMud 5.9

      + + + + @@ -68803,6 +80143,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      (Skill: Martial lore) (Qualify)  Two Weapon Fighting
       Shadow
      (Expertise)(Available) (Fortified Baking I) +
      (Expertise) (Available)  (Trap Disabling I) @@ -68014,6 +79274,10 @@

      CoffeeMud 5.9

      + + + + @@ -68026,6 +79290,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Thief skill: Street smarts) (Qualify)  Linguistic Comprehension
      (Qualify)  Silent AutoLoot
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Combat Fluidity VI)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Divining VI) @@ -68111,6 +79390,10 @@

      CoffeeMud 5.9

      + + + + @@ -68175,6 +79458,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Skill: Martial lore) (Qualify)  Half Attack
       Sap
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -68315,6 +79608,11 @@

      CoffeeMud 5.9

       (Extended Illusing I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -68362,6 +79660,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -68411,6 +79714,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Arcane Lore II)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -68516,6 +79829,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -68665,6 +79990,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -68719,6 +80049,11 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Edged Focus I) @@ -68773,6 +80108,11 @@

      CoffeeMud 5.9

      (Available)  (Trap Disabling IV)
      (Expertise)(Available) (Vigorous Cooking III) +
       (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Expertise) (Available)  (Rope Use II) @@ -69083,6 +80428,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
      (Expertise) (Available)  (Rope Use III) @@ -69112,6 +80462,11 @@

      CoffeeMud 5.9

       (Cautiously IV)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Criminal Deviousness IV) @@ -69181,6 +80536,11 @@

      CoffeeMud 5.9

      (Available)  (Sword Striking III)
      (Expertise)(Available) (Vigorous Cooking IV) +
       (Fitness III)
      (Expertise)(Available) (Imbued Distilling IV) +
      (Expertise) (Available)  (Poisoning VI) @@ -69235,6 +80600,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -69481,6 +80856,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Poisoning VII) @@ -69520,6 +80900,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -69535,6 +80920,11 @@

      CoffeeMud 5.9

       (Trapping VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -69569,6 +80959,11 @@

      CoffeeMud 5.9

       (Edged Slashing IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Influencing IV) @@ -69849,6 +81244,11 @@

      CoffeeMud 5.9

       (Edged Slashing V)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Influencing V) @@ -69903,6 +81303,11 @@

      CoffeeMud 5.9

       (Acrobatic VI)
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Deceptive VI) @@ -69932,6 +81337,11 @@

      CoffeeMud 5.9

      (Available)  (Street Lore V)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Extended Illusing VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -70257,6 +81672,11 @@

      CoffeeMud 5.9

       (Extended Illusing VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Legal Lore VII) @@ -70316,6 +81736,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Fitness VII) @@ -70345,6 +81770,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -70620,6 +82065,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -70654,6 +82104,11 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Edged Focus VIII) @@ -70703,6 +82158,11 @@

      CoffeeMud 5.9

      (Available)  (Sword Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -70733,6 +82193,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Rope Use IX) @@ -70963,6 +82428,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Rope Use X) @@ -70982,6 +82452,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Edged Striking X) @@ -71001,6 +82476,11 @@

      CoffeeMud 5.9

      (Available)  (Sword Striking X)
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -71020,6 +82500,11 @@

      CoffeeMud 5.9

      (Available)  (Fitness X) + + (Expertise) + (Available) +  (Imbued Distilling IX) + @@ -71145,6 +82630,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -71154,6 +82644,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -71163,6 +82663,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -71284,7 +82789,7 @@

      CoffeeMud 5.9

      - + @@ -71308,6 +82813,10 @@

      CoffeeMud 5.9

      + + + + @@ -71320,6 +82829,10 @@

      CoffeeMud 5.9

      + + + + @@ -71399,6 +82912,21 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)
      (Common skill: Epicurean) (Qualify)  Apothecary
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
       (Durable Crafting III)
      (Expertise)(Available) (Durable Shaping I) +
      (Expertise)(Available) (Durable Shaping II) +
      (Expertise)(Available) (Durable Shaping III) +
      (Expertise) (Available)  (Lethal Crafting I) @@ -71429,6 +82957,51 @@

      CoffeeMud 5.9

       (Light Crafting III)
      (Expertise)(Available) (Light Fabricating I) +
      (Expertise)(Available) (Light Fabricating II) +
      (Expertise)(Available) (Light Fabricating III) +
      (Expertise)(Available) (Light Sewing I) +
      (Expertise)(Available) (Light Sewing II) +
      (Expertise)(Available) (Light Sewing III) +
      (Expertise)(Available) (Light Shaping I) +
      (Expertise)(Available) (Light Shaping II) +
      (Expertise)(Available) (Light Shaping III) +
      (Expertise) (Available)  (Quality Crafting I) @@ -71444,6 +83017,151 @@

      CoffeeMud 5.9

       (Quality Crafting III)
      (Expertise)(Available) (Quality Fabricating I) +
      (Expertise)(Available) (Quality Fabricating II) +
      (Expertise)(Available) (Quality Fabricating III) +
      (Expertise)(Available) (Quality Sewing I) +
      (Expertise)(Available) (Quality Sewing II) +
      (Expertise)(Available) (Quality Sewing III) +
      (Expertise)(Available) (Quality Shaping I) +
      (Expertise)(Available) (Quality Shaping II) +
      (Expertise)(Available) (Quality Shaping III) +
      (Expertise)(Available) (Quick Cooking I) +
      (Expertise)(Available) (Quick Cooking II) +
      (Expertise)(Available) (Quick Cooking III) +
      (Expertise)(Available) (Quick Cooking IV) +
      (Expertise)(Available) (Quick Cooking V) +
      (Expertise)(Available) (Quick Cooking VI) +
      (Expertise)(Available) (Quick Cooking VII) +
      (Expertise)(Available) (Quick Cooking VIII) +
      (Expertise)(Available) (Quick Cooking IX) +
      (Expertise)(Available) (Quick Cooking X) +
      (Expertise)(Available) (Quick Crafting I) +
      (Expertise)(Available) (Quick Crafting II) +
      (Expertise)(Available) (Quick Crafting III) +
      (Expertise)(Available) (Quick Crafting IV) +
      (Expertise)(Available) (Quick Crafting V) +
      (Expertise)(Available) (Quick Crafting VI) +
      (Expertise)(Available) (Quick Crafting VII) +
      (Expertise)(Available) (Quick Crafting VIII) +
      (Expertise)(Available) (Quick Crafting IX) +
      (Expertise)(Available) (Quick Crafting X) +
      (Expertise) (Available)  (Quick Worker I) @@ -71493,6 +83211,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -71510,7 +83278,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -71575,6 +83343,51 @@

      CoffeeMud 5.9

      (Qualify)  Identify Bombs + + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + @@ -71588,7 +83401,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -71642,7 +83455,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -71654,7 +83467,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -71691,6 +83504,21 @@

      CoffeeMud 5.9

      (Available)  (Combat Fluidity I) + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + @@ -71704,6 +83532,10 @@

      CoffeeMud 5.9

      (Qualify)  Dodge + (Skill: Nature lore) + (Qualify) +  Find Home + (Thief skill: Stealthy) (Qualify)  Sneak @@ -71748,6 +83580,18 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + @@ -71786,6 +83630,10 @@

      CoffeeMud 5.9

      @@ -73129,6 +85136,11 @@

      CoffeeMud 5.9

      + + + + @@ -74188,11 +86265,26 @@

      CoffeeMud 5.9

      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Thief skill: Find/Remove traps) (Qualify)  Remove Traps
      + + + + @@ -71806,10 +83654,6 @@

      CoffeeMud 5.9

      - - - - @@ -71836,6 +83680,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -72129,6 +84050,11 @@

      CoffeeMud 5.9

      + + + + @@ -72429,6 +84384,11 @@

      CoffeeMud 5.9

      + + + + @@ -72771,6 +84758,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Combat Fluidity III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -71866,10 +83760,18 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -72080,6 +83982,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Combat lore) (Qualify)  Track
      (Skill: Nature lore)(Qualify) Find Ship
      (Thief skill: Trapping) (Qualify)  AutoCaltrops
       Make Bombs
      (Expertise)(Available) (Fortified Baking I) +
      (Expertise) (Available)  (Trap Disabling I) @@ -72097,10 +84004,24 @@

      CoffeeMud 5.9

      (Qualify)  Animal Taming
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Thief skill: Alert) (Qualify)  Detection
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Combat Fluidity VI)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Divining VI) @@ -72152,6 +84078,10 @@

      CoffeeMud 5.9

      + + + + @@ -72212,6 +84142,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Skill: Grappling) (Qualify)  Pin
       Cage
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Combat Lore II) @@ -72328,6 +84268,11 @@

      CoffeeMud 5.9

       (Fatiguing I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -72365,6 +84310,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Criminal Deviousness I) @@ -72414,6 +84364,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Combat Lore III)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -72509,6 +84469,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -72648,6 +84620,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Lore IV)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -72697,6 +84674,11 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Edged Focus I) @@ -72746,6 +84728,11 @@

      CoffeeMud 5.9

      (Available)  (Trap Disabling IV)
      (Expertise)(Available) (Vigorous Cooking III) +
       (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Expertise) (Available)  (Rope Use II) @@ -73026,6 +85018,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
      (Expertise) (Available)  (Rope Use III) @@ -73045,6 +85042,11 @@

      CoffeeMud 5.9

       (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Criminal Deviousness IV) @@ -73109,6 +85111,11 @@

      CoffeeMud 5.9

      (Available)  (Vice-Gripping III)
      (Expertise)(Available) (Vigorous Cooking IV) +
       (Fitness III)
      (Expertise)(Available) (Imbued Distilling IV) +
      (Expertise) (Available)  (Mana Sapping III) @@ -73168,6 +85180,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -73840,6 +85897,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Combat Lore VI) @@ -73384,6 +85406,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Mana Sapping IV) @@ -73428,6 +85455,11 @@

      CoffeeMud 5.9

       (Combat Lore VII)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -73443,6 +85475,11 @@

      CoffeeMud 5.9

       (Trapping VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -73477,6 +85514,11 @@

      CoffeeMud 5.9

       (Edged Slashing IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Ranged Bashing IV) @@ -73732,6 +85774,11 @@

      CoffeeMud 5.9

       (Edged Slashing V)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Ranged Bashing V) @@ -73776,6 +85823,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Deceptive VI) @@ -73795,6 +85847,11 @@

      CoffeeMud 5.9

      (Available)  (Rope Use VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Fatiguing VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -74095,6 +86157,11 @@

      CoffeeMud 5.9

       (Fatiguing VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Martial Lore VI) @@ -74144,6 +86211,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Fitness VII) @@ -74178,6 +86250,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      + + + + + + + + + + + + @@ -74526,6 +86633,11 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -74789,6 +86916,11 @@

      CoffeeMud 5.9

      + + + + @@ -74912,6 +87049,16 @@

      CoffeeMud 5.9

      @@ -74921,6 +87068,11 @@

      CoffeeMud 5.9

      @@ -75019,7 +87171,7 @@

      CoffeeMud 5.9

      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Combat Lore X)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -74423,6 +86515,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -74457,6 +86554,11 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Edged Focus VIII) @@ -74501,6 +86603,11 @@

      CoffeeMud 5.9

      (Available)  (Sword Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
       (Fine Calligraphy IX)
      (Expertise)(Available) (Imbued Distilling VIII) +
      (Expertise) (Available)  (Rope Use IX) @@ -74731,6 +86843,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X)
      (Expertise)(Available) (Fortified Baking IX) +
      (Expertise) (Available)  (Rope Use X) @@ -74745,6 +86862,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Edged Striking X) @@ -74769,6 +86891,11 @@

      CoffeeMud 5.9

      (Available)  (Vice-Gripping X)
      (Expertise)(Available) (Vigorous Cooking IX) +
       (Fitness X)
      (Expertise)(Available) (Imbued Distilling IX) +
      (Expertise) (Available)  (Mana Sapping X) @@ -74903,6 +87035,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      - + @@ -75066,6 +87218,10 @@

      CoffeeMud 5.9

      + + + + @@ -75078,6 +87234,10 @@

      CoffeeMud 5.9

      + + + + @@ -75196,6 +87356,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Barbarian

      DescriptionBarbarians are the wild warriors of the frontier. Their ability to deal
      large amounts of damage in combat, as well as inspire combative behaviors in
      others makes them especially ferocious. They are fond of mastering numerous
      weapons, and building up their bodies, though they distrust metal armors, and
      may not wear them without difficulties.

      How to play: Barbarian combat skills make them desirable as group members.
      While their non-metal armor restriction can sometimes hurt their nomination
      as tanks, their ability to deal and absorb large amounts of damage can more
      than make up for anything lacked. Because of this, the Barbarian flourishes
      as well alone as in groups.

      The Barbarian is every bit as strong a fighter as a pure Fighter, and has
      that extra combative edge that many players look for in a Class. Players who
      dislike subtelty and enjoy straight up hack-and-slash playing will enjoy the
      Barbarian's simple destructive style.
      DescriptionBarbarians are the wild warriors of the frontier. Their ability to deal
      large amounts of damage in combat, as well as inspire combative behaviors in
      others makes them especially ferocious. They are fond of mastering numerous
      weapons, and building up their bodies, though they distrust metal armors, and
      may not wear them without difficulties.

      How to play: Barbarian combat skills make them desirable as group members.
      While their non-metal armor restriction can sometimes hurt their nomination
      as tanks, their ability to deal and absorb large amounts of damage can more
      than make up for anything lacked. Because of this, the Barbarian flourishes
      as well alone as in groups.

      The Barbarian is every bit as strong a fighter as a pure Fighter, and has
      that extra combative edge that many players look for in a Class. Players who
      dislike subtelty and enjoy straight up hack-and-slash playing will enjoy the
      Barbarian's simple destructive style.
      Prime StatisticStrength
      QualificationsStrength 9+, Constitution 9+
      Practices3 +[(Wisdom/6)-1 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -75213,7 +87423,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -75237,6 +87447,56 @@

      CoffeeMud 5.9

      (Qualify)  Lacquering + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -75309,6 +87569,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -75339,6 +87629,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -75353,6 +87688,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -75366,7 +87796,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -75421,7 +87851,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -75437,7 +87867,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -75465,6 +87895,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -75481,6 +87956,10 @@

      CoffeeMud 5.9

      (Skill: Martial lore) (Qualify)  Cleave + + (Skill: Nature lore) + (Qualify) +  Find Home @@ -75533,6 +88012,18 @@

      CoffeeMud 5.9

      (Skill: Martial lore) (Qualify)  Rescue + + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim @@ -75560,10 +88051,14 @@

      CoffeeMud 5.9

      - + + + + + @@ -75588,10 +88083,6 @@

      CoffeeMud 5.9

      - - - - @@ -75618,6 +88109,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)
      (Common skill: Epicurean) (Qualify)  Apothecary
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Combat Fluidity III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -75655,6 +88196,14 @@

      CoffeeMud 5.9

      (Skill: Nature lore) (Qualify)  Swamp Tactics
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -75792,6 +88341,11 @@

      CoffeeMud 5.9

       Mounted Combat + + (Expertise) + (Available) +  (Fortified Baking I) + @@ -75804,7 +88358,21 @@

      CoffeeMud 5.9

      (Skill: Fitness) (Qualify)  Endurance + + (Common skill: Epicurean) + (Qualify) +  Food Preserving + + (Expertise) + (Available) +  (Creative Food Prep I) + + + (Expertise) + (Available) +  (Vigorous Cooking I) + @@ -75829,6 +88397,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VI) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -75842,6 +88415,10 @@

      CoffeeMud 5.9

      + + + + @@ -75879,6 +88456,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Common skill: Nature lore) (Qualify)  Scrapping
       Roll With Blows
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Nature Lore I) @@ -75967,6 +88554,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -75995,6 +88587,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -76014,6 +88611,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -76024,6 +88626,11 @@

      CoffeeMud 5.9

      + + + + @@ -76451,6 +89085,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -76094,6 +88701,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -76238,6 +88857,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -76307,6 +88931,11 @@

      CoffeeMud 5.9

       (Blunt Piercing I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Edged Focus I) @@ -76421,6 +89050,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing I)
      (Expertise)(Available) (Vigorous Cooking III) +
       (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Expertise) (Available)  (Resounding Singing III) @@ -76811,6 +89450,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
      (Expertise) (Available)  (Resounding Singing IV) @@ -76850,6 +89494,11 @@

      CoffeeMud 5.9

       (Blunt Striking III)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Dirty Fighting IV) @@ -76919,6 +89568,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking III)
      (Expertise)(Available) (Vigorous Cooking IV) +
      @@ -76939,6 +89593,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Poisoning VI) @@ -76963,6 +89622,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + @@ -77960,6 +90664,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Ingenious Engineering IV) @@ -77299,6 +89968,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Poisoning VII) @@ -77323,6 +89997,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -77343,6 +90022,11 @@

      CoffeeMud 5.9

       (Shield Using IV)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -77427,6 +90111,11 @@

      CoffeeMud 5.9

       (Hammer Focus IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Influencing IV) @@ -77777,6 +90466,11 @@

      CoffeeMud 5.9

       (Flailed Slicing V)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Hammer Bashing V) @@ -77881,6 +90575,11 @@

      CoffeeMud 5.9

       (Armor Optimizing V)
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Evasively V) @@ -77895,6 +90594,11 @@

      CoffeeMud 5.9

      (Available)  (Resounding Singing VII)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Hammer Striking VI)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -78315,6 +91024,11 @@

      CoffeeMud 5.9

       (Flailed Striking VII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Hammer Striking VII) @@ -78374,6 +91088,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Fitness VII) @@ -78393,6 +91112,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      @@ -78403,6 +91127,21 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + @@ -78961,6 +91715,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -78753,6 +91492,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -78817,6 +91561,11 @@

      CoffeeMud 5.9

       (Blunt Piercing VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Edged Focus VIII) @@ -78931,6 +91680,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
       (Fine Calligraphy IX)
      (Expertise)(Available) (Imbued Distilling VIII) +
      (Expertise) (Available)  (Resounding Singing X) @@ -79295,6 +92054,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy X)
      (Expertise)(Available) (Fortified Baking IX) +
      @@ -79325,6 +92089,11 @@

      CoffeeMud 5.9

       (Blunt Striking X) + (Expertise) + (Available) +  (Creative Food Prep IX) + + (Expertise) (Available)  (Edged Striking X) @@ -79369,6 +92138,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking X) + + (Expertise) + (Available) +  (Vigorous Cooking IX) + @@ -79389,6 +92163,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Shield Striking X) @@ -79603,6 +92382,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -79612,6 +92396,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -79621,6 +92415,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -79715,7 +92514,7 @@

      CoffeeMud 5.9

      - + @@ -79758,6 +92557,10 @@

      CoffeeMud 5.9

      + + + + @@ -79770,6 +92573,10 @@

      CoffeeMud 5.9

      + + + + @@ -79884,6 +92691,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Fighter

      DescriptionFighters are brutish weapon masters, skilled in the art of killing. They may
      specialize in any weapon type, and learn numerous new fighting techniques as
      they advance in level. Fighters receive more hit points and attack bonuses
      per level than any other class, and are invaluable in a close melee.

      Fighter is the starting point for numerous sub-classes which the player may
      choose to gain levels in at any time. These sub-classes include: Monk,
      Ranger, Paladin, and Barbarian.

      How to play: The fighters strength is in his domination of pure combat. When
      playing alone, a fighter is fully capable of gaining the necessary
      experience. However, the fighter may choose to lead a group to gain an even
      greater advantage. As the tank (primary melee combatant) in a group, the
      fighter will give the group the benefit of his superior armor and fighting
      skill, while benefitting from the healing spells of a cleric, or the magical
      aids of a mage.

      The fighters greatest weakness is his inability to move secretly, or get into
      or out of tricky spots. For this reason, the fighter outside of a group
      should steer towards simple combat areas, and be content only with the
      treasures obtains from his kills.
      DescriptionFighters are brutish weapon masters, skilled in the art of killing. They may
      specialize in any weapon type, and learn numerous new fighting techniques as
      they advance in level. Fighters receive more hit points and attack bonuses
      per level than any other class, and are invaluable in a close melee.

      Fighter is the starting point for numerous sub-classes which the player may
      choose to gain levels in at any time. These sub-classes include: Monk,
      Ranger, Paladin, and Barbarian.

      How to play: The fighters strength is in his domination of pure combat. When
      playing alone, a fighter is fully capable of gaining the necessary
      experience. However, the fighter may choose to lead a group to gain an even
      greater advantage. As the tank (primary melee combatant) in a group, the
      fighter will give the group the benefit of his superior armor and fighting
      skill, while benefitting from the healing spells of a cleric, or the magical
      aids of a mage.

      The fighters greatest weakness is his inability to move secretly, or get into
      or out of tricky spots. For this reason, the fighter outside of a group
      should steer towards simple combat areas, and be content only with the
      treasures obtains from his kills.
      Prime StatisticStrength
      QualificationsStrength 9+
      Practices3 +[(Wisdom/6)-1 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -79901,7 +92758,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -79929,6 +92786,56 @@

      CoffeeMud 5.9

      (Qualify)  Lacquering + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -80001,6 +92908,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -80031,6 +92968,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -80045,6 +93027,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -80058,7 +93135,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -80117,7 +93194,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -80137,7 +93214,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -80161,6 +93238,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -80174,6 +93296,10 @@

      CoffeeMud 5.9

       Disarm + (Skill: Nature lore) + (Qualify) +  Find Home + (Skill: Evasive)  Subdue @@ -80225,6 +93351,18 @@

      CoffeeMud 5.9

      (Skill: Martial lore)  Second Attack + + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim @@ -80252,6 +93390,10 @@

      CoffeeMud 5.9

      + + + + @@ -80280,10 +93422,6 @@

      CoffeeMud 5.9

      - - - - @@ -80310,6 +93448,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Combat Fluidity III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -80343,6 +93531,14 @@

      CoffeeMud 5.9

      (Skill: Martial lore)  Weapon Break
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -80475,6 +93671,11 @@

      CoffeeMud 5.9

      (Qualify)  Whomp + + (Expertise) + (Available) +  (Fortified Baking I) + @@ -80488,10 +93689,24 @@

      CoffeeMud 5.9

      (Qualify)  Toughness III + (Common skill: Epicurean) + (Qualify) +  Food Preserving + (Skill: Martial lore)  Third Attack + + (Expertise) + (Available) +  (Creative Food Prep I) + + + (Expertise) + (Available) +  (Vigorous Cooking I) + @@ -80520,6 +93735,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VI) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -80533,6 +93753,10 @@

      CoffeeMud 5.9

      + + + + @@ -80569,6 +93793,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Skill: Shield use) (Qualify)  AutoBash
       Urban Tactics
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -80665,6 +93899,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -80693,6 +93932,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -80707,6 +93951,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -80727,6 +93976,11 @@

      CoffeeMud 5.9

       (Combat Lore III) + (Expertise) + (Available) +  (Imbued Distilling II) + + (Expertise) (Available)  (Ingenious Engineering I) @@ -80787,6 +94041,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -80931,6 +94197,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Lore IV)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -80995,6 +94266,11 @@

      CoffeeMud 5.9

       (Blunt Piercing I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Edged Focus I) @@ -81104,6 +94380,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing I)
      (Expertise)(Available) (Vigorous Cooking III) +
      @@ -81133,6 +94414,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy II) + + (Expertise) + (Available) +  (Imbued Distilling III) + @@ -81478,6 +94764,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy III) + + (Expertise) + (Available) +  (Fortified Baking IV) + @@ -81513,6 +94804,11 @@

      CoffeeMud 5.9

       (Blunt Striking III) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Dirty Fighting IV) @@ -81577,6 +94873,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking III) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -81597,6 +94898,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Shield Striking III) @@ -81616,6 +94922,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -81942,6 +95258,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Shield Striking IV) @@ -81971,6 +95292,11 @@

      CoffeeMud 5.9

       (Combat Lore VII)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -81986,6 +95312,11 @@

      CoffeeMud 5.9

       (Shield Using IV)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -82070,6 +95401,11 @@

      CoffeeMud 5.9

       (Hammer Focus IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Iron Kicking V) @@ -82405,6 +95741,11 @@

      CoffeeMud 5.9

       (Flailed Slicing V)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Hammer Bashing V) @@ -82504,6 +95845,11 @@

      CoffeeMud 5.9

       (Armor Optimizing V)
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Evasively V) @@ -82513,6 +95859,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
      @@ -82573,6 +95924,11 @@

      CoffeeMud 5.9

       (Hammer Striking VI) + (Expertise) + (Available) +  (Imbued Distilling VI) + + (Expertise) (Available)  (Martial Lore V) @@ -82913,6 +96269,11 @@

      CoffeeMud 5.9

       (Flailed Striking VII) + (Expertise) + (Available) +  (Fortified Baking VII) + + (Expertise) (Available)  (Hammer Striking VII) @@ -82972,6 +96333,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII) + (Expertise) + (Available) +  (Creative Food Prep VII) + + (Expertise) (Available)  (Fitness VII) @@ -82986,6 +96352,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX) + + (Expertise) + (Available) +  (Vigorous Cooking VII) + @@ -82996,6 +96367,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX) @@ -83006,6 +96387,11 @@

      CoffeeMud 5.9

       (Combat Lore X)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -83341,6 +96727,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -83400,6 +96791,11 @@

      CoffeeMud 5.9

       (Blunt Piercing VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Edged Focus VIII) @@ -83509,6 +96905,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -83538,6 +96939,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy IX) + + (Expertise) + (Available) +  (Imbued Distilling VIII) + @@ -83858,6 +97264,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy X) + + (Expertise) + (Available) +  (Fortified Baking IX) + @@ -83888,6 +97299,11 @@

      CoffeeMud 5.9

       (Blunt Striking X) + (Expertise) + (Available) +  (Creative Food Prep IX) + + (Expertise) (Available)  (Edged Striking X) @@ -83932,6 +97348,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking X) + + (Expertise) + (Available) +  (Vigorous Cooking IX) + @@ -83952,6 +97373,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Shield Striking X) @@ -84161,6 +97587,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -84170,6 +97601,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -84179,6 +97620,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -84273,7 +97719,7 @@

      CoffeeMud 5.9

      - + @@ -84324,6 +97770,10 @@

      CoffeeMud 5.9

      + + + + @@ -84336,6 +97786,10 @@

      CoffeeMud 5.9

      + + + + @@ -84454,6 +97908,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Monk

      DescriptionMonks are the agile and graceful masters of their own bodies. Combining
      quick reflexes with intense study of the martial arts makes them a powerful
      and intimidating opponent. Although Monks may use weapons, most of their
      power and unique ability comes when they are completely unarmed. And since
      they depend so heavily on their agility, they will find themselves wearing
      only light cloth armors.

      How to play: Either alone or in groups, the Monk is a dizzying class to play.
      Capable of more pure attacks than any other class, and loaded down with
      dozens of Monk-specific physical feats makes the Monk almost mage-like in
      complexity. In fact, the player who loathes worrying about staying
      up-to-date on equipment, but who enjoys the pure fight may be especially
      attracted to Monk.

      Like all fighters, the Monk will gain experience principally through the
      vanquishing of foes. Although the armor restriction can seem daunting, the
      Monks extra dexterity bonus to armor, and the wide variety of attacks and
      defences makes them every bit as powerful (if not much more) than the other
      fighter classes.
      DescriptionMonks are the agile and graceful masters of their own bodies. Combining
      quick reflexes with intense study of the martial arts makes them a powerful
      and intimidating opponent. Although Monks may use weapons, most of their
      power and unique ability comes when they are completely unarmed. And since
      they depend so heavily on their agility, they will find themselves wearing
      only light cloth armors.

      How to play: Either alone or in groups, the Monk is a dizzying class to play.
      Capable of more pure attacks than any other class, and loaded down with
      dozens of Monk-specific physical feats makes the Monk almost mage-like in
      complexity. In fact, the player who loathes worrying about staying
      up-to-date on equipment, but who enjoys the pure fight may be especially
      attracted to Monk.

      Like all fighters, the Monk will gain experience principally through the
      vanquishing of foes. Although the armor restriction can seem daunting, the
      Monks extra dexterity bonus to armor, and the wide variety of attacks and
      defences makes them every bit as powerful (if not much more) than the other
      fighter classes.
      Prime StatisticStrength
      QualificationsStrength 9+, Dexterity 9+
      Practices3 +[(Wisdom/6)-1 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -84471,7 +97975,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -84495,6 +97999,56 @@

      CoffeeMud 5.9

      (Qualify)  Climb + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -84567,6 +98121,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -84597,6 +98181,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -84611,6 +98240,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -84624,7 +98348,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -84679,7 +98403,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -84699,7 +98423,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -84723,6 +98447,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -84736,6 +98505,10 @@

      CoffeeMud 5.9

      (Qualify)  Disarm + (Skill: Nature lore) + (Qualify) +  Find Home + (Thief skill: Stealthy) (Qualify)  Sneak @@ -84784,6 +98557,18 @@

      CoffeeMud 5.9

      (Qualify)  Ax Kick + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim + (Skill: Dirty fighting) (Qualify)  Trip @@ -84814,6 +98599,10 @@

      CoffeeMud 5.9

      + + + + @@ -84838,10 +98627,6 @@

      CoffeeMud 5.9

      - - - - @@ -84868,6 +98653,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Combat Fluidity III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -84905,6 +98740,14 @@

      CoffeeMud 5.9

      (Skill: Kicking) (Qualify)  Flying Kick
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -85042,6 +98885,11 @@

      CoffeeMud 5.9

      (Qualify)  Ki Strike + + (Expertise) + (Available) +  (Fortified Baking I) + @@ -85051,10 +98899,24 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Skill: Martial lore) (Qualify)  Half Attack
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
      @@ -85079,6 +98941,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VI) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -85092,6 +98959,10 @@

      CoffeeMud 5.9

      + + + + @@ -85144,6 +99015,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Thief skill: Stealing) (Qualify)  Weapon Snatch
       Gouge
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Nature Lore I) @@ -85213,6 +99094,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -85241,6 +99127,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -85270,6 +99161,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -85280,6 +99176,11 @@

      CoffeeMud 5.9

      + + + + @@ -85701,6 +99629,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -85345,6 +99246,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -85499,6 +99412,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -85558,6 +99476,11 @@

      CoffeeMud 5.9

       (Blunt Piercing I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Edged Focus I) @@ -85672,6 +99595,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing I)
      (Expertise)(Available) (Vigorous Cooking III) +
      (Available)  (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      @@ -86056,6 +99989,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy III) + + (Expertise) + (Available) +  (Fortified Baking IV) + @@ -86091,6 +100029,11 @@

      CoffeeMud 5.9

       (Blunt Striking III) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Dirty Fighting IV) @@ -86160,6 +100103,11 @@

      CoffeeMud 5.9

      (Available)  (Vice-Gripping III) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -86180,6 +100128,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Shadow V) @@ -86214,6 +100167,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + @@ -87181,6 +101179,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Ingenious Engineering IV) @@ -86535,6 +100498,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Shadow VI) @@ -86569,6 +100537,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -86579,6 +100552,11 @@

      CoffeeMud 5.9

       (Nature Lore VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -86663,6 +100641,11 @@

      CoffeeMud 5.9

       (Hammer Focus IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Iron Kicking V) @@ -87008,6 +100991,11 @@

      CoffeeMud 5.9

       (Flailed Slicing V)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Hammer Bashing V) @@ -87112,6 +101100,11 @@

      CoffeeMud 5.9

       (Armor Optimizing V)
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Evasively V) @@ -87121,6 +101114,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Hammer Striking VI)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -87531,6 +101534,11 @@

      CoffeeMud 5.9

       (Flailed Striking VII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Hammer Striking VII) @@ -87595,6 +101603,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Fitness VII) @@ -87624,6 +101637,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      @@ -87634,6 +101652,21 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + @@ -88171,6 +102219,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -87974,6 +102007,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -88028,6 +102066,11 @@

      CoffeeMud 5.9

       (Blunt Piercing VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Edged Focus VIII) @@ -88142,6 +102185,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      (Available)  (Fine Calligraphy IX)
      (Expertise)(Available) (Imbued Distilling VIII) +
      @@ -88496,6 +102549,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy X) + + (Expertise) + (Available) +  (Fortified Baking IX) + @@ -88526,6 +102584,11 @@

      CoffeeMud 5.9

       (Blunt Striking X) + (Expertise) + (Available) +  (Creative Food Prep IX) + + (Expertise) (Available)  (Edged Striking X) @@ -88575,6 +102638,11 @@

      CoffeeMud 5.9

      (Available)  (Vice-Gripping X) + + (Expertise) + (Available) +  (Vigorous Cooking IX) + @@ -88595,6 +102663,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Shield Striking X) @@ -88799,6 +102872,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -88808,6 +102886,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -88817,6 +102905,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -88911,7 +103004,7 @@

      CoffeeMud 5.9

      - + @@ -88954,6 +103047,10 @@

      CoffeeMud 5.9

      + + + + @@ -88970,6 +103067,10 @@

      CoffeeMud 5.9

      + + + + @@ -89084,6 +103185,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Paladin

      DescriptionPaladins are holy fighters, possessing many of the traits of both Fighters
      and Clerics, though in less intensity than either class alone. They may
      learn Cleric spells at higher levels, and possess numerous fighting
      techniques. Their weapons and armor choices are unlimited, but Paladins are
      restricted to a good alignment.

      How to play: Paladin's have the potential of being the most powerful of
      classes, and the most desired of group members. Their powerful combat skills
      and auras of power make them the perfect tanks for groups, especially since
      their Cleric healing abilities can allow them to fill this gap in a group.
      Alone, they can also flourish, vanquishing evil with the efficiency of the
      fighter.

      The only weakness of the Paladin is his reliance on goodness. In most muds,
      this limits his adventuring choices greatly. However, his strengths for
      lasting and winning in combat are so broad, he will quickly advance.
      DescriptionPaladins are holy fighters, possessing many of the traits of both Fighters
      and Clerics, though in less intensity than either class alone. They may
      learn Cleric spells at higher levels, and possess numerous fighting
      techniques. Their weapons and armor choices are unlimited, but Paladins are
      restricted to a good alignment.

      How to play: Paladin's have the potential of being the most powerful of
      classes, and the most desired of group members. Their powerful combat skills
      and auras of power make them the perfect tanks for groups, especially since
      their Cleric healing abilities can allow them to fill this gap in a group.
      Alone, they can also flourish, vanquishing evil with the efficiency of the
      fighter.

      The only weakness of the Paladin is his reliance on goodness. In most muds,
      this limits his adventuring choices greatly. However, his strengths for
      lasting and winning in combat are so broad, he will quickly advance.
      Prime StatisticStrength
      QualificationsWisdom 9+, Strength 9+
      Practices3 +[(Wisdom/6) per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
       Healing Hands
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -89101,7 +103252,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -89129,6 +103280,56 @@

      CoffeeMud 5.9

      (Qualify)  Paladin`s Resistance + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -89201,6 +103402,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -89231,6 +103462,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -89245,6 +103521,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -89258,7 +103629,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -89317,7 +103688,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -89329,7 +103700,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -89361,6 +103732,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -89374,6 +103790,10 @@

      CoffeeMud 5.9

       Sense Evil + (Skill: Nature lore) + (Qualify) +  Find Home + (Skill: Neutralization) (Qualify)  Revoke @@ -89430,6 +103850,18 @@

      CoffeeMud 5.9

      (Qualify)  Protection Evil + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim + (Skill: Martial lore) (Qualify)  Disarm @@ -89460,6 +103892,10 @@

      CoffeeMud 5.9

      + + + + @@ -89488,10 +103924,6 @@

      CoffeeMud 5.9

      - - - - @@ -89518,6 +103950,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Heal Mount
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Combat Fluidity III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -89556,9 +104038,17 @@

      CoffeeMud 5.9

      (Qualify)  Blind Fighting
      (Common skill: Gathering)(Qualify) Gardening
      (Prayer: Restoration) (Qualify)  Freedom
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -89699,6 +104189,11 @@

      CoffeeMud 5.9

      (Qualify)  Sanctuary + + (Expertise) + (Available) +  (Fortified Baking I) + @@ -89708,6 +104203,10 @@

      CoffeeMud 5.9

      + + + + @@ -89716,6 +104215,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Prayer: Healing) (Qualify)  Cure Critical Wounds
      (Qualify)  Trip
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
      @@ -89744,6 +104253,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VI) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -89757,6 +104271,10 @@

      CoffeeMud 5.9

      + + + + @@ -89793,6 +104311,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Prayer: Neutralization) (Qualify)  Calm
       Resurrect Mount
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -89893,6 +104421,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -89925,6 +104458,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -89939,6 +104477,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -89954,6 +104497,11 @@

      CoffeeMud 5.9

       (Arcane Lore II) + (Expertise) + (Available) +  (Imbued Distilling II) + + (Expertise) (Available)  (Ingenious Engineering I) @@ -90009,6 +104557,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -90173,6 +104733,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -90237,6 +104802,11 @@

      CoffeeMud 5.9

       (Blunt Piercing I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Death Lore III) @@ -90361,6 +104931,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing I)
      (Expertise)(Available) (Vigorous Cooking III) +
      @@ -90386,6 +104961,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy II) + (Expertise) + (Available) +  (Imbued Distilling III) + + (Expertise) (Available)  (Restoring I) @@ -90766,6 +105346,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III) + (Expertise) + (Available) +  (Fortified Baking IV) + + (Expertise) (Available)  (Restoring II) @@ -90805,6 +105390,11 @@

      CoffeeMud 5.9

       (Blunt Striking III) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Dirty Fighting IV) @@ -90869,6 +105459,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking III) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -90904,6 +105499,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -90928,6 +105528,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -91284,6 +105894,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -91313,6 +105928,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -91328,6 +105948,11 @@

      CoffeeMud 5.9

       (Shield Using IV)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -91422,6 +106047,11 @@

      CoffeeMud 5.9

       (Healing IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Legal Lore V) @@ -91787,6 +106417,11 @@

      CoffeeMud 5.9

       (Flailed Slicing V)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Hammer Bashing V) @@ -91891,6 +106526,11 @@

      CoffeeMud 5.9

       (Armor Optimizing V)
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Evasively V) @@ -91910,6 +106550,11 @@

      CoffeeMud 5.9

      (Available)  (Restoring V)
      (Expertise)(Available) (Vigorous Cooking VI) +
      @@ -91970,6 +106615,11 @@

      CoffeeMud 5.9

       (Hammer Striking VI) + (Expertise) + (Available) +  (Imbued Distilling VI) + + (Expertise) (Available)  (Martial Lore V) @@ -92340,6 +106990,11 @@

      CoffeeMud 5.9

       (Flailed Striking VII) + (Expertise) + (Available) +  (Fortified Baking VII) + + (Expertise) (Available)  (Hammer Striking VII) @@ -92419,6 +107074,11 @@

      CoffeeMud 5.9

       (Creating VII) + (Expertise) + (Available) +  (Creative Food Prep VII) + + (Expertise) (Available)  (Fitness VII) @@ -92438,6 +107098,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX) + + (Expertise) + (Available) +  (Vigorous Cooking VII) + @@ -92448,11 +107113,26 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -92828,6 +107508,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -92887,6 +107572,11 @@

      CoffeeMud 5.9

       (Blunt Piercing VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Death Lore X) @@ -93011,6 +107701,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -93036,6 +107731,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Restoring VIII) @@ -93391,6 +108091,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Restoring IX) @@ -93425,6 +108130,11 @@

      CoffeeMud 5.9

       (Blunt Striking X) + (Expertise) + (Available) +  (Creative Food Prep IX) + + (Expertise) (Available)  (Edged Striking X) @@ -93469,6 +108179,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking X) + + (Expertise) + (Available) +  (Vigorous Cooking IX) + @@ -93504,6 +108219,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -93743,6 +108463,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -93752,6 +108477,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -93761,6 +108496,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -93855,7 +108595,7 @@

      CoffeeMud 5.9

      - + @@ -93886,7 +108626,7 @@

      CoffeeMud 5.9

      - + @@ -93906,6 +108646,10 @@

      CoffeeMud 5.9

      + + + + @@ -93918,6 +108662,10 @@

      CoffeeMud 5.9

      + + + + @@ -93987,6 +108735,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Ranger

      DescriptionRangers are noted primarily for their ability to track their friends and
      enemies, though their knowledge of the natural world has also given them
      great magical strength. They are a cross between the fighter and the druid,
      gaining druid chants at higher levels, and numerous fighting techniques.

      How to play: Rangers can provide a unique opportunity for experience
      advancement in a mud. Their combat skills make them desirable as group
      members as tanks. Their ability to use scrolls gives them access to magic
      that grants them some of the mages versatility. Meanwhile, the druidic
      chants they learn gives them a unique affinity with animals, allowing them to
      form their own groups as well.

      The Ranger, like the Paladin, is not quite as strong a fighter as a pure
      fighter, but makes up for this using his magical animal affinity. Also, the
      Ranger will have to be careful to maintain a neutral alignment in order for
      the druidic chants to become useful. In the meantime, the ranger must use
      scrolls and other magical items to supplement his natural fighting skill.
      DescriptionRangers are noted primarily for their ability to track their friends and
      enemies, though their knowledge of the natural world has also given them
      great magical strength. They are a cross between the fighter and the druid,
      gaining druid chants at higher levels, and numerous fighting techniques.

      How to play: Rangers can provide a unique opportunity for experience
      advancement in a mud. Their combat skills make them desirable as group
      members as tanks. Their ability to use scrolls gives them access to magic
      that grants them some of the mages versatility. Meanwhile, the druidic
      chants they learn gives them a unique affinity with animals, allowing them to
      form their own groups as well.

      The Ranger, like the Paladin, is not quite as strong a fighter as a pure
      fighter, but makes up for this using his magical animal affinity. Also, the
      Ranger will have to be careful to maintain a neutral alignment in order for
      the druidic chants to become useful. In the meantime, the ranger must use
      scrolls and other magical items to supplement his natural fighting skill.
      Prime StatisticStrength
      QualificationsStrength 9+, Intelligence 9+
      Practices3 +[(Wisdom/6) per lvl]
      (Qualify)  Animal Bonding
      (Common skill: Crafting)
      (Common skill: Epicurean) (Qualify)  Apothecary
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Skill: Combat lore)  Track
       Sword Specialization
      (Expertise)(Available) (Quick Cooking I) +
      (Expertise)(Available) (Quick Cooking II) +
      (Expertise)(Available) (Quick Cooking III) +
      (Expertise)(Available) (Quick Cooking IV) +
      (Expertise)(Available) (Quick Cooking V) +
      (Expertise)(Available) (Quick Cooking VI) +
      (Expertise)(Available) (Quick Cooking VII) +
      (Expertise)(Available) (Quick Cooking VIII) +
      (Expertise)(Available) (Quick Cooking IX) +
      (Expertise)(Available) (Quick Cooking X) +
      (Expertise) (Available)  (Quick Worker I) @@ -94036,6 +108834,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -94053,7 +108901,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -94161,6 +109009,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -94191,6 +109069,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -94205,6 +109128,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -94222,7 +109240,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -94285,7 +109303,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -94301,7 +109319,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -94334,11 +109352,56 @@

      CoffeeMud 5.9

       Weaponsmithing + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + (Expertise) (Available)  (Power Divining I) + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + + (Expertise) (Available)  (Reduced Divining I) @@ -94360,6 +109423,10 @@

      CoffeeMud 5.9

      (Qualify)  Fierce Companions + (Skill: Nature lore) + (Qualify) +  Find Home + (Skill: Neutralization) (Qualify)  Revoke @@ -94434,6 +109501,18 @@

      CoffeeMud 5.9

       Favored Enemy 1 + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim + (Skill: Martial lore) (Qualify)  Disarm @@ -94472,6 +109551,10 @@

      CoffeeMud 5.9

      + + + + @@ -94504,10 +109587,6 @@

      CoffeeMud 5.9

      - - - - @@ -94539,6 +109618,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Chant: Animal affinity) (Qualify)  Calm Animal
      (Qualify)  Woodland Sneak
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Power Divining III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -94586,9 +109715,17 @@

      CoffeeMud 5.9

      (Qualify)  Point Blank Shot
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Trapping) (Qualify)  Set Snare
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -94784,6 +109921,11 @@

      CoffeeMud 5.9

      (Qualify)  Trip + + (Expertise) + (Available) +  (Fortified Baking I) + @@ -94801,10 +109943,24 @@

      CoffeeMud 5.9

      (Qualify)  Sweep + (Common skill: Epicurean) + (Qualify) +  Food Preserving + (Skill: Martial lore)  Favored Enemy 3 + + (Expertise) + (Available) +  (Creative Food Prep I) + + + (Expertise) + (Available) +  (Vigorous Cooking I) + @@ -94837,6 +109993,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VI) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Power Divining VI) @@ -94860,6 +110021,10 @@

      CoffeeMud 5.9

      + + + + @@ -94915,6 +110080,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Chant: Enduring) (Qualify)  Water Walking
       Camouflage
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -95043,6 +110218,11 @@

      CoffeeMud 5.9

       (Extended Divining I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -95084,6 +110264,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -95123,6 +110308,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -95143,6 +110333,11 @@

      CoffeeMud 5.9

       (Combat Lore III) + (Expertise) + (Available) +  (Imbued Distilling II) + + (Expertise) (Available)  (Ingenious Engineering I) @@ -95223,6 +110418,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -95417,6 +110624,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Lore IV)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ignalist I) @@ -95511,6 +110723,11 @@

      CoffeeMud 5.9

       (Blunt Piercing I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Edged Focus I) @@ -95620,6 +110837,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing I)
      (Expertise)(Available) (Vigorous Cooking III) +
      @@ -95645,6 +110867,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy II) + (Expertise) + (Available) +  (Imbued Distilling III) + + (Expertise) (Available)  (Shapeshifting II) @@ -96060,6 +111287,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III) + (Expertise) + (Available) +  (Fortified Baking IV) + + (Expertise) (Available)  (Shapeshifting III) @@ -96099,6 +111331,11 @@

      CoffeeMud 5.9

       (Blunt Striking III) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Dirty Fighting IV) @@ -96178,6 +111415,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking III) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -96208,6 +111450,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -96252,6 +111499,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -96623,6 +111880,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -96677,6 +111939,11 @@

      CoffeeMud 5.9

       (Combat Lore VII)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ignalist IV) @@ -96712,6 +111979,11 @@

      CoffeeMud 5.9

       (Trapping VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -96801,6 +112073,11 @@

      CoffeeMud 5.9

       (Hammer Focus IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Polearm Focus IV) @@ -97206,6 +112483,11 @@

      CoffeeMud 5.9

       (Flailed Slicing V)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Hammer Bashing V) @@ -97295,6 +112577,11 @@

      CoffeeMud 5.9

       (Armor Optimizing V)
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Evasively V) @@ -97309,6 +112596,11 @@

      CoffeeMud 5.9

      (Available)  (Shapeshifting VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
      @@ -97374,6 +112666,11 @@

      CoffeeMud 5.9

       (Hammer Striking VI) + (Expertise) + (Available) +  (Imbued Distilling VI) + + (Expertise) (Available)  (Martial Lore V) @@ -97784,6 +113081,11 @@

      CoffeeMud 5.9

       (Flailed Striking VII) + (Expertise) + (Available) +  (Fortified Baking VII) + + (Expertise) (Available)  (Hammer Striking VII) @@ -97858,6 +113160,11 @@

      CoffeeMud 5.9

       (Breeding VII) + (Expertise) + (Available) +  (Creative Food Prep VII) + + (Expertise) (Available)  (Deep Lore VII) @@ -97898,6 +113205,11 @@

      CoffeeMud 5.9

       (Vigilantly IX) + (Expertise) + (Available) +  (Vigorous Cooking VII) + + (Expertise) (Available)  (Weather Mastering VII) @@ -97912,6 +113224,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX) @@ -97927,6 +113249,11 @@

      CoffeeMud 5.9

       (Ignalist VII)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -98317,6 +113644,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ignalist VIII) @@ -98396,6 +113728,11 @@

      CoffeeMud 5.9

       (Blunt Piercing VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Edged Focus VIII) @@ -98505,6 +113842,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -98530,6 +113872,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Shapeshifting IX) @@ -98895,6 +114242,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Shapeshifting X) @@ -98929,6 +114281,11 @@

      CoffeeMud 5.9

       (Blunt Striking X) + (Expertise) + (Available) +  (Creative Food Prep IX) + + (Expertise) (Available)  (Edged Striking X) @@ -98978,6 +114335,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking X) + + (Expertise) + (Available) +  (Vigorous Cooking IX) + @@ -99008,6 +114370,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -99237,6 +114604,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -99246,6 +114618,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -99255,6 +114637,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -99353,7 +114740,7 @@

      CoffeeMud 5.9

      - + @@ -99396,6 +114783,10 @@

      CoffeeMud 5.9

      + + + + @@ -99408,6 +114799,10 @@

      CoffeeMud 5.9

      + + + + @@ -99510,6 +114905,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Bard

      DescriptionBards are traveling singers, whose "songs" can possess powerful magic. They
      are highly desired group members for the inspiration they bring to their team
      members, and the great stings they provide to their enemies. They possess
      the same weapon and armor restrictions as thieves, but also qualify for many
      thief skills.

      Bard is the basis for numerous sub-classes which the player may choose to
      gain levels in at any time. These sub-classes include the Charlatan, Dancer,
      Minstrel, and the Jester.

      How to play: The great strength of the bard is in his wide assortment of
      skills, and in his powerful songs. The bard may try his hand as the lonesome
      traveler, but will find his skills still put him behind his peers. It is in
      the company of other, more powerful classes, that the bard will flourish. And
      because of the unique nature of his magic, and how his skills will always
      affect groups, that groups will always want to have a bard along.

      Bards are as weak as thieves in combat, and lack their general sneakiness, so
      in the company of others must the bard find his path to greatness, filling
      any skill gaps in almost any group with the appropriate magic or ability.
      DescriptionBards are traveling singers, whose "songs" can possess powerful magic. They
      are highly desired group members for the inspiration they bring to their team
      members, and the great stings they provide to their enemies. They possess
      the same weapon and armor restrictions as thieves, but also qualify for many
      thief skills.

      Bard is the basis for numerous sub-classes which the player may choose to
      gain levels in at any time. These sub-classes include the Charlatan, Dancer,
      Minstrel, and the Jester.

      How to play: The great strength of the bard is in his wide assortment of
      skills, and in his powerful songs. The bard may try his hand as the lonesome
      traveler, but will find his skills still put him behind his peers. It is in
      the company of other, more powerful classes, that the bard will flourish. And
      because of the unique nature of his magic, and how his skills will always
      affect groups, that groups will always want to have a bard along.

      Bards are as weak as thieves in combat, and lack their general sneakiness, so
      in the company of others must the bard find his path to greatness, filling
      any skill gaps in almost any group with the appropriate magic or ability.
      Prime StatisticCharisma
      QualificationsCharisma 9+
      Practices5 +[(Wisdom/6)+1 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -99527,7 +114972,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -99555,6 +115000,56 @@

      CoffeeMud 5.9

      (Qualify)  Lore + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -99635,6 +115130,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -99665,6 +115190,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -99679,6 +115249,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -99692,7 +115357,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -99746,7 +115411,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -99758,7 +115423,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -99790,6 +115455,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -99799,6 +115509,10 @@

      CoffeeMud 5.9

      + + + + @@ -99838,6 +115552,18 @@

      CoffeeMud 5.9

      @@ -102816,6 +118805,11 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -103113,6 +119122,11 @@

      CoffeeMud 5.9

      + + + +
      (Skill: Nature lore)(Qualify) Find Home
      (Song: Singing)  Clumsiness
      + + + + + + + + + + + + @@ -99872,6 +115598,10 @@

      CoffeeMud 5.9

      @@ -101264,6 +117153,11 @@

      CoffeeMud 5.9

      + + + + @@ -102418,11 +118377,26 @@

      CoffeeMud 5.9

      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Song: Singing)  Muting
      + + + + @@ -99892,10 +115622,6 @@

      CoffeeMud 5.9

      - - - - @@ -99929,6 +115655,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -100190,6 +115979,10 @@

      CoffeeMud 5.9

      @@ -100226,6 +116029,11 @@

      CoffeeMud 5.9

      + + + + @@ -100514,6 +116351,11 @@

      CoffeeMud 5.9

      + + + + @@ -100871,6 +116740,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       Wainwrighting
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -99959,6 +115735,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -100181,6 +115965,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      (Song: Singing)  Health
       Quickness
      (Expertise)(Available) (Fortified Baking I) +
      + + + + @@ -100198,6 +115991,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Song: Singing)  Flight
       Lethargy
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Combat Fluidity VI)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Divining VI) @@ -100249,6 +116057,10 @@

      CoffeeMud 5.9

      + + + + @@ -100301,6 +116113,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Song: Singing)  Blasting
       Thanks
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -100422,6 +116244,11 @@

      CoffeeMud 5.9

       (Extended Divining I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -100455,6 +116282,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -100499,6 +116331,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Arcane Lore II)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -100594,6 +116436,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -100728,6 +116582,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -100777,6 +116636,11 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Edged Focus I) @@ -100846,6 +116710,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing I)
      (Expertise)(Available) (Vigorous Cooking III) +
       (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Expertise) (Available)  (Resounding Singing III) @@ -101151,6 +117025,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
      (Expertise) (Available)  (Resounding Singing IV) @@ -101185,6 +117064,11 @@

      CoffeeMud 5.9

       (Cautiously IV)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Dirty Fighting IV) @@ -101244,6 +117128,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking III)
      (Expertise)(Available) (Vigorous Cooking IV) +
       (Fitness III)
      (Expertise)(Available) (Imbued Distilling IV) +
      (Expertise) (Available)  (Shadow V) @@ -101298,6 +117192,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -102050,6 +117989,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -101544,6 +117448,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Shadow VI) @@ -101583,6 +117492,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -101598,6 +117512,11 @@

      CoffeeMud 5.9

       (Rejoicing Singing VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -101632,6 +117551,11 @@

      CoffeeMud 5.9

       (Edged Slashing IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Influencing IV) @@ -101912,6 +117836,11 @@

      CoffeeMud 5.9

       (Edged Slashing V)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Influencing V) @@ -101976,6 +117905,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Deceptive VI) @@ -102005,6 +117939,11 @@

      CoffeeMud 5.9

      (Available)  (Street Lore V)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Extended Divining VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -102330,6 +118274,11 @@

      CoffeeMud 5.9

       (Extended Divining VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Martial Lore VI) @@ -102379,6 +118328,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Fitness VII) @@ -102408,6 +118362,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -102688,6 +118662,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -102722,6 +118701,11 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Edged Focus VIII) @@ -102791,6 +118775,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
       (Fine Calligraphy IX)
      (Expertise)(Available) (Imbued Distilling VIII) +
      (Expertise) (Available)  (Resounding Singing X) @@ -103051,6 +119045,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X)
      (Expertise)(Available) (Fortified Baking IX) +
      (Expertise) (Available)  (Rope Use X) @@ -103070,6 +119069,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Edged Striking X) @@ -103094,6 +119098,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking X)
      (Expertise)(Available) (Vigorous Cooking IX) +
      (Available)  (Fitness X)
      (Expertise)(Available) (Imbued Distilling IX) +
      @@ -103253,6 +119267,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -103262,6 +119281,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -103271,6 +119300,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -103365,7 +119399,7 @@

      CoffeeMud 5.9

      - + @@ -103396,6 +119430,10 @@

      CoffeeMud 5.9

      + + + + @@ -103408,6 +119446,10 @@

      CoffeeMud 5.9

      + + + + @@ -103420,6 +119462,10 @@

      CoffeeMud 5.9

      + + + + @@ -103469,6 +119515,131 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Charlatan

      DescriptionThe Charlatan is the master of deception and disguise. Often praised
      because of his natural acting ability, as well as his highly social nature,
      the Charlatan can be quite antisocial if he chooses, and extremely annoying
      to other players almost without trying.

      How to play: The Charlatan is also a natural spy in muds with numerous
      players, and has an extremely wide assortment of skills. More than any other
      class, the Charlatan can taste the powers of all other classes, sometimes
      with real skill, and sometimes only in seeming. For this reason, the
      Charlatan is ideal for those who want a taste of all classes, or at least to
      seem like he is. He is a natural group member, being able to fit almost any
      role by using his varied skills, or by tricking his group members into
      thinking he belongs in the role they require.
      DescriptionThe Charlatan is the master of deception and disguise. Often praised
      because of his natural acting ability, as well as his highly social nature,
      the Charlatan can be quite antisocial if he chooses, and extremely annoying
      to other players almost without trying.

      How to play: The Charlatan is also a natural spy in muds with numerous
      players, and has an extremely wide assortment of skills. More than any other
      class, the Charlatan can taste the powers of all other classes, sometimes
      with real skill, and sometimes only in seeming. For this reason, the
      Charlatan is ideal for those who want a taste of all classes, or at least to
      seem like he is. He is a natural group member, being able to fit almost any
      role by using his varied skills, or by tricking his group members into
      thinking he belongs in the role they require.
      Prime StatisticCharisma
      QualificationsCharisma 9+, Wisdom 9+
      Practices5 +[(Wisdom/6)+1 per lvl]
      (Qualify)  Bandaging
      (Common skill: Crafting)(Qualify) Costuming
      (Common skill: Gathering) (Qualify)  Gem Digging
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
       Sword Specialization
      (Expertise)(Available) (Durable Crafting I) +
      (Expertise)(Available) (Durable Crafting II) +
      (Expertise)(Available) (Durable Crafting III) +
      (Expertise)(Available) (Light Crafting I) +
      (Expertise)(Available) (Light Crafting II) +
      (Expertise)(Available) (Light Crafting III) +
      (Expertise)(Available) (Light Sewing I) +
      (Expertise)(Available) (Light Sewing II) +
      (Expertise)(Available) (Light Sewing III) +
      (Expertise)(Available) (Quality Crafting I) +
      (Expertise)(Available) (Quality Crafting II) +
      (Expertise)(Available) (Quality Crafting III) +
      (Expertise)(Available) (Quality Sewing I) +
      (Expertise)(Available) (Quality Sewing II) +
      (Expertise)(Available) (Quality Sewing III) +
      (Expertise)(Available) (Quick Crafting I) +
      (Expertise)(Available) (Quick Crafting II) +
      (Expertise)(Available) (Quick Crafting III) +
      (Expertise)(Available) (Quick Crafting IV) +
      (Expertise)(Available) (Quick Crafting V) +
      (Expertise)(Available) (Quick Crafting VI) +
      (Expertise)(Available) (Quick Crafting VII) +
      (Expertise)(Available) (Quick Crafting VIII) +
      (Expertise)(Available) (Quick Crafting IX) +
      (Expertise)(Available) (Quick Crafting X) +
      (Expertise) (Available)  (Quick Worker I) @@ -103518,6 +119689,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -103535,7 +119756,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -103563,6 +119784,56 @@

      CoffeeMud 5.9

      (Qualify)  Swipe gold + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -103626,17 +119897,32 @@

      CoffeeMud 5.9

      (Expertise) (Available) -  (Durable Crafting I) +  (Durable Sewing I) (Expertise) (Available) -  (Durable Crafting II) +  (Durable Sewing II) (Expertise) (Available) -  (Durable Crafting III) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) (Expertise) @@ -103656,32 +119942,62 @@

      CoffeeMud 5.9

      (Expertise) (Available) -  (Light Crafting I) +  (Light Metalworking I) (Expertise) (Available) -  (Light Crafting II) +  (Light Metalworking II) (Expertise) (Available) -  (Light Crafting III) +  (Light Metalworking III) (Expertise) (Available) -  (Quality Crafting I) +  (Light Shaping I) (Expertise) (Available) -  (Quality Crafting II) +  (Light Shaping II) (Expertise) (Available) -  (Quality Crafting III) +  (Light Shaping III) + + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) @@ -103692,11 +120008,7 @@

      CoffeeMud 5.9

      - - - - - + @@ -103750,7 +120062,7 @@

      CoffeeMud 5.9

      - + @@ -103766,7 +120078,7 @@

      CoffeeMud 5.9

      - + @@ -103799,6 +120111,51 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Costuming
      (Common skill: Crafting)
      (Common skill: Epicurean) (Qualify)  Distilling
      (Qualify)  Armorsmithing
      (Common skill: Crafting)
      (Common skill: Epicurean) (Qualify)  Baking
      (Qualify)  Fletching
      (Common skill: Crafting)
      (Common skill: Epicurean) (Qualify)  Food Prep
      (Available)  (Combat Fluidity I)
      (Expertise)(Available) (Durable Metalworking I) +
      (Expertise)(Available) (Durable Metalworking II) +
      (Expertise)(Available) (Durable Metalworking III) +
      (Expertise)(Available) (Light Fabricating I) +
      (Expertise)(Available) (Light Fabricating II) +
      (Expertise)(Available) (Light Fabricating III) +
      (Expertise)(Available) (Quality Fabricating I) +
      (Expertise)(Available) (Quality Fabricating II) +
      (Expertise)(Available) (Quality Fabricating III) +
      @@ -103808,6 +120165,10 @@

      CoffeeMud 5.9

      + + + + @@ -103876,6 +120237,18 @@

      CoffeeMud 5.9

      @@ -107137,6 +123777,11 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -107455,6 +124115,11 @@

      CoffeeMud 5.9

      + + + + @@ -107628,6 +124298,16 @@

      CoffeeMud 5.9

      @@ -107637,6 +124317,11 @@

      CoffeeMud 5.9

      @@ -107731,7 +124416,7 @@

      CoffeeMud 5.9

      (Skill: Nature lore)(Qualify) Find Home
      (Skill: Arcane lore)  Songcraft
      + + + + + + + + + + + + @@ -103914,6 +120287,10 @@

      CoffeeMud 5.9

      @@ -106679,6 +123289,16 @@

      CoffeeMud 5.9

      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Skill: Street smarts) (Qualify)  Decipher Script
      + + + + @@ -103934,10 +120311,6 @@

      CoffeeMud 5.9

      - - - - @@ -103977,6 +120350,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -104207,6 +120643,10 @@

      CoffeeMud 5.9

      @@ -104247,6 +120697,11 @@

      CoffeeMud 5.9

      + + + + @@ -104559,6 +121043,11 @@

      CoffeeMud 5.9

      + + + + @@ -105380,6 +121920,11 @@

      CoffeeMud 5.9

      + + + + @@ -106271,6 +122861,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Power Divining III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -104012,10 +120435,18 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -104198,6 +120629,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Combat lore) (Qualify)  Track
      (Skill: Nature lore)(Qualify) Find Ship
      (Skill: Arcane lore)  Spellcraft
      (Qualify)  Second Attack
      (Expertise)(Available) (Fortified Baking I) +
      + + + + @@ -104219,6 +120659,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Prayer: Healing) (Qualify)  Cure Light Wounds
      (Qualify)  Mana
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Combat Fluidity VI)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Divining VI) @@ -104270,6 +120725,10 @@

      CoffeeMud 5.9

      + + + + @@ -104326,6 +120785,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Skill: Theatre)  Monologue
       Locate Object
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -104462,6 +120931,11 @@

      CoffeeMud 5.9

       (Extended Divining I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -104495,6 +120969,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -104539,6 +121018,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Combat Lore III)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -104644,6 +121133,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -104723,6 +121224,10 @@

      CoffeeMud 5.9

      @@ -104957,6 +121477,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)
      30 + + + + @@ -104789,6 +121294,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Master Costuming
      (Expertise)  (Combat Lore IV)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Hardy Planting I) @@ -104848,6 +121358,11 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Edged Focus I) @@ -104927,6 +121442,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing I)
      (Expertise)(Available) (Vigorous Cooking III) +
       (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Expertise) (Available)  (Resounding Singing III) @@ -105272,6 +121797,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
      (Expertise) (Available)  (Resounding Singing IV) @@ -105301,6 +121831,11 @@

      CoffeeMud 5.9

       (Cautiously IV)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Dirty Fighting IV) @@ -105360,6 +121895,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking III)
      (Expertise)(Available) (Vigorous Cooking IV) +
       (Fitness III)
      (Expertise)(Available) (Imbued Distilling IV) +
      (Expertise) (Available)  (Neutralizing III) @@ -105419,6 +121964,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -105695,6 +122250,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -105744,6 +122304,11 @@

      CoffeeMud 5.9

       (Combat Lore VII)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Hardy Planting IV) @@ -105769,6 +122334,11 @@

      CoffeeMud 5.9

       (Rejoicing Singing VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -105813,6 +122383,11 @@

      CoffeeMud 5.9

       (Healing IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Influencing IV) @@ -106123,6 +122698,11 @@

      CoffeeMud 5.9

       (Foolmaking VI)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Healing V) @@ -106197,6 +122777,11 @@

      CoffeeMud 5.9

       (Acting VII)
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Deceptive VI) @@ -106226,6 +122811,11 @@

      CoffeeMud 5.9

      (Available)  (Street Lore V)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Extended Divining VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -106581,6 +123176,11 @@

      CoffeeMud 5.9

       (Extended Divining VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Legal Lore VII) @@ -106635,6 +123235,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Fitness VII) @@ -106669,6 +123274,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX) @@ -106694,6 +123314,11 @@

      CoffeeMud 5.9

       (Hardy Planting VII)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -106984,6 +123609,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Hardy Planting VIII) @@ -107028,6 +123658,11 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Edged Focus VIII) @@ -107107,6 +123742,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
       (Fine Calligraphy IX)
      (Expertise)(Available) (Imbued Distilling VIII) +
      (Expertise) (Available)  (Resounding Singing X) @@ -107397,6 +124042,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X)
      (Expertise)(Available) (Fortified Baking IX) +
      (Expertise) (Available)  (Street Lore IX) @@ -107411,6 +124061,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Edged Striking X) @@ -107435,6 +124090,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking X)
      (Expertise)(Available) (Vigorous Cooking IX) +
       (Fitness X)
      (Expertise)(Available) (Imbued Distilling IX) +
      (Expertise) (Available)  (Neutralizing X) @@ -107619,6 +124284,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      - + @@ -107758,7 +124443,7 @@

      CoffeeMud 5.9

      @@ -107913,7 +124706,7 @@

      CoffeeMud 5.9

      - + @@ -108017,6 +124810,36 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Jester

      DescriptionThe Jester is the joking, annoying, and sneaky fellow that few Bards like to
      claim. Like the Charlatan, they remain associated with Bards due to their
      highly social nature and their charismatic attitudes. The Jester is also
      amazingly dextrous and slippery, due to the slapstick style of maneuvers he
      practices and specializes in.

      How to play: As the levels progress, however, few could argue the seriousness
      of the Jesters power, should his goofy smile, for some reason, be turned
      around. The Jester is still, clearly, a group player. He needs the strong
      tanking of fighters, and other support classes to flourish, though he can
      still hold his own if he manages not to take life too seriously.
      DescriptionThe Jester is the joking, annoying, and sneaky fellow that few Bards like to
      claim. Like the Charlatan, they remain associated with Bards due to their
      highly social nature and their charismatic attitudes. The Jester is also
      amazingly dextrous and slippery, due to the slapstick style of maneuvers he
      practices and specializes in.

      How to play: As the levels progress, however, few could argue the seriousness
      of the Jesters power, should his goofy smile, for some reason, be turned
      around. The Jester is still, clearly, a group player. He needs the strong
      tanking of fighters, and other support classes to flourish, though he can
      still hold his own if he manages not to take life too seriously.
      Prime StatisticCharisma
      QualificationsCharisma 9+, Dexterity 9+
      Practices5 +[(Wisdom/6)+1 per lvl]
      - + @@ -107778,6 +124463,10 @@

      CoffeeMud 5.9

      + + + + @@ -107790,6 +124479,10 @@

      CoffeeMud 5.9

      + + + + @@ -107847,6 +124540,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)
      (Common skill: Epicurean) (Qualify)  Apothecary
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
       Sword Specialization
      (Expertise)(Available) (Quick Cooking I) +
      (Expertise)(Available) (Quick Cooking II) +
      (Expertise)(Available) (Quick Cooking III) +
      (Expertise)(Available) (Quick Cooking IV) +
      (Expertise)(Available) (Quick Cooking V) +
      (Expertise)(Available) (Quick Cooking VI) +
      (Expertise)(Available) (Quick Cooking VII) +
      (Expertise)(Available) (Quick Cooking VIII) +
      (Expertise)(Available) (Quick Cooking IX) +
      (Expertise)(Available) (Quick Cooking X) +
      (Expertise) (Available)  (Quick Worker I) @@ -107896,6 +124639,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      (Qualify)  Wood Chopping
      (Common skill: Crafting)
      (Common skill: Epicurean) (Qualify)  Cooking
       (Durable Crafting III)
      (Expertise)(Available) (Durable Sewing I) +
      (Expertise)(Available) (Durable Sewing II) +
      (Expertise)(Available) (Durable Sewing III) +
      (Expertise)(Available) (Durable Shaping I) +
      (Expertise)(Available) (Durable Shaping II) +
      (Expertise)(Available) (Durable Shaping III) +
      (Expertise) (Available)  (Lethal Crafting I) @@ -108047,6 +124870,51 @@

      CoffeeMud 5.9

       (Light Crafting III)
      (Expertise)(Available) (Light Metalworking I) +
      (Expertise)(Available) (Light Metalworking II) +
      (Expertise)(Available) (Light Metalworking III) +
      (Expertise)(Available) (Light Sewing I) +
      (Expertise)(Available) (Light Sewing II) +
      (Expertise)(Available) (Light Sewing III) +
      (Expertise)(Available) (Light Shaping I) +
      (Expertise)(Available) (Light Shaping II) +
      (Expertise)(Available) (Light Shaping III) +
      (Expertise) (Available)  (Quality Crafting I) @@ -108061,6 +124929,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III)
      (Expertise)(Available) (Quality Metalworking I) +
      (Expertise)(Available) (Quality Metalworking II) +
      (Expertise)(Available) (Quality Metalworking III) +
      (Expertise)(Available) (Quality Sewing I) +
      (Expertise)(Available) (Quality Sewing II) +
      (Expertise)(Available) (Quality Sewing III) +
      (Expertise)(Available) (Quality Shaping I) +
      (Expertise)(Available) (Quality Shaping II) +
      (Expertise)(Available) (Quality Shaping III) +
      (Expertise)(Available) (Quick Crafting I) +
      (Expertise)(Available) (Quick Crafting II) +
      (Expertise)(Available) (Quick Crafting III) +
      (Expertise)(Available) (Quick Crafting IV) +
      (Expertise)(Available) (Quick Crafting V) +
      (Expertise)(Available) (Quick Crafting VI) +
      (Expertise)(Available) (Quick Crafting VII) +
      (Expertise)(Available) (Quick Crafting VIII) +
      (Expertise)(Available) (Quick Crafting IX) +
      (Expertise)(Available) (Quick Crafting X) +
      @@ -108074,7 +125037,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -108128,7 +125091,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -108140,7 +125103,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -108172,6 +125135,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -108181,6 +125189,10 @@

      CoffeeMud 5.9

      + + + + @@ -108224,6 +125236,18 @@

      CoffeeMud 5.9

      @@ -109778,6 +126965,11 @@

      CoffeeMud 5.9

      + + + + @@ -110604,6 +127841,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Skill: Nature lore)(Qualify) Find Home
      (Skill: Evasive) (Qualify)  Struggle
      + + + + + + + + + + + + @@ -108272,6 +125296,10 @@

      CoffeeMud 5.9

      @@ -108617,6 +125718,11 @@

      CoffeeMud 5.9

      + + + + @@ -108963,6 +126098,11 @@

      CoffeeMud 5.9

      + + + + @@ -109365,6 +126532,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Skill: Fitness)(Qualify) AutoClimb
      (Skill: Fitness)(Qualify) AutoCrawl
      (Skill: Fitness)(Qualify) AutoSwim
      (Song: Singing) (Qualify)  Rage
      + + + + @@ -108292,10 +125320,6 @@

      CoffeeMud 5.9

      - - - - @@ -108334,6 +125358,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -108585,10 +125672,24 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Combat Fluidity III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -108364,6 +125438,14 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -108572,6 +125654,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      (Skill: Fitness)  Slow Fall
      (Qualify)  Second Attack
      (Expertise)(Available) (Fortified Baking I) +
       Tumble
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Song: Singing) (Qualify)  Thanks
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Combat Fluidity VI)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Power Divining VI) @@ -108640,6 +125746,10 @@

      CoffeeMud 5.9

      + + + + @@ -108711,6 +125821,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Skill: Martial lore) (Qualify)  Critical Strike
       Steal
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -108852,6 +125972,11 @@

      CoffeeMud 5.9

       (Extended Divining I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -108894,6 +126019,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Fast Dancing II) @@ -108948,6 +126078,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Arcane Lore II)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -109073,6 +126213,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -109217,6 +126369,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -109276,6 +126433,11 @@

      CoffeeMud 5.9

       (Beat Dancing III)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Edged Focus I) @@ -109335,6 +126497,11 @@

      CoffeeMud 5.9

      (Available)  (Trap Disabling IV)
      (Expertise)(Available) (Vigorous Cooking III) +
       (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Expertise) (Available)  (Long Dancing III) @@ -109660,6 +126832,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
      (Expertise) (Available)  (Long Dancing IV) @@ -109694,6 +126871,11 @@

      CoffeeMud 5.9

       (Cautiously IV)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Dirty Fighting IV) @@ -109753,6 +126935,11 @@

      CoffeeMud 5.9

      (Available)  (Sword Striking III)
      (Expertise)(Available) (Vigorous Cooking IV) +
       (Fitness III)
      (Expertise)(Available) (Imbued Distilling IV) +
      (Expertise) (Available)  (Poisoning VI) @@ -109817,6 +127009,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -110073,6 +127275,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Poisoning VII) @@ -110117,6 +127324,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -110137,6 +127349,11 @@

      CoffeeMud 5.9

       (Trapping VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -110181,6 +127398,11 @@

      CoffeeMud 5.9

       (Foolmaking V)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Influencing IV) @@ -110476,6 +127698,11 @@

      CoffeeMud 5.9

       (Foolmaking VI)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Influencing V) @@ -110530,6 +127757,11 @@

      CoffeeMud 5.9

       (Acrobatic VI)
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Deceptive VI) @@ -110559,6 +127791,11 @@

      CoffeeMud 5.9

      (Available)  (Rope Use VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Extended Divining VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -110899,6 +128141,11 @@

      CoffeeMud 5.9

       (Extended Divining VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Martial Lore VI) @@ -110948,6 +128195,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Fast Dancing IX) @@ -110987,6 +128239,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      @@ -110997,11 +128254,26 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -111277,6 +128549,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -111321,6 +128598,11 @@

      CoffeeMud 5.9

       (Beat Dancing X)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Edged Focus VIII) @@ -111375,6 +128657,11 @@

      CoffeeMud 5.9

      (Available)  (Sword Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -111405,6 +128692,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Long Dancing X) @@ -111630,6 +128922,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Rope Use X) @@ -111644,6 +128941,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Edged Striking X) @@ -111663,6 +128965,11 @@

      CoffeeMud 5.9

      (Available)  (Sword Striking X)
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -111682,6 +128989,11 @@

      CoffeeMud 5.9

      (Available)  (Fitness X) + + (Expertise) + (Available) +  (Imbued Distilling IX) + @@ -111797,6 +129109,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -111806,6 +129123,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -111815,6 +129142,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -111909,7 +129241,7 @@

      CoffeeMud 5.9

      - + @@ -111952,6 +129284,10 @@

      CoffeeMud 5.9

      + + + + @@ -111980,6 +129316,10 @@

      CoffeeMud 5.9

      + + + + @@ -112025,6 +129365,86 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Minstrel

      DescriptionThe Minstrel is the master of instruments and musical tools. So capable is a
      minstrel in this art that he or she is able to draw forth magical and
      wonderous powers from the instruments played. The Minstrel is able to craft
      and draw unique powers from any of dozens of different musical instruments,
      with the only drawback being how the chosen instrument impacts fighting or
      speaking ability while it is being played.

      How to play: The Minstrel is as social of a bard as the others, but due to
      his many hours of lonely practice, the Minstrel also has an almost arcane
      like ability to use instrumental magic for more solitary or unique benefits
      than the simple Bard or Dancer. In the end, the Minstrel may become an
      orchestra of power unto himself, capable of bringing tremendous benefit and
      joy to his group, or terrible retribution to his foes. Therefore, if a
      player is looking for a bard to play when groups are not available, this is
      the one to pick.
      DescriptionThe Minstrel is the master of instruments and musical tools. So capable is a
      minstrel in this art that he or she is able to draw forth magical and
      wonderous powers from the instruments played. The Minstrel is able to craft
      and draw unique powers from any of dozens of different musical instruments,
      with the only drawback being how the chosen instrument impacts fighting or
      speaking ability while it is being played.

      How to play: The Minstrel is as social of a bard as the others, but due to
      his many hours of lonely practice, the Minstrel also has an almost arcane
      like ability to use instrumental magic for more solitary or unique benefits
      than the simple Bard or Dancer. In the end, the Minstrel may become an
      orchestra of power unto himself, capable of bringing tremendous benefit and
      joy to his group, or terrible retribution to his foes. Therefore, if a
      player is looking for a bard to play when groups are not available, this is
      the one to pick.
      Prime StatisticCharisma
      QualificationsCharisma 9+, Intelligence 9+
      Practices5 +[(Wisdom/6)+1 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Wood Clappers
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
       Sword Specialization
      (Expertise)(Available) (Light Fabricating I) +
      (Expertise)(Available) (Light Fabricating II) +
      (Expertise)(Available) (Light Fabricating III) +
      (Expertise)(Available) (Quality Fabricating I) +
      (Expertise)(Available) (Quality Fabricating II) +
      (Expertise)(Available) (Quality Fabricating III) +
      (Expertise)(Available) (Quick Crafting I) +
      (Expertise)(Available) (Quick Crafting II) +
      (Expertise)(Available) (Quick Crafting III) +
      (Expertise)(Available) (Quick Crafting IV) +
      (Expertise)(Available) (Quick Crafting V) +
      (Expertise)(Available) (Quick Crafting VI) +
      (Expertise)(Available) (Quick Crafting VII) +
      (Expertise)(Available) (Quick Crafting VIII) +
      (Expertise)(Available) (Quick Crafting IX) +
      (Expertise)(Available) (Quick Crafting X) +
      (Expertise) (Available)  (Quick Worker I) @@ -112074,6 +129494,56 @@

      CoffeeMud 5.9

      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -112091,7 +129561,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -112123,6 +129593,56 @@

      CoffeeMud 5.9

       Dirt + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -112195,6 +129715,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -112225,6 +129775,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -112239,6 +129834,51 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + @@ -112252,7 +129892,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -112315,7 +129955,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -112327,7 +129967,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -112367,6 +130007,21 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + @@ -112384,6 +130039,10 @@

      CoffeeMud 5.9

       Love Song + (Skill: Nature lore) + (Qualify) +  Find Home + (Song: Singing) (Qualify)  Armor @@ -112443,6 +130102,18 @@

      CoffeeMud 5.9

      (Song: Playing) (Qualify)  Violins + + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim @@ -112478,6 +130149,10 @@

      CoffeeMud 5.9

      + + + + @@ -112506,10 +130181,6 @@

      CoffeeMud 5.9

      - - - - @@ -112540,6 +130211,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -112719,6 +130453,10 @@

      CoffeeMud 5.9

      @@ -112755,6 +130503,11 @@

      CoffeeMud 5.9

      + + + + @@ -113012,6 +130794,11 @@

      CoffeeMud 5.9

      + + + + @@ -113309,6 +131123,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
       Retreat
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Combat Fluidity III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -112566,6 +130287,10 @@

      CoffeeMud 5.9

      + + + + @@ -112574,6 +130299,10 @@

      CoffeeMud 5.9

      + + + + @@ -112710,6 +130439,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Song: Playing)  Reveille
      (Qualify)  Xylophones
      (Skill: Nature lore)(Qualify) Find Ship
      (Thief skill: Alert)  Listen
      (Qualify)  Quickness
      (Expertise)(Available) (Fortified Baking I) +
      + + + + @@ -112731,6 +130469,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Song: Playing) (Qualify)  Harmonicas
      (Qualify)  Struggle
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Combat Fluidity VI)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Reduced Conjuring VI) @@ -112768,6 +130521,10 @@

      CoffeeMud 5.9

      + + + + @@ -112814,6 +130571,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Song: Playing)  Accompaniment
       Spiritual
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -112930,6 +130697,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -112963,6 +130735,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -112987,6 +130764,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Combat Lore III)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -113077,6 +130864,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -113196,6 +130995,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Lore IV)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -113235,6 +131039,11 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Influencing I) @@ -113289,6 +131098,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing I)
      (Expertise)(Available) (Vigorous Cooking III) +
       (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Expertise) (Available)  (Resounding Playing III) @@ -113549,6 +131368,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
      (Expertise) (Available)  (Resounding Playing IV) @@ -113573,6 +131397,11 @@

      CoffeeMud 5.9

       (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Dirty Fighting IV) @@ -113622,6 +131451,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking III)
      (Expertise)(Available) (Vigorous Cooking IV) +
      @@ -113642,6 +131476,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Sharp Playing V) @@ -113666,6 +131505,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -114308,6 +132192,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -113882,6 +131731,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Sharp Playing VI) @@ -113921,6 +131775,11 @@

      CoffeeMud 5.9

       (Combat Lore VII)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -113936,6 +131795,11 @@

      CoffeeMud 5.9

       (Rejoicing Singing VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -113955,6 +131819,11 @@

      CoffeeMud 5.9

       (Artsy IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Influencing IV) @@ -114195,6 +132064,11 @@

      CoffeeMud 5.9

       (Artsy V)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Influencing V) @@ -114259,6 +132133,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Evasively V) @@ -114278,6 +132157,11 @@

      CoffeeMud 5.9

      (Available)  (Resounding Singing VII)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Extended Conjuring VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -114548,6 +132437,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Martial Lore VI) @@ -114597,6 +132491,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Fitness VII) @@ -114616,6 +132515,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      @@ -114626,6 +132530,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX) @@ -114641,6 +132555,11 @@

      CoffeeMud 5.9

       (Combat Lore X)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -114871,6 +132790,11 @@

      CoffeeMud 5.9

       (Bold Playing X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -114905,6 +132829,11 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Influencing VIII) @@ -114959,6 +132888,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -114979,6 +132913,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Resounding Playing X) @@ -115173,6 +133112,11 @@

      CoffeeMud 5.9

      (Available)  (Fine Calligraphy X) + + (Expertise) + (Available) +  (Fortified Baking IX) + @@ -115183,6 +133127,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Martial Lore IX) @@ -115202,6 +133151,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking X)
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -115221,6 +133175,11 @@

      CoffeeMud 5.9

      (Available)  (Fitness X) + + (Expertise) + (Available) +  (Imbued Distilling IX) + @@ -115341,6 +133300,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -115350,6 +133314,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -115359,6 +133333,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -115453,7 +133432,7 @@

      CoffeeMud 5.9

      - + @@ -115504,6 +133483,10 @@

      CoffeeMud 5.9

      + + + + @@ -115516,6 +133499,10 @@

      CoffeeMud 5.9

      + + + + @@ -115602,6 +133589,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Dancer

      DescriptionThe Dancer is the graceful master of dance, who entertains and leads others
      in the joyous and powerful maneuvers of his craft. Like the Bard, the Dancer
      is a highly desired group member for his "group affecting" skills, which
      include the magical dances in which he specializes.

      How to play: Due to his weak fighting skill, the Dancer will likely look to
      groups for his primary advancement, much like the other bards. Dancers also
      gain a select set of powerful fighter skills to prove the worth of their
      diligence in maintaining his body. This makes them valuable group members,
      even without their powerfully enhancing dances.
      DescriptionThe Dancer is the graceful master of dance, who entertains and leads others
      in the joyous and powerful maneuvers of his craft. Like the Bard, the Dancer
      is a highly desired group member for his "group affecting" skills, which
      include the magical dances in which he specializes.

      How to play: Due to his weak fighting skill, the Dancer will likely look to
      groups for his primary advancement, much like the other bards. Dancers also
      gain a select set of powerful fighter skills to prove the worth of their
      diligence in maintaining his body. This makes them valuable group members,
      even without their powerfully enhancing dances.
      Prime StatisticCharisma
      QualificationsCharisma 9+, Strength 9+
      Practices5 +[(Wisdom/6)+1 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -115619,7 +133656,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -115647,6 +133684,56 @@

      CoffeeMud 5.9

      (Qualify)  Lore + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -115723,6 +133810,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -115753,6 +133870,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -115767,6 +133929,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -115784,7 +134041,7 @@

      CoffeeMud 5.9

       Waltz - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -115839,7 +134096,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -115859,7 +134116,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -115887,6 +134144,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -115899,6 +134201,10 @@

      CoffeeMud 5.9

      (Song: Dancing)  Clog Dance + + (Skill: Nature lore) + (Qualify) +  Find Home @@ -115947,6 +134253,18 @@

      CoffeeMud 5.9

      (Song: Dancing)  Tap + + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim @@ -115974,6 +134292,10 @@

      CoffeeMud 5.9

      + + + + @@ -116002,10 +134324,6 @@

      CoffeeMud 5.9

      - - - - @@ -116032,6 +134350,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Combat Fluidity III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -116069,6 +134437,14 @@

      CoffeeMud 5.9

      (Song: Dancing)  Rags Sharqi
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -116197,6 +134573,11 @@

      CoffeeMud 5.9

      (Qualify)  Second Attack + + (Expertise) + (Available) +  (Fortified Baking I) + @@ -116209,7 +134590,21 @@

      CoffeeMud 5.9

      (Song: Dancing)  Musette + + (Common skill: Epicurean) + (Qualify) +  Food Preserving + + (Expertise) + (Available) +  (Creative Food Prep I) + + + (Expertise) + (Available) +  (Vigorous Cooking I) + @@ -116242,6 +134637,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VI) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -116255,6 +134655,10 @@

      CoffeeMud 5.9

      + + + + @@ -116292,6 +134696,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Song: Dancing)  Flamenco
       Roll With Blows
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -116385,6 +134799,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -116422,6 +134841,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Fast Dancing II) @@ -116441,6 +134865,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -116456,6 +134885,11 @@

      CoffeeMud 5.9

       (Arcane Lore II) + (Expertise) + (Available) +  (Imbued Distilling II) + + (Expertise) (Available)  (Ingenious Engineering I) @@ -116536,6 +134970,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -116640,6 +135086,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -116684,6 +135135,11 @@

      CoffeeMud 5.9

       (Beat Dancing III)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Influencing I) @@ -116743,6 +135199,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing I)
      (Expertise)(Available) (Vigorous Cooking III) +
      @@ -116773,6 +135234,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy II) + (Expertise) + (Available) +  (Imbued Distilling III) + + (Expertise) (Available)  (Long Dancing III) @@ -117018,6 +135484,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III) + (Expertise) + (Available) +  (Fortified Baking IV) + + (Expertise) (Available)  (Long Dancing IV) @@ -117042,6 +135513,11 @@

      CoffeeMud 5.9

       (Anatomy VI) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Dirty Fighting IV) @@ -117091,6 +135567,11 @@

      CoffeeMud 5.9

      (Available)  (Vice-Gripping III) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -117116,6 +135597,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Vigilantly V) @@ -117130,6 +135616,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -117361,6 +135857,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Vigilantly VI) @@ -117380,6 +135881,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -117395,6 +135901,11 @@

      CoffeeMud 5.9

       (Slow Dancing VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -117419,6 +135930,11 @@

      CoffeeMud 5.9

       (Beat Dancing VI)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Influencing IV) @@ -117664,6 +136180,11 @@

      CoffeeMud 5.9

       (Beat Dancing VII)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Influencing V) @@ -117738,6 +136259,11 @@

      CoffeeMud 5.9

       (Acrobatic VI)
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Deceptive VI) @@ -117762,6 +136288,11 @@

      CoffeeMud 5.9

      (Available)  (Street Lore V)
      (Expertise)(Available) (Vigorous Cooking VI) +
      @@ -117787,6 +136318,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VII) + (Expertise) + (Available) +  (Imbued Distilling VI) + + (Expertise) (Available)  (Martial Lore V) @@ -118032,6 +136568,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VIII) + (Expertise) + (Available) +  (Fortified Baking VII) + + (Expertise) (Available)  (Martial Lore VI) @@ -118086,6 +136627,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII) + (Expertise) + (Available) +  (Creative Food Prep VII) + + (Expertise) (Available)  (Fast Dancing IX) @@ -118100,6 +136646,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX) + + (Expertise) + (Available) +  (Vigorous Cooking VII) + @@ -118110,11 +136661,26 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -118355,6 +136921,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -118394,6 +136965,11 @@

      CoffeeMud 5.9

       (Beat Dancing X)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Influencing VIII) @@ -118453,6 +137029,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -118483,6 +137064,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Long Dancing X) @@ -118693,6 +137279,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Street Lore IX) @@ -118707,6 +137298,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Martial Lore IX) @@ -118731,6 +137327,11 @@

      CoffeeMud 5.9

      (Available)  (Vice-Gripping X)
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -118750,6 +137351,11 @@

      CoffeeMud 5.9

      (Available)  (Fitness X) + + (Expertise) + (Available) +  (Imbued Distilling IX) + @@ -118875,6 +137481,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -118884,6 +137495,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -118893,6 +137514,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -118991,7 +137617,7 @@

      CoffeeMud 5.9

      - + @@ -119058,6 +137684,10 @@

      CoffeeMud 5.9

      + + + + @@ -119070,6 +137700,10 @@

      CoffeeMud 5.9

      + + + + @@ -119160,6 +137794,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Beastmaster

      DescriptionLike Tarzan or Grizzly Adams, the BeastMaster is the lord of his particular
      jungle, being both the guardian and master steward of the animal kingdom.
      Unlike the other druids then, the beastmaster takes great pride in his animal
      changing abilities, and receives many more animal forms as he progresses in
      level. The beastmaster is also more accutely aware of the dangers of the
      wild, and is thus a much more physical and able fighter than other druids
      tend to be.

      How to play: The Beastmaster is the perfect loner druid class, though he is
      never truly alone with all the animals he can summon to his side. He also has
      numerous ways of enhancing his own innate fighting ability through magical
      chants, making him formidable even when adventuring without animal
      companions.
      DescriptionLike Tarzan or Grizzly Adams, the BeastMaster is the lord of his particular
      jungle, being both the guardian and master steward of the animal kingdom.
      Unlike the other druids then, the beastmaster takes great pride in his animal
      changing abilities, and receives many more animal forms as he progresses in
      level. The beastmaster is also more accutely aware of the dangers of the
      wild, and is thus a much more physical and able fighter than other druids
      tend to be.

      How to play: The Beastmaster is the perfect loner druid class, though he is
      never truly alone with all the animals he can summon to his side. He also has
      numerous ways of enhancing his own innate fighting ability through magical
      chants, making him formidable even when adventuring without animal
      companions.
      Prime StatisticConstitution
      QualificationsDexterity 9+, Constitution 9+
      Practices5 +[(Wisdom/6)+2 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -119185,7 +137869,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -119209,6 +137893,56 @@

      CoffeeMud 5.9

      (Qualify)  Lacquering + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -119285,6 +138019,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -119315,6 +138079,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -119329,6 +138138,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -119350,7 +138254,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -119405,7 +138309,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -119425,7 +138329,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -119449,6 +138353,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -119469,6 +138418,10 @@

      CoffeeMud 5.9

      (Skill: Martial lore) (Qualify)  Cleave + + (Skill: Nature lore) + (Qualify) +  Find Home @@ -119526,6 +138479,18 @@

      CoffeeMud 5.9

      (Qualify)  Fur Coat + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim + (Skill: Dirty fighting)  Trip @@ -119560,6 +138525,10 @@

      CoffeeMud 5.9

      + + + + @@ -119592,10 +138561,6 @@

      CoffeeMud 5.9

      - - - - @@ -119622,6 +138587,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Chant: Animal affinity)  Charm Animal
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       (Combat Fluidity III)
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -119672,9 +138687,17 @@

      CoffeeMud 5.9

      (Qualify)  Pin
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Martial lore) (Qualify)  Second Attack
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -119825,6 +138848,11 @@

      CoffeeMud 5.9

      (Qualify)  Speed Birth + + (Expertise) + (Available) +  (Fortified Baking I) + @@ -119841,7 +138869,21 @@

      CoffeeMud 5.9

      (Chant: Animal affinity)  Hibernation + + (Common skill: Epicurean) + (Qualify) +  Food Preserving + + (Expertise) + (Available) +  (Creative Food Prep I) + + + (Expertise) + (Available) +  (Vigorous Cooking I) + @@ -119870,6 +138912,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VI) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -119883,6 +138930,10 @@

      CoffeeMud 5.9

      + + + + @@ -119933,6 +138984,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Chant: Animal affinity) (Qualify)  Animal Growth
       Berzerk
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -120019,6 +139080,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -120055,6 +139121,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -120079,6 +139150,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -120094,6 +139170,11 @@

      CoffeeMud 5.9

       (Arcane Lore II) + (Expertise) + (Available) +  (Imbued Distilling II) + + (Expertise) (Available)  (Ingenious Engineering I) @@ -120164,6 +139245,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -120283,6 +139376,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -120317,6 +139415,11 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Enduring II) @@ -120351,6 +139454,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing I)
      (Expertise)(Available) (Vigorous Cooking III) +
      @@ -120371,6 +139479,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy II) + (Expertise) + (Available) +  (Imbued Distilling III) + + (Expertise) (Available)  (Rope Use II) @@ -120586,6 +139699,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III) + (Expertise) + (Available) +  (Fortified Baking IV) + + (Expertise) (Available)  (Rope Use III) @@ -120610,6 +139728,11 @@

      CoffeeMud 5.9

       (Anatomy VI) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Dirty Fighting IV) @@ -120649,6 +139772,11 @@

      CoffeeMud 5.9

      (Available)  (Vice-Gripping III) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -120674,6 +139802,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -120708,6 +139841,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -121265,6 +140443,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + @@ -121861,6 +141089,11 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -122109,6 +141357,11 @@

      CoffeeMud 5.9

      + + + + @@ -122222,6 +141480,16 @@

      CoffeeMud 5.9

      @@ -122231,6 +141499,11 @@

      CoffeeMud 5.9

      @@ -122325,7 +141598,7 @@

      CoffeeMud 5.9

      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Airelist III) @@ -120889,6 +140032,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -120933,6 +140081,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -120943,6 +140096,11 @@

      CoffeeMud 5.9

       (Nature Lore VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -120967,6 +140125,11 @@

      CoffeeMud 5.9

       (Enduring V)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Influencing IV) @@ -121182,6 +140345,11 @@

      CoffeeMud 5.9

       (Enduring VI)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Influencing V) @@ -121221,6 +140389,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Evasively V) @@ -121240,6 +140413,11 @@

      CoffeeMud 5.9

      (Available)  (Shapeshifting VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Extended Conjuring VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -121480,6 +140663,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Martial Lore VI) @@ -121529,6 +140717,11 @@

      CoffeeMud 5.9

       (Breeding VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Fitness VII) @@ -121554,6 +140747,11 @@

      CoffeeMud 5.9

       (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      (Expertise) (Available)  (Weather Mastering VII) @@ -121568,6 +140766,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Airelist VII) @@ -121578,6 +140786,11 @@

      CoffeeMud 5.9

       (Arcane Lore IX)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -121778,6 +140991,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -121807,6 +141025,11 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Enduring IX) @@ -121841,6 +141064,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
       (Fine Calligraphy IX)
      (Expertise)(Available) (Imbued Distilling VIII) +
      (Expertise) (Available)  (Rope Use IX) @@ -122046,6 +141279,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X)
      (Expertise)(Available) (Fortified Baking IX) +
      (Expertise) (Available)  (Rope Use X) @@ -122065,6 +141303,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Martial Lore IX) @@ -122084,6 +141327,11 @@

      CoffeeMud 5.9

      (Available)  (Vice-Gripping X)
      (Expertise)(Available) (Vigorous Cooking IX) +
       (Fitness X)
      (Expertise)(Available) (Imbued Distilling IX) +
      (Expertise) (Available)  (Neutralizing X) @@ -122213,6 +141466,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      - + @@ -122380,6 +141653,10 @@

      CoffeeMud 5.9

      + + + + @@ -122392,6 +141669,10 @@

      CoffeeMud 5.9

      + + + + @@ -122474,6 +141755,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Delver

      DescriptionThe Delver is a stolid druid of caves and the underdark, being the guardian
      of the rocks and stone and the cold caverns of the deep. The Delver is
      unconcerned with plants or the sky or the doings of the weather, or any of
      the creatures that live upon it, relying rather on the solid earth to draw
      his power from. For this reason, the Delver is particularly at home among
      the rocks, and is able to call upon them to aid him at need.

      How to play: The Delver requires little in the way of precasting or planning,
      so long as he stays in cave or rocky environments. He is able to instantly
      call upon the rocks and stones to help him in combat, and is friend to golems
      and stone creatures. For this reason, the Delver is better able to fit into
      groups who wish to adventure in the mountains and the underground, and can be
      a valuable leader when its time to enter the deep dark.
      DescriptionThe Delver is a stolid druid of caves and the underdark, being the guardian
      of the rocks and stone and the cold caverns of the deep. The Delver is
      unconcerned with plants or the sky or the doings of the weather, or any of
      the creatures that live upon it, relying rather on the solid earth to draw
      his power from. For this reason, the Delver is particularly at home among
      the rocks, and is able to call upon them to aid him at need.

      How to play: The Delver requires little in the way of precasting or planning,
      so long as he stays in cave or rocky environments. He is able to instantly
      call upon the rocks and stones to help him in combat, and is friend to golems
      and stone creatures. For this reason, the Delver is better able to fit into
      groups who wish to adventure in the mountains and the underground, and can be
      a valuable leader when its time to enter the deep dark.
      Prime StatisticConstitution
      QualificationsStrength 9+, Constitution 9+
      Practices5 +[(Wisdom/6)+2 per lvl]
       Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -122499,7 +141830,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -122519,6 +141850,56 @@

      CoffeeMud 5.9

      (Qualify)  Lacquering + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -122591,6 +141972,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -122621,6 +142032,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -122635,6 +142091,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -122656,7 +142207,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -122702,7 +142253,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -122722,7 +142273,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -122750,6 +142301,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -122766,6 +142362,10 @@

      CoffeeMud 5.9

      (Chant: Plant growth) (Qualify)  Mold + + (Skill: Nature lore) + (Qualify) +  Find Home @@ -122813,6 +142413,18 @@

      CoffeeMud 5.9

      (Chant: Enduring) (Qualify)  Fodder Signal + + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim @@ -122840,6 +142452,10 @@

      CoffeeMud 5.9

      + + + + @@ -122868,10 +142484,6 @@

      CoffeeMud 5.9

      - - - - @@ -122893,6 +142505,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Chant: Rock control) (Qualify)  Crystal Growth
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       Wainwrighting
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -122930,6 +142592,14 @@

      CoffeeMud 5.9

      (Chant: Deep magic) (Qualify)  Snatch Light
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -123048,10 +142718,19 @@

      CoffeeMud 5.9

       Quake + (Chant: Enduring) + (Qualify) +  Fertile Cavern + (Chant: Deep magic) (Qualify)  Magnetic Earth + + (Expertise) + (Available) +  (Fortified Baking I) + @@ -123068,7 +142747,21 @@

      CoffeeMud 5.9

      (Chant: Deep magic) (Qualify)  Labyrinth + + (Common skill: Epicurean) + (Qualify) +  Food Preserving + + (Expertise) + (Available) +  (Creative Food Prep I) + + + (Expertise) + (Available) +  (Vigorous Cooking I) + @@ -123092,6 +142785,11 @@

      CoffeeMud 5.9

       (Anatomy II) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -123105,6 +142803,10 @@

      CoffeeMud 5.9

      + + + + @@ -123145,6 +142847,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Chant: Deep magic)  Sense Fluids
       Worms
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -123225,6 +142937,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -123252,6 +142969,11 @@

      CoffeeMud 5.9

       Summon Rock Golem
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -123266,6 +142988,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -123281,6 +143008,11 @@

      CoffeeMud 5.9

       (Arcane Lore II) + (Expertise) + (Available) +  (Imbued Distilling II) + + (Expertise) (Available)  (Ingenious Engineering I) @@ -123336,6 +143068,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -123430,6 +143174,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Arcane Lore III)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Hardy Planting I) @@ -123484,10 +143233,20 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Enduring II)
      (Expertise)(Available) (Vigorous Cooking III) +
      @@ -123503,6 +143262,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy II) + (Expertise) + (Available) +  (Imbued Distilling III) + + (Expertise) (Available)  (Shapeshifting II) @@ -123673,6 +143437,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III) + (Expertise) + (Available) +  (Fortified Baking IV) + + (Expertise) (Available)  (Shapeshifting III) @@ -123692,6 +143461,11 @@

      CoffeeMud 5.9

       (Anatomy VI) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Extended Conjuring IV) @@ -123711,6 +143485,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Conjuring IV) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -123741,6 +143520,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -123770,6 +143554,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -123911,6 +143705,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -123945,6 +143744,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Hardy Planting IV) @@ -123975,6 +143779,11 @@

      CoffeeMud 5.9

       (Plant Mastering IV)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -123998,6 +143807,11 @@

      CoffeeMud 5.9

      (Available)  (Enduring V)
      (Expertise)(Available) (Imbued Distilling V) +
      @@ -124168,6 +143982,11 @@

      CoffeeMud 5.9

      (Available)  (Enduring VI) + + (Expertise) + (Available) +  (Fortified Baking VI) + @@ -124178,6 +143997,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI) @@ -124187,6 +144011,11 @@

      CoffeeMud 5.9

      (Available)  (Shapeshifting VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
      @@ -124207,6 +144036,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VII) + (Expertise) + (Available) +  (Imbued Distilling VI) + + (Expertise) (Available)  (Power Conjuring VII) @@ -124377,6 +144211,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VIII) + (Expertise) + (Available) +  (Fortified Baking VII) + + (Expertise) (Available)  (Power Conjuring VIII) @@ -124411,6 +144250,11 @@

      CoffeeMud 5.9

       (Breeding VII) + (Expertise) + (Available) +  (Creative Food Prep VII) + + (Expertise) (Available)  (Deep Lore VII) @@ -124436,6 +144280,11 @@

      CoffeeMud 5.9

       (Vigilantly IX) + (Expertise) + (Available) +  (Vigorous Cooking VII) + + (Expertise) (Available)  (Weather Mastering VII) @@ -124450,6 +144299,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX) @@ -124465,6 +144324,11 @@

      CoffeeMud 5.9

       (Ignalist VII)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -124620,6 +144484,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Hardy Planting VIII) @@ -124669,10 +144538,20 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Enduring IX)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -124688,6 +144567,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Shapeshifting IX) @@ -124838,6 +144722,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Shapeshifting X) @@ -124852,10 +144741,20 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Preserving X)
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -124886,6 +144785,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -124975,6 +144879,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -124984,6 +144893,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -124993,6 +144912,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -125087,7 +145011,7 @@

      CoffeeMud 5.9

      - + @@ -125097,7 +145021,7 @@

      CoffeeMud 5.9

      - + @@ -125158,6 +145082,10 @@

      CoffeeMud 5.9

      + + + + @@ -125170,6 +145098,10 @@

      CoffeeMud 5.9

      + + + + @@ -125264,6 +145196,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Druid

      DescriptionDruids are mystical guardians of the natural world, and the wielders of
      natures grandest powers. They may not wear metal, and can only use a small
      set of natural weapons, but their notorious health and magical chants more
      than make up for this. Like the natural world, Druids are restricted to a
      neutral alignment.

      Druid is the starting point for numerous sub-classes which the player may
      choose to gain levels in at any time. These sub-classes include: Delver,
      Beastmaster, Gaian, Mer, and SkyWatcher.

      How to play: The druid is the most complex class to play. Most of his magic
      requires the assistance of numerous spells to bear fruit, but the benefits
      make the complexity well worth it. The druid is also best fit for travelling
      with animal armies of his own creation. In groups, the druid can assist with
      some extra fire power at high levels. For the most part though, it is alone
      that the druid will flourish, forming his own animal groups to make up for
      his weakness in combat.

      Although weak in melee combat, due to equipment and skill limitations, the
      druid is capable of marshaling all the powers of animals and plants to aid in
      the vanquishing of foes for experience. At higher levels, as the powers of
      weather come into play, the Druid will find their magical prowess unequaled
      by any other class.
      DescriptionDruids are mystical guardians of the natural world, and the wielders of
      natures grandest powers. They may not wear metal, and can only use a small
      set of natural weapons, but their notorious health and magical chants more
      than make up for this. Like the natural world, Druids are restricted to a
      neutral alignment.

      Druid is the starting point for numerous sub-classes which the player may
      choose to gain levels in at any time. These sub-classes include: Delver,
      Beastmaster, Gaian, Mer, and SkyWatcher.

      How to play: The druid is the most complex class to play. Most of his magic
      requires the assistance of numerous spells to bear fruit, but the benefits
      make the complexity well worth it. The druid is also best fit for travelling
      with animal armies of his own creation. In groups, the druid can assist with
      some extra fire power at high levels. For the most part though, it is alone
      that the druid will flourish, forming his own animal groups to make up for
      his weakness in combat.

      Although weak in melee combat, due to equipment and skill limitations, the
      druid is capable of marshaling all the powers of animals and plants to aid in
      the vanquishing of foes for experience. At higher levels, as the powers of
      weather come into play, the Druid will find their magical prowess unequaled
      by any other class.
      Prime StatisticConstitution
      QualificationsConstitution 9+
      Practices5 +[(Wisdom/6)+2 per lvl]
      Movement100 +[5X(Str/18) /lvl]
      Attack Skill+(Con/18) per level
      Damage Bonus+1 damage per 30 level(s)
      Other BonusesWhen leading animals into battle, will not divide experience among animal followers. Can create a druidic connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. Benefits from balancing the weather.
      Other BonusesWill gain random qualified chants. When leading animals into battle, will not divide experience among animal followers. Can create a druidic connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. Benefits from balancing the weather.
      WeaponsMust use wooden, plant-based, or leather weapons.
      ArmorMust wear non-metal armor.
      Other LimitationsMust remain Neutral to avoid skill and chant failure chances.
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -125293,7 +145275,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -125313,6 +145295,56 @@

      CoffeeMud 5.9

      (Qualify)  Lacquering + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -125389,6 +145421,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -125419,6 +145481,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -125433,6 +145540,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -125458,7 +145660,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -125504,7 +145706,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -125528,7 +145730,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -125552,6 +145754,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -125572,6 +145819,10 @@

      CoffeeMud 5.9

      (Chant: Shape shifting) (Qualify)  Treeform + + (Skill: Nature lore) + (Qualify) +  Find Home @@ -125627,6 +145878,18 @@

      CoffeeMud 5.9

      (Chant: Plant control) (Qualify)  Warp Wood + + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim @@ -125662,6 +145925,10 @@

      CoffeeMud 5.9

      + + + + @@ -125698,10 +145965,6 @@

      CoffeeMud 5.9

      - - - - @@ -125723,6 +145986,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Chant: Animal affinity) (Qualify)  Animal Friendship
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       Wainwrighting
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -125768,6 +146081,14 @@

      CoffeeMud 5.9

      (Chant: Preserving) (Qualify)  Whisperward
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -125927,6 +146248,11 @@

      CoffeeMud 5.9

      (Qualify)  Summon Plague + + (Expertise) + (Available) +  (Fortified Baking I) + @@ -125951,7 +146277,21 @@

      CoffeeMud 5.9

      (Chant: Deep magic) (Qualify)  Reabsorb + + (Common skill: Epicurean) + (Qualify) +  Food Preserving + + (Expertise) + (Available) +  (Creative Food Prep I) + + + (Expertise) + (Available) +  (Vigorous Cooking I) + @@ -125983,6 +146323,11 @@

      CoffeeMud 5.9

       (Anatomy II) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -125996,6 +146341,10 @@

      CoffeeMud 5.9

      + + + + @@ -126062,6 +146411,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Chant: Plant control) (Qualify)  Grapevine
       Summon Rain
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -126183,6 +146542,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -126214,6 +146578,11 @@

      CoffeeMud 5.9

       Summon Sapling
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -126238,6 +146607,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -126253,6 +146627,11 @@

      CoffeeMud 5.9

       (Arcane Lore II) + (Expertise) + (Available) +  (Imbued Distilling II) + + (Expertise) (Available)  (Ingenious Engineering I) @@ -126313,6 +146692,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -126427,6 +146818,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Arcane Lore III)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Hardy Planting I) @@ -126486,6 +146882,11 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Enduring II) @@ -126510,6 +146911,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing I)
      (Expertise)(Available) (Vigorous Cooking III) +
      @@ -126525,6 +146931,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy II) + (Expertise) + (Available) +  (Imbued Distilling III) + + (Expertise) (Available)  (Shapeshifting II) @@ -126744,6 +147155,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III) + (Expertise) + (Available) +  (Fortified Baking IV) + + (Expertise) (Available)  (Shapeshifting III) @@ -126763,6 +147179,11 @@

      CoffeeMud 5.9

       (Anatomy VI) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Extended Conjuring IV) @@ -126787,6 +147208,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking III) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -126817,6 +147243,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -126856,6 +147287,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -127413,6 +147889,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + @@ -128024,6 +148550,11 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -128257,6 +148803,11 @@

      CoffeeMud 5.9

      + + + + @@ -128380,6 +148936,16 @@

      CoffeeMud 5.9

      @@ -128389,6 +148955,11 @@

      CoffeeMud 5.9

      @@ -128483,7 +149054,7 @@

      CoffeeMud 5.9

      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Airelist III) @@ -127032,6 +147473,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -127081,6 +147527,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Hardy Planting IV) @@ -127116,6 +147567,11 @@

      CoffeeMud 5.9

       (Plant Mastering IV)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -127140,6 +147596,11 @@

      CoffeeMud 5.9

       (Enduring V)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Unarmed Bashing IV) @@ -127355,6 +147816,11 @@

      CoffeeMud 5.9

       (Enduring VI)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Unarmed Bashing V) @@ -127384,6 +147850,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI) @@ -127393,6 +147864,11 @@

      CoffeeMud 5.9

      (Available)  (Shapeshifting VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Extended Conjuring VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Power Conjuring VII) @@ -127628,6 +148109,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Power Conjuring VIII) @@ -127667,6 +148153,11 @@

      CoffeeMud 5.9

       (Breeding VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Deep Lore VII) @@ -127702,6 +148193,11 @@

      CoffeeMud 5.9

       (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      (Expertise) (Available)  (Weather Mastering VII) @@ -127716,6 +148212,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Airelist VII) @@ -127736,6 +148242,11 @@

      CoffeeMud 5.9

       (Ignalist VII)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -127931,6 +148442,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Hardy Planting VIII) @@ -127985,6 +148501,11 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Enduring IX) @@ -128009,6 +148530,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
       (Fine Calligraphy IX)
      (Expertise)(Available) (Imbued Distilling VIII) +
      (Expertise) (Available)  (Shapeshifting IX) @@ -128204,6 +148735,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X)
      (Expertise)(Available) (Fortified Baking IX) +
      (Expertise) (Available)  (Shapeshifting X) @@ -128218,6 +148754,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Preserving X) @@ -128227,6 +148768,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking X)
      (Expertise)(Available) (Vigorous Cooking IX) +
       (Fitness X)
      (Expertise)(Available) (Imbued Distilling IX) +
      (Expertise) (Available)  (Neutralizing X) @@ -128371,6 +148922,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      - + @@ -128558,6 +149129,10 @@

      CoffeeMud 5.9

      + + + + @@ -128648,6 +149223,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Gaian

      DescriptionThe Gaian is the druid of the green earth, watching over the plants, trees
      and all growing things. The gaian has a very special relationship with the
      plants and trees, having special abilities to make almost any location he
      steps into a sanctuary for his leafed friends. So in tune with green things
      is the gaian that sunlight can actually give his green tinted skin additional
      powers, though the darkness will slightly weaken his chanting stamina. The
      gaian can also call on the plants and trees around him to aid in him combat,
      to hide him from foes, or even to provide him with the things one would
      normally have to seek civilization for.

      How to play: The Gaian, so long as he stays around green plants, is a
      formidable foe to all enemies of nature. The gaian can call all aspects of
      the plants to his aid, and can always find sanctuary in the green plants
      during times of trouble. The gaian is weak in native combat abilities, like
      the other druids, but can make up for it with creative pre-casting, and good
      use of the power of nature during combat.
      DescriptionThe Gaian is the druid of the green earth, watching over the plants, trees
      and all growing things. The gaian has a very special relationship with the
      plants and trees, having special abilities to make almost any location he
      steps into a sanctuary for his leafed friends. So in tune with green things
      is the gaian that sunlight can actually give his green tinted skin additional
      powers, though the darkness will slightly weaken his chanting stamina. The
      gaian can also call on the plants and trees around him to aid in him combat,
      to hide him from foes, or even to provide him with the things one would
      normally have to seek civilization for.

      How to play: The Gaian, so long as he stays around green plants, is a
      formidable foe to all enemies of nature. The gaian can call all aspects of
      the plants to his aid, and can always find sanctuary in the green plants
      during times of trouble. The gaian is weak in native combat abilities, like
      the other druids, but can make up for it with creative pre-casting, and good
      use of the power of nature during combat.
      Prime StatisticConstitution
      QualificationsWisdom 9+, Constitution 9+
      Practices5 +[(Wisdom/6)+2 per lvl]
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -128662,14 +149287,14 @@

      CoffeeMud 5.9

       Butchering (Chant: Plant control) - + (Qualify)  Locate Plants (Common skill: Gathering) (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -128685,10 +149310,64 @@

      CoffeeMud 5.9

      (Qualify)  Engraving + (Common skill: Nature lore) + +  Floristry + (Common skill: Artistic) (Qualify)  Lacquering + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -128761,6 +149440,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -128791,6 +149500,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -128805,6 +149559,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -128826,7 +149675,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -128872,7 +149721,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -128888,7 +149737,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -128916,6 +149765,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -128932,6 +149826,14 @@

      CoffeeMud 5.9

      (Chant: Breeding) (Qualify)  Sense Sentience + + (Chant: Weather mastery) + (Qualify) +  Summon Sun + + (Skill: Nature lore) + (Qualify) +  Find Home @@ -128983,6 +149885,18 @@

      CoffeeMud 5.9

      (Chant: Preserving) (Qualify)  Root + + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim @@ -129014,6 +149928,10 @@

      CoffeeMud 5.9

      + + + + @@ -129042,10 +149960,6 @@

      CoffeeMud 5.9

      - - - - @@ -129067,6 +149981,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Chant: Plant growth) (Qualify)  Summon Tree
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       Wainwrighting
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -129112,6 +150076,14 @@

      CoffeeMud 5.9

      (Chant: Plant control) (Qualify)  Shillelagh
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -129259,6 +150231,11 @@

      CoffeeMud 5.9

      (Qualify)  Plant Snare + + (Expertise) + (Available) +  (Fortified Baking I) + @@ -129275,7 +150252,21 @@

      CoffeeMud 5.9

      (Chant: Plant control) (Qualify)  Vampire Vine + + (Common skill: Epicurean) + (Qualify) +  Food Preserving + + (Expertise) + (Available) +  (Creative Food Prep I) + + + (Expertise) + (Available) +  (Vigorous Cooking I) + @@ -129299,6 +150290,11 @@

      CoffeeMud 5.9

       (Anatomy II) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -129312,6 +150308,10 @@

      CoffeeMud 5.9

      + + + + @@ -129357,6 +150357,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Chant: Plant control)  Grapevine
       Vine Mass
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -129437,6 +150447,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -129464,6 +150479,11 @@

      CoffeeMud 5.9

       Sweet Scent
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -129483,6 +150503,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -129491,6 +150516,10 @@

      CoffeeMud 5.9

      26 + + + + @@ -129498,6 +150527,11 @@

      CoffeeMud 5.9

      + + + + @@ -129652,6 +150699,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Expertise)  (Arcane Lore II)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -129553,6 +150587,14 @@

      CoffeeMud 5.9

      29 + + + + + + + + @@ -129637,6 +150679,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise) (Available)  (Vigilantly III)
      (Expertise)(Available) (Weather Mastering I) +
       (Arcane Lore III)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Hardy Planting I) @@ -129716,6 +150768,11 @@

      CoffeeMud 5.9

       (Blunt Piercing I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Enduring II) @@ -129740,6 +150797,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing I)
      (Expertise)(Available) (Vigorous Cooking III) +
      @@ -129755,6 +150817,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy II) + (Expertise) + (Available) +  (Imbued Distilling III) + + (Expertise) (Available)  (Shapeshifting II) @@ -129847,6 +150914,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IV) + + (Expertise) + (Available) +  (Weather Mastering II) + @@ -129960,6 +151032,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III) + (Expertise) + (Available) +  (Fortified Baking IV) + + (Expertise) (Available)  (Shapeshifting III) @@ -129984,6 +151061,11 @@

      CoffeeMud 5.9

       (Blunt Striking III) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Extended Conjuring IV) @@ -130008,6 +151090,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking III) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -130038,6 +151125,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -130052,6 +151144,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly V) + + (Expertise) + (Available) +  (Weather Mastering III) + @@ -130062,6 +151159,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -130243,6 +151350,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -130257,6 +151369,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly VI)
      (Expertise)(Available) (Weather Mastering IV) +
      @@ -130272,6 +151389,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI) + (Expertise) + (Available) +  (Creative Food Prep V) + + (Expertise) (Available)  (Hardy Planting IV) @@ -130297,6 +151419,11 @@

      CoffeeMud 5.9

       (Plant Mastering IV) + (Expertise) + (Available) +  (Vigorous Cooking V) + + (Expertise) (Available)  (Wise Crafting IV) @@ -130336,6 +151463,11 @@

      CoffeeMud 5.9

       (Enduring V) + (Expertise) + (Available) +  (Imbued Distilling V) + + (Expertise) (Available)  (Unarmed Bashing IV) @@ -130462,6 +151594,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly VII) + + (Expertise) + (Available) +  (Weather Mastering V) + @@ -130541,6 +151678,11 @@

      CoffeeMud 5.9

       (Enduring VI) + (Expertise) + (Available) +  (Fortified Baking VI) + + (Expertise) (Available)  (Unarmed Bashing V) @@ -130570,6 +151712,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI) @@ -130579,6 +151726,11 @@

      CoffeeMud 5.9

      (Available)  (Shapeshifting VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
      @@ -130604,6 +151756,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VII) + (Expertise) + (Available) +  (Imbued Distilling VI) + + (Expertise) (Available)  (Power Conjuring VII) @@ -130667,6 +151824,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly VIII) + + (Expertise) + (Available) +  (Weather Mastering VI) + @@ -130809,6 +151971,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VIII) + (Expertise) + (Available) +  (Fortified Baking VII) + + (Expertise) (Available)  (Power Conjuring VIII) @@ -130848,6 +152015,11 @@

      CoffeeMud 5.9

       (Breeding VII) + (Expertise) + (Available) +  (Creative Food Prep VII) + + (Expertise) (Available)  (Deep Lore VII) @@ -130872,6 +152044,16 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX) + + (Expertise) + (Available) +  (Vigorous Cooking VII) + + + (Expertise) + (Available) +  (Weather Mastering VII) + @@ -130882,6 +152064,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX) @@ -130892,6 +152084,11 @@

      CoffeeMud 5.9

       (Hardy Planting VII)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -131067,6 +152264,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly X)
      (Expertise)(Available) (Weather Mastering VIII) +
      @@ -131082,6 +152284,11 @@

      CoffeeMud 5.9

       (Arcane Lore X) + (Expertise) + (Available) +  (Fortified Baking VIII) + + (Expertise) (Available)  (Hardy Planting VIII) @@ -131141,6 +152348,11 @@

      CoffeeMud 5.9

       (Blunt Piercing VIII) + (Expertise) + (Available) +  (Creative Food Prep VIII) + + (Expertise) (Available)  (Enduring IX) @@ -131165,6 +152377,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing VIII) + + (Expertise) + (Available) +  (Vigorous Cooking VIII) + @@ -131180,6 +152397,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Shapeshifting IX) @@ -131257,6 +152479,11 @@

      CoffeeMud 5.9

      (Available)  (Neutralizing IX) + + (Expertise) + (Available) +  (Weather Mastering IX) + @@ -131360,6 +152587,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Shapeshifting X) @@ -131379,6 +152611,11 @@

      CoffeeMud 5.9

       (Blunt Striking X) + (Expertise) + (Available) +  (Creative Food Prep IX) + + (Expertise) (Available)  (Preserving X) @@ -131388,6 +152625,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking X) + + (Expertise) + (Available) +  (Vigorous Cooking IX) + @@ -131418,10 +152660,20 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) + + (Expertise) + (Available) +  (Weather Mastering X) + @@ -131527,6 +152779,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -131536,6 +152793,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -131545,6 +152812,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -131639,7 +152911,7 @@

      CoffeeMud 5.9

      - + @@ -131714,6 +152986,10 @@

      CoffeeMud 5.9

      + + + + @@ -131726,6 +153002,10 @@

      CoffeeMud 5.9

      + + + + @@ -131816,6 +153096,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Mer

      DescriptionThe Mer Druid is an aquatic nature lover who has mastered the ability to live
      and dwell with sea creatures. The Mer Druid is most suited for aquatic
      areas, and excels at water and ship combat, using the forces of the ocean
      with an amazing display of power and destruction. So connected is he to the
      tides that his strength and powers will fluxuate during the day, ebbing and
      rising with the high and low tide.

      How to play: Like a fish, the Mer Druid is nearly useless out of the water.
      But when either above or beneath the waves, the Mer is an unstoppable force.
      Grouping with others on land and taking charge of the situation when the
      waves roll in is the way for a Mer Druid to flourish.
      DescriptionThe Mer Druid is an aquatic nature lover who has mastered the ability to live
      and dwell with sea creatures. The Mer Druid is most suited for aquatic
      areas, and excels at water and ship combat, using the forces of the ocean
      with an amazing display of power and destruction. So connected is he to the
      tides that his strength and powers will fluxuate during the day, ebbing and
      rising with the high and low tide.

      How to play: Like a fish, the Mer Druid is nearly useless out of the water.
      But when either above or beneath the waves, the Mer is an unstoppable force.
      Grouping with others on land and taking charge of the situation when the
      waves roll in is the way for a Mer Druid to flourish.
      Prime StatisticConstitution
      QualificationsIntelligence 9+, Dexterity 9+
      Practices5 +[(Wisdom/6)+2 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -131841,7 +153171,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -131861,6 +153191,56 @@

      CoffeeMud 5.9

      (Qualify)  Lacquering + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -131945,6 +153325,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -131975,6 +153385,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -131989,6 +153444,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -132014,7 +153564,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -132060,7 +153610,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -132080,7 +153630,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -132104,6 +153654,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -132113,6 +153708,10 @@

      CoffeeMud 5.9

      + + + + @@ -132120,6 +153719,10 @@

      CoffeeMud 5.9

      + + + +
      (Chant: Water control)(Qualify) Airy Aura
      (Chant: Animal affinity) (Qualify)  Calm Animal
      (Chant: Plant growth)  Summon Coral
      (Skill: Nature lore)(Qualify) Find Home
      @@ -132179,6 +153782,18 @@

      CoffeeMud 5.9

      (Chant: Water control) (Qualify)  Water Hammer + + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim @@ -132214,6 +153829,10 @@

      CoffeeMud 5.9

      + + + + @@ -132242,10 +153861,6 @@

      CoffeeMud 5.9

      - - - - @@ -132267,6 +153882,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Chant: Water control)  Drown
      (Qualify)  Masonry
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       Wainwrighting
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -132312,6 +153977,14 @@

      CoffeeMud 5.9

      (Chant: Preserving) (Qualify)  Whisperward
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -132439,6 +154112,11 @@

      CoffeeMud 5.9

       Second Totem + + (Expertise) + (Available) +  (Fortified Baking I) + @@ -132455,7 +154133,21 @@

      CoffeeMud 5.9

      (Chant: Enduring) (Qualify)  Hippieness + + (Common skill: Epicurean) + (Qualify) +  Food Preserving + + (Expertise) + (Available) +  (Creative Food Prep I) + + + (Expertise) + (Available) +  (Vigorous Cooking I) + @@ -132479,6 +154171,11 @@

      CoffeeMud 5.9

       (Anatomy II) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -132492,6 +154189,10 @@

      CoffeeMud 5.9

      + + + + @@ -132538,6 +154239,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Chant: Weather mastery)  Favorable Winds
       Tide Moon
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -132658,6 +154369,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -132690,6 +154406,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -132714,6 +154435,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -132729,6 +154455,11 @@

      CoffeeMud 5.9

       (Arcane Lore II) + (Expertise) + (Available) +  (Imbued Distilling II) + + (Expertise) (Available)  (Ingenious Engineering I) @@ -132794,6 +154525,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -132928,6 +154671,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Hardy Planting I) @@ -132977,6 +154725,11 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Enduring II) @@ -133016,6 +154769,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing I)
      (Expertise)(Available) (Vigorous Cooking III) +
      @@ -133031,6 +154789,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy II) + (Expertise) + (Available) +  (Imbued Distilling III) + + (Expertise) (Available)  (Shapeshifting II) @@ -133271,6 +155034,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III) + (Expertise) + (Available) +  (Fortified Baking IV) + + (Expertise) (Available)  (Shapeshifting III) @@ -133290,6 +155058,11 @@

      CoffeeMud 5.9

       (Anatomy VI) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Extended Conjuring IV) @@ -133324,6 +155097,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking III) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -133354,6 +155132,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -133403,6 +155186,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -134015,6 +155843,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + @@ -134701,6 +156579,11 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -134969,6 +156867,11 @@

      CoffeeMud 5.9

      + + + + @@ -135112,6 +157020,16 @@

      CoffeeMud 5.9

      @@ -135121,6 +157039,11 @@

      CoffeeMud 5.9

      @@ -135215,7 +157138,7 @@

      CoffeeMud 5.9

      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Airelist III) @@ -133594,6 +155387,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -133653,6 +155451,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Hardy Planting IV) @@ -133678,6 +155481,11 @@

      CoffeeMud 5.9

       (Plant Growing IV)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -133702,6 +155510,11 @@

      CoffeeMud 5.9

       (Enduring V)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Polearm Focus IV) @@ -133942,6 +155755,11 @@

      CoffeeMud 5.9

       (Enduring VI)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Polearm Focus V) @@ -133986,6 +155804,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI) @@ -133995,6 +155818,11 @@

      CoffeeMud 5.9

      (Available)  (Shapeshifting VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Extended Conjuring VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -134255,6 +156088,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Martial Lore VI) @@ -134304,6 +156142,11 @@

      CoffeeMud 5.9

       (Breeding VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Deep Lore VII) @@ -134339,6 +156182,11 @@

      CoffeeMud 5.9

       (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      (Expertise) (Available)  (Water Controlling VII) @@ -134363,6 +156211,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Airelist VII) @@ -134378,6 +156236,11 @@

      CoffeeMud 5.9

       (Hardy Planting VII)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -134603,6 +156466,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Hardy Planting VIII) @@ -134647,6 +156515,11 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Enduring IX) @@ -134686,6 +156559,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
       (Fine Calligraphy IX)
      (Expertise)(Available) (Imbued Distilling VIII) +
      (Expertise) (Available)  (Shapeshifting IX) @@ -134906,6 +156789,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X)
      (Expertise)(Available) (Fortified Baking IX) +
      (Expertise) (Available)  (Shapeshifting X) @@ -134920,6 +156808,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Martial Lore IX) @@ -134939,6 +156832,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking X)
      (Expertise)(Available) (Vigorous Cooking IX) +
       (Fitness X)
      (Expertise)(Available) (Imbued Distilling IX) +
      (Expertise) (Available)  (Neutralizing X) @@ -135103,6 +157006,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      - + @@ -135274,6 +157197,10 @@

      CoffeeMud 5.9

      + + + + @@ -135286,6 +157213,10 @@

      CoffeeMud 5.9

      + + + + @@ -135372,6 +157303,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      SkyWatcher

      DescriptionThe SkyWatcher is the master druid of the stars and heavens, being the very
      powerful steward of the great wheel in the sky. The SkyWatcher maintains a
      special connection with the moon, and gains numerous special abilities to
      summon great powers from luna. So connected is he to the moon that his
      strength and powers will fluxuate during the month, following the phase of
      the moon. A master of wind and weather, the SkyWatcher is also very capable
      of bringing the heavens down upon his enemies at need.

      How to play: More even than the other druids, the SkyWatcher must concern
      himself with pre-casting. That is to say, the SkyWatcher must be aware of his
      environment at all times in terms of weather, time, temperature, and locale,
      and must be fully prepared to alter these conditions to make them favorable
      to the chants he means to use against his enemies in combat. All SkyWatchers
      must also realize that their effectiveness when not outdoors will be almost
      nil, as practically every chant requires the use of outside conditions and
      resources.
      DescriptionThe SkyWatcher is the master druid of the stars and heavens, being the very
      powerful steward of the great wheel in the sky. The SkyWatcher maintains a
      special connection with the moon, and gains numerous special abilities to
      summon great powers from luna. So connected is he to the moon that his
      strength and powers will fluxuate during the month, following the phase of
      the moon. A master of wind and weather, the SkyWatcher is also very capable
      of bringing the heavens down upon his enemies at need.

      How to play: More even than the other druids, the SkyWatcher must concern
      himself with pre-casting. That is to say, the SkyWatcher must be aware of his
      environment at all times in terms of weather, time, temperature, and locale,
      and must be fully prepared to alter these conditions to make them favorable
      to the chants he means to use against his enemies in combat. All SkyWatchers
      must also realize that their effectiveness when not outdoors will be almost
      nil, as practically every chant requires the use of outside conditions and
      resources.
      Prime StatisticConstitution
      QualificationsIntelligence 9+, Constitution 9+
      Practices5 +[(Wisdom/6)+2 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Common skill: Animal affinity) (Qualify)  Shearing
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -135401,7 +157382,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -135421,6 +157402,56 @@

      CoffeeMud 5.9

      (Qualify)  Lacquering + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -135493,6 +157524,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -135523,6 +157584,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -135537,6 +157643,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -135566,7 +157767,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -135612,7 +157813,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -135628,7 +157829,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -135656,6 +157857,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -135676,6 +157922,10 @@

      CoffeeMud 5.9

      (Chant: Weather mastery) (Qualify)  Sunray + + (Skill: Nature lore) + (Qualify) +  Find Home @@ -135723,6 +157973,18 @@

      CoffeeMud 5.9

      (Chant: Enduring)  Dehydrate + + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim @@ -135754,6 +158016,10 @@

      CoffeeMud 5.9

      + + + + @@ -135782,10 +158048,6 @@

      CoffeeMud 5.9

      - - - - @@ -135807,6 +158069,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -136020,6 +158340,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Chant: Preserving)  Whisperward
      (Qualify)  Woodland Sneak
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       Wainwrighting
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -135849,9 +158161,17 @@

      CoffeeMud 5.9

       Wind Shape
      (Common skill: Gathering)(Qualify) Gardening
      (Skill: Dirty fighting) (Qualify)  Dirt
      (Skill: Nature lore)(Qualify) Find Ship
      (Expertise)  Summon Cold
      (Expertise)(Available) (Fortified Baking I) +
      @@ -136037,10 +158362,24 @@

      CoffeeMud 5.9

      (Qualify)  Summon Rain + (Common skill: Epicurean) + (Qualify) +  Food Preserving + (Thief skill: Alert) (Qualify)  Observe + + (Expertise) + (Available) +  (Creative Food Prep I) + + + (Expertise) + (Available) +  (Vigorous Cooking I) + @@ -136073,6 +158412,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VI) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -136086,6 +158430,10 @@

      CoffeeMud 5.9

      + + + + @@ -136136,6 +158484,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Chant: Enduring) (Qualify)  Charge Metal
       Spell Ward
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -136235,6 +158593,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -136267,6 +158630,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -136291,6 +158659,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -136306,6 +158679,11 @@

      CoffeeMud 5.9

       (Arcane Lore II) + (Expertise) + (Available) +  (Imbued Distilling II) + + (Expertise) (Available)  (Ingenious Engineering I) @@ -136371,6 +158749,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -136490,6 +158880,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ignalist I) @@ -136539,6 +158934,11 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Enduring II) @@ -136563,6 +158963,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing I)
      (Expertise)(Available) (Vigorous Cooking III) +
      @@ -136578,6 +158983,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy II) + (Expertise) + (Available) +  (Imbued Distilling III) + + (Expertise) (Available)  (Shapeshifting II) @@ -136783,6 +159193,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III) + (Expertise) + (Available) +  (Fortified Baking IV) + + (Expertise) (Available)  (Shapeshifting III) @@ -136802,6 +159217,11 @@

      CoffeeMud 5.9

       (Anatomy VI) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Dirty Fighting IV) @@ -136831,6 +159251,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking III) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -136856,6 +159281,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -136895,6 +159325,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -137427,6 +159902,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + @@ -138003,6 +160528,11 @@

      CoffeeMud 5.9

      + + + + + + + + @@ -138221,6 +160766,11 @@

      CoffeeMud 5.9

      + + + + @@ -138334,6 +160889,16 @@

      CoffeeMud 5.9

      @@ -138343,6 +160908,11 @@

      CoffeeMud 5.9

      @@ -138441,7 +161011,7 @@

      CoffeeMud 5.9

      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Airelist III) @@ -137061,6 +159501,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -137110,6 +159555,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ignalist IV) @@ -137135,6 +159585,11 @@

      CoffeeMud 5.9

       (Terranalist IV)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -137159,6 +159614,11 @@

      CoffeeMud 5.9

       (Enduring V)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Unarmed Bashing IV) @@ -137364,6 +159824,11 @@

      CoffeeMud 5.9

       (Enduring VI)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Unarmed Bashing V) @@ -137393,6 +159858,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI) @@ -137402,6 +159872,11 @@

      CoffeeMud 5.9

      (Available)  (Shapeshifting VI)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Extended Conjuring VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Power Conjuring VII) @@ -137632,6 +160112,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Power Conjuring VIII) @@ -137666,6 +160151,11 @@

      CoffeeMud 5.9

       (Animal Affinity VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Deep Lore VII) @@ -137701,6 +160191,11 @@

      CoffeeMud 5.9

       (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      (Expertise) (Available)  (Weather Mastering VII) @@ -137715,6 +160210,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Airelist VII) @@ -137730,6 +160235,11 @@

      CoffeeMud 5.9

       (Ignalist VII)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -137920,6 +160430,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ignalist VIII) @@ -137964,6 +160479,11 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Enduring IX) @@ -137988,6 +160508,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Slicing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
       (Fine Calligraphy IX)
      (Expertise)(Available) (Imbued Distilling VIII) +
      (Expertise) (Available)  (Shapeshifting IX) @@ -138173,6 +160703,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X)
      (Expertise)(Available) (Fortified Baking IX) +
      (Expertise) (Available)  (Shapeshifting X) @@ -138187,6 +160722,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Preserving X) @@ -138196,6 +160736,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking X)
      (Expertise)(Available) (Vigorous Cooking IX) +
       (Fitness X)
      (Expertise)(Available) (Imbued Distilling IX) +
      (Expertise) (Available)  (Neutralizing X) @@ -138325,6 +160875,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      - + @@ -138484,6 +161054,10 @@

      CoffeeMud 5.9

      + + + + @@ -138496,6 +161070,10 @@

      CoffeeMud 5.9

      + + + + @@ -138610,6 +161188,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Cleric

      DescriptionClerics are the great vassals of the Gods. Through them the wonders of both
      good and evil are possible. Clerics possess great magical abilities in their
      numerous "prayers". While their weapon choices are limited to their
      alignment, they may wear any type of armor.

      The Cleric is the general of priests, appeasing all the gods equally, or
      choosing to focus on one at his whim. However, should the cleric wish to
      show true devotion, he can gain levels in specialist classes which may or may
      not be available to him, depending on his disposition. These classes include:
      Templar, Shaman, Doomsayer, Necromancer, Missionary, Purist, Healer, or
      Oracle.

      How to play: The first, last, and greatest strength of the good Cleric is in
      his ability to heal, just as the ability to harm aids the evil Cleric. A
      Cleric is unique in his ability to flourish either alone or in groups, being
      moderately skilled in combat, and having the healing ability to last a long
      time in a tough fight. Clerics are highly desired for groups, however, as
      the lead fighter in the group will want the Cleric's healing touch in battle.

      The only weakness of the Cleric is offensively, which the evil Cleric will
      make up for with harmful magic, and the good Cleric will compensate for with
      healing spells to last out the battle. With a balanced approach, the Cleric
      can gain experience with the efficiency of a fighter.
      DescriptionClerics are the great vassals of the Gods. Through them the wonders of both
      good and evil are possible. Clerics possess great magical abilities in their
      numerous "prayers". While their weapon choices are limited to their
      alignment, they may wear any type of armor.

      The Cleric is the general of priests, appeasing all the gods equally, or
      choosing to focus on one at his whim. However, should the cleric wish to
      show true devotion, he can gain levels in specialist classes which may or may
      not be available to him, depending on his disposition. These classes include:
      Templar, Shaman, Doomsayer, Necromancer, Missionary, Purist, Healer, or
      Oracle.

      How to play: The first, last, and greatest strength of the good Cleric is in
      his ability to heal, just as the ability to harm aids the evil Cleric. A
      Cleric is unique in his ability to flourish either alone or in groups, being
      moderately skilled in combat, and having the healing ability to last a long
      time in a tough fight. Clerics are highly desired for groups, however, as
      the lead fighter in the group will want the Cleric's healing touch in battle.


      The only weakness of the Cleric is offensively, which the evil Cleric will
      make up for with harmful magic, and the good Cleric will compensate for with
      healing spells to last out the battle. With a balanced approach, the Cleric
      can gain experience with the efficiency of a fighter.
      Prime StatisticWisdom
      QualificationsWisdom 9+
      Practices5 +[(Wisdom/6)+2 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Prayer: Neutralization) (Qualify)  Annul
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -138627,7 +161255,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -138663,6 +161291,56 @@

      CoffeeMud 5.9

      (Qualify)  Sense Life + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -138739,6 +161417,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -138769,6 +161477,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -138783,6 +161536,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -138796,7 +161644,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -138858,7 +161706,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -138870,7 +161718,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -138914,6 +161762,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -138938,6 +161831,10 @@

      CoffeeMud 5.9

      (Prayer: Communing) (Qualify)  Sense Injury + + (Skill: Nature lore) + (Qualify) +  Find Home @@ -138993,6 +161890,18 @@

      CoffeeMud 5.9

      (Prayer: Holy protection) (Qualify)  Protection Paralyzation + + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim @@ -139024,6 +161933,10 @@

      CoffeeMud 5.9

      + + + + @@ -139060,10 +161973,6 @@

      CoffeeMud 5.9

      - - - - @@ -139085,6 +161994,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Silent
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       Wainwrighting
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -139119,6 +162078,10 @@

      CoffeeMud 5.9

      + + + + @@ -139134,6 +162097,10 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Prayer: Restoration) (Qualify)  Cure Disease
      (Prayer: Holy protection) (Qualify)  Protection Disease
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -139329,6 +162296,11 @@

      CoffeeMud 5.9

      (Available)  (Combat Fluidity V)
      (Expertise)(Available) (Fortified Baking I) +
      @@ -139338,6 +162310,10 @@

      CoffeeMud 5.9

      + + + + @@ -139354,6 +162330,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Prayer: Creation) (Qualify)  Blade Barrier
      (Qualify)  Protection Elements
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
      @@ -139390,6 +162376,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VI) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -139403,6 +162394,10 @@

      CoffeeMud 5.9

      + + + + @@ -139455,6 +162450,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Prayer: Cursing) (Qualify)  Devourer Curse
       Stasis
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -139570,6 +162575,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -139625,6 +162635,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -139639,6 +162654,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -139654,6 +162674,11 @@

      CoffeeMud 5.9

       (Arcane Lore II) + (Expertise) + (Available) +  (Imbued Distilling II) + + (Expertise) (Available)  (Ingenious Engineering I) @@ -139714,6 +162739,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -139816,6 +162853,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -139855,6 +162897,11 @@

      CoffeeMud 5.9

       (Corrupting I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Death Lore III) @@ -139879,6 +162926,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing I)
      (Expertise)(Available) (Vigorous Cooking III) +
      @@ -139899,6 +162951,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy II) + (Expertise) + (Available) +  (Imbued Distilling III) + + (Expertise) (Available)  (Restoring I) @@ -140083,6 +163140,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III) + (Expertise) + (Available) +  (Fortified Baking IV) + + (Expertise) (Available)  (Restoring II) @@ -140102,6 +163164,11 @@

      CoffeeMud 5.9

       (Anatomy VI) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Divine Warding II) @@ -140126,6 +163193,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Conjuring IV) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -140166,6 +163238,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -140185,6 +163262,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -140662,6 +163784,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -140351,6 +163438,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -140375,6 +163467,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -140385,6 +163482,11 @@

      CoffeeMud 5.9

       (Nature Lore VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -140424,6 +163526,11 @@

      CoffeeMud 5.9

       (Healing IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Protecting IV) @@ -140604,6 +163711,11 @@

      CoffeeMud 5.9

       (Evangelising VII)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Healing V) @@ -140628,6 +163740,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI) @@ -140637,6 +163754,11 @@

      CoffeeMud 5.9

      (Available)  (Restoring V)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Extended Conjuring VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -140847,6 +163974,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Martial Lore VI) @@ -140891,6 +164023,11 @@

      CoffeeMud 5.9

       (Creating VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Cursing VII) @@ -140910,6 +164047,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      @@ -140920,11 +164062,26 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -141105,6 +164262,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -141139,6 +164301,11 @@

      CoffeeMud 5.9

       (Corrupting VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Death Lore X) @@ -141163,6 +164330,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -141178,6 +164350,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Restoring VIII) @@ -141333,6 +164510,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Restoring IX) @@ -141347,6 +164529,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Divine Warding IX) @@ -141356,6 +164543,11 @@

      CoffeeMud 5.9

      (Available)  (Martial Lore IX)
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -141396,6 +164588,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -141490,6 +164687,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -141504,6 +164706,16 @@

      CoffeeMud 5.9

      (Available)  (Bone Lore X) + + (Expertise) + (Available) +  (Creative Food Prep X) + + + (Expertise) + (Available) +  (Vigorous Cooking X) + @@ -141513,6 +164725,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -141607,7 +164824,7 @@

      CoffeeMud 5.9

      - + @@ -141650,6 +164867,10 @@

      CoffeeMud 5.9

      + + + + @@ -141662,6 +164883,10 @@

      CoffeeMud 5.9

      + + + + @@ -141760,6 +164985,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Doomsayer

      DescriptionDoomsayers are very special servants of the gods, whose proclaimations of
      fire and brimstone give them resistance to fire attacks, as well as special
      powers controlling it. The Doomsayer is an evil aligned class, meaning that
      he will always fumble on good prayers, and does not qualify for good prayers.
      However, the Doomsayer can use many dangerous edged weapons, any kind of
      armor, and gets numerous special prayers that only the doomsayer can claim.

      How to play: The Doomsayer is easily the most wicked, cruel, and hated of all
      the Clerics. He is also the most social of the evil clerics, being a clear
      rival to the Healer. He is best played as a loner in cities, bringing the
      wrath of his God wherever he goes.
      DescriptionDoomsayers are very special servants of the gods, whose proclaimations of
      fire and brimstone give them resistance to fire attacks, as well as special
      powers controlling it. The Doomsayer is an evil aligned class, meaning that
      he will always fumble on good prayers, and does not qualify for good prayers.
      However, the Doomsayer can use many dangerous edged weapons, any kind of
      armor, and gets numerous special prayers that only the doomsayer can claim.

      How to play: The Doomsayer is easily the most wicked, cruel, and hated of all
      the Clerics. He is also the most social of the evil clerics, being a clear
      rival to the Healer. He is best played as a loner in cities, bringing the
      wrath of his God wherever he goes.
      Prime StatisticWisdom
      QualificationsStrength 9+, Wisdom 9+
      Practices5 +[(Wisdom/6)+2 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Prayer: Neutralization) (Qualify)  Annul
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -141777,7 +165052,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -141805,6 +165080,56 @@

      CoffeeMud 5.9

       Rot + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -141877,6 +165202,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -141907,6 +165262,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -141921,6 +165321,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -141934,7 +165429,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -141988,7 +165483,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -142000,7 +165495,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -142032,6 +165527,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -142048,6 +165588,10 @@

      CoffeeMud 5.9

      (Prayer: Creation) (Qualify)  Flame Weapon + + (Skill: Nature lore) + (Qualify) +  Find Home @@ -142091,6 +165635,18 @@

      CoffeeMud 5.9

      (Prayer: Holy protection) (Qualify)  Protection Paralyzation + + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim @@ -142118,6 +165674,10 @@

      CoffeeMud 5.9

      + + + + @@ -142146,10 +165706,6 @@

      CoffeeMud 5.9

      - - - - @@ -142171,6 +165727,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
       Sense Magic
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       Wainwrighting
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -142201,6 +165807,10 @@

      CoffeeMud 5.9

      + + + + @@ -142208,6 +165818,10 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Prayer: Corruption) (Qualify)  Plague
      (Prayer: Holy protection) (Qualify)  Protection Disease
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -142359,6 +165973,11 @@

      CoffeeMud 5.9

      (Available)  (Combat Fluidity V)
      (Expertise)(Available) (Fortified Baking I) +
      @@ -142368,6 +165987,10 @@

      CoffeeMud 5.9

      + + + + @@ -142376,6 +165999,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Prayer: Corruption) (Qualify)  Doom Aura
      (Qualify)  Protection Elements
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
      @@ -142404,6 +166037,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VI) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -142417,6 +166055,10 @@

      CoffeeMud 5.9

      + + + + @@ -142453,6 +166095,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Prayer: Corruption) (Qualify)  Mass Blindness
       Demonic Consumption
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -142544,6 +166196,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -142576,6 +166233,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -142590,6 +166252,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -142605,6 +166272,11 @@

      CoffeeMud 5.9

       (Arcane Lore II) + (Expertise) + (Available) +  (Imbued Distilling II) + + (Expertise) (Available)  (Ingenious Engineering I) @@ -142665,6 +166337,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -142759,6 +166443,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ignalist I) @@ -142803,6 +166492,11 @@

      CoffeeMud 5.9

       (Corrupting I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Death Lore III) @@ -142847,6 +166541,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing I)
      (Expertise)(Available) (Vigorous Cooking III) +
      @@ -142862,6 +166561,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy II) + (Expertise) + (Available) +  (Imbued Distilling III) + + (Expertise) (Available)  (Restoring I) @@ -143062,6 +166766,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III) + (Expertise) + (Available) +  (Fortified Baking IV) + + (Expertise) (Available)  (Restoring II) @@ -143081,6 +166790,11 @@

      CoffeeMud 5.9

       (Anatomy VI) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Extended Conjuring IV) @@ -143105,6 +166819,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Conjuring IV) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -143140,6 +166859,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -143159,6 +166883,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -143686,6 +167455,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -143340,6 +167074,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -143364,6 +167103,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ignalist IV) @@ -143379,6 +167123,11 @@

      CoffeeMud 5.9

       (Nature Lore VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -143418,6 +167167,11 @@

      CoffeeMud 5.9

       (Healing IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Influencing IV) @@ -143613,6 +167367,11 @@

      CoffeeMud 5.9

       (Evangelising VII)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Healing V) @@ -143657,6 +167416,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI) @@ -143666,6 +167430,11 @@

      CoffeeMud 5.9

      (Available)  (Restoring V)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Extended Conjuring VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -143886,6 +167660,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Martial Lore VI) @@ -143930,6 +167709,11 @@

      CoffeeMud 5.9

       (Creating VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Cursing VII) @@ -143949,6 +167733,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      @@ -143959,6 +167748,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX) @@ -143969,6 +167768,11 @@

      CoffeeMud 5.9

       (Ignalist VII)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -144159,6 +167963,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ignalist VIII) @@ -144198,6 +168007,11 @@

      CoffeeMud 5.9

       (Corrupting VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Death Lore X) @@ -144242,6 +168056,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -144257,6 +168076,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Restoring VIII) @@ -144427,6 +168251,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Restoring IX) @@ -144441,6 +168270,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Martial Lore IX) @@ -144450,6 +168284,11 @@

      CoffeeMud 5.9

      (Available)  (Polearm Striking X)
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -144485,6 +168324,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -144599,6 +168443,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -144608,6 +168457,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -144617,6 +168476,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -144711,7 +168575,7 @@

      CoffeeMud 5.9

      - + @@ -144754,6 +168618,10 @@

      CoffeeMud 5.9

      + + + + @@ -144766,6 +168634,10 @@

      CoffeeMud 5.9

      + + + + @@ -144872,6 +168744,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Healer

      DescriptionHealers project the most benevolent aspects of their gods by bringing life
      and good health to those around them. The Healer is so adept at these arts
      that his or her healing prayers are more powerful than those cast by any
      other cleric. The Healer is a good aligned class, meaning that he will
      always fumble on evil prayers, and does not qualify for evil prayers. The
      Healer also gets a few special prayers known only to the Healer, including
      the great Aura of Healing at 30th level.

      How to play: More than any other cleric, the Healer is a most desirable group
      member. There is no ailment, no weakness, no problem almost that the Healer
      can not cure through the power of his god. In the heat of battle, or in the
      periods in between, the Healer is a valued friend to those who take the brunt
      of battle. The Healer can also try it alone if he likes, if he is willing to
      use patience and plenty of cure spells to outlast his opponents.
      DescriptionHealers project the most benevolent aspects of their gods by bringing life
      and good health to those around them. The Healer is so adept at these arts
      that his or her healing prayers are more powerful than those cast by any
      other cleric. The Healer is a good aligned class, meaning that he will
      always fumble on evil prayers, and does not qualify for evil prayers. The
      Healer also gets a few special prayers known only to the Healer, including
      the great Aura of Healing at 30th level.

      How to play: More than any other cleric, the Healer is a most desirable group
      member. There is no ailment, no weakness, no problem almost that the Healer
      can not cure through the power of his god. In the heat of battle, or in the
      periods in between, the Healer is a valued friend to those who take the brunt
      of battle. The Healer can also try it alone if he likes, if he is willing to
      use patience and plenty of cure spells to outlast his opponents.
      Prime StatisticWisdom
      QualificationsWisdom 9+, Charisma 9+
      Practices5 +[(Wisdom/6)+2 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Prayer: Neutralization) (Qualify)  Annul
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -144889,7 +168811,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -144917,6 +168839,56 @@

      CoffeeMud 5.9

      (Qualify)  Sense Evil + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -144989,6 +168961,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -145019,6 +169021,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -145033,6 +169080,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -145046,7 +169188,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -145100,7 +169242,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -145112,7 +169254,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -145144,6 +169286,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -145160,6 +169347,10 @@

      CoffeeMud 5.9

      (Prayer: Communing) (Qualify)  Sense Disease + + (Skill: Nature lore) + (Qualify) +  Find Home @@ -145207,6 +169398,18 @@

      CoffeeMud 5.9

      (Prayer: Restoration) (Qualify)  Remove Paralysis + + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim @@ -145234,6 +169437,10 @@

      CoffeeMud 5.9

      + + + + @@ -145262,10 +169469,6 @@

      CoffeeMud 5.9

      - - - - @@ -145287,6 +169490,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
       Restore Voice
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       Wainwrighting
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -145317,6 +169570,10 @@

      CoffeeMud 5.9

      + + + + @@ -145324,6 +169581,10 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Prayer: Restoration)  Cure Disease
      (Prayer: Restoration) (Qualify)  Cure Exhaustion
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -145446,6 +169707,11 @@

      CoffeeMud 5.9

      (Qualify)  Invigorate
      (Expertise)(Available) (Fortified Baking I) +
      @@ -145455,6 +169721,10 @@

      CoffeeMud 5.9

      + + + + @@ -145463,6 +169733,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Prayer: Warding) (Qualify)  Blessed Hearth
      (Qualify)  Dispel Undead
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
      @@ -145486,6 +169766,11 @@

      CoffeeMud 5.9

       (Anatomy II) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -145499,6 +169784,10 @@

      CoffeeMud 5.9

      + + + + @@ -145565,6 +169854,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Prayer: Neutralization) (Qualify)  Peace Ritual
       Heal
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -145656,6 +169955,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -145684,6 +169988,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -145698,6 +170007,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -145713,6 +170027,11 @@

      CoffeeMud 5.9

       (Arcane Lore II) + (Expertise) + (Available) +  (Imbued Distilling II) + + (Expertise) (Available)  (Ingenious Engineering I) @@ -145773,6 +170092,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -145808,6 +170139,10 @@

      CoffeeMud 5.9

      @@ -145960,6 +170310,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise) + + + + @@ -145867,6 +170202,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Prayer: Evangelism)(Qualify) Mass Forgive
      (Prayer: Death lore)  True Resurrection
       (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -145901,6 +170241,11 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Death Lore III) @@ -145945,6 +170290,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing I)
      (Expertise)(Available) (Vigorous Cooking III) +
       (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Expertise) (Available)  (Restoring I) @@ -146155,6 +170510,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
      (Expertise) (Available)  (Restoring II) @@ -146174,6 +170534,11 @@

      CoffeeMud 5.9

       (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Divine Warding II) @@ -146203,6 +170568,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking III)
      (Expertise)(Available) (Vigorous Cooking IV) +
      @@ -146238,6 +170608,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -146257,6 +170632,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -146769,6 +171189,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -146433,6 +170818,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -146457,6 +170847,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -146467,6 +170862,11 @@

      CoffeeMud 5.9

       (Nature Lore VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -146501,6 +170901,11 @@

      CoffeeMud 5.9

       (Healing IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Protecting IV) @@ -146691,6 +171096,11 @@

      CoffeeMud 5.9

       (Evangelising VII)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Healing V) @@ -146735,6 +171145,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI) @@ -146744,6 +171159,11 @@

      CoffeeMud 5.9

      (Available)  (Restoring V)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Extended Conjuring VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -146964,6 +171389,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Martial Lore VI) @@ -147013,6 +171443,11 @@

      CoffeeMud 5.9

       (Creating VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Fitness VII) @@ -147027,6 +171462,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      @@ -147037,11 +171477,26 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -147232,6 +171687,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -147261,6 +171721,11 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Death Lore X) @@ -147305,6 +171770,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -147320,6 +171790,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Restoring VIII) @@ -147485,6 +171960,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Restoring IX) @@ -147499,6 +171979,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Divine Warding IX) @@ -147513,6 +171998,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking X)
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -147548,6 +172038,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -147657,6 +172152,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -147666,6 +172166,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -147675,6 +172185,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -147769,7 +172284,7 @@

      CoffeeMud 5.9

      - + @@ -147812,6 +172327,10 @@

      CoffeeMud 5.9

      + + + + @@ -147824,6 +172343,10 @@

      CoffeeMud 5.9

      + + + + @@ -147926,6 +172449,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Missionary

      DescriptionMissionaries are the crusading adventurers for the gods, exploring and
      spreading the good word of their deity far and wide. So energetic and mobile
      are the Missionaries that they seem like the wind, and in fact gain many
      powers of wind and electricity. The Missionary is a neutral aligned class.

      How to play: Although Missionaries can flourish with other missionaries, they
      do their best work alone, bringing the word of their god, as well as his
      wrath when necessary, to the unwashed masses. Missionaries will sometimes be
      asked to join groups so as to deliver some of that "olde-tyme neutral punch",
      and can even be useful to them if he strikes a careful balance with the good
      and evil prayers he qualifies for.
      DescriptionMissionaries are the crusading adventurers for the gods, exploring and
      spreading the good word of their deity far and wide. So energetic and mobile
      are the Missionaries that they seem like the wind, and in fact gain many
      powers of wind and electricity. The Missionary is a neutral aligned class.

      How to play: Although Missionaries can flourish with other missionaries, they
      do their best work alone, bringing the word of their god, as well as his
      wrath when necessary, to the unwashed masses. Missionaries will sometimes be
      asked to join groups so as to deliver some of that "olde-tyme neutral punch",
      and can even be useful to them if he strikes a careful balance with the good
      and evil prayers he qualifies for.
      Prime StatisticWisdom
      QualificationsWisdom 9+, Dexterity 9+
      Practices5 +[(Wisdom/6)+2 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Prayer: Neutralization) (Qualify)  Annul
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -147943,7 +172516,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -147975,6 +172548,56 @@

      CoffeeMud 5.9

       Sense Life + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -148047,6 +172670,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -148077,6 +172730,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -148091,6 +172789,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -148104,7 +172897,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -148158,7 +172951,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -148170,7 +172963,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -148202,6 +172995,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -148218,6 +173056,10 @@

      CoffeeMud 5.9

      (Prayer: Communing) (Qualify)  Sense Traps + + (Skill: Nature lore) + (Qualify) +  Find Home @@ -148257,6 +173099,18 @@

      CoffeeMud 5.9

      (Prayer: Evangelism) (Qualify)  Revival + + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim @@ -148284,6 +173138,10 @@

      CoffeeMud 5.9

      + + + + @@ -148312,10 +173170,6 @@

      CoffeeMud 5.9

      - - - - @@ -148337,6 +173191,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
       Sense Magic
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       Wainwrighting
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -148367,9 +173271,17 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Prayer: Holy protection) (Qualify)  Protection Disease
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -148509,6 +173421,11 @@

      CoffeeMud 5.9

      (Available)  (Combat Fluidity V)
      (Expertise)(Available) (Fortified Baking I) +
      @@ -148518,6 +173435,10 @@

      CoffeeMud 5.9

      + + + + @@ -148526,6 +173447,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Prayer: Holy protection) (Qualify)  Protection Elements
       Retribution
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
      @@ -148550,6 +173481,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VI) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -148563,6 +173499,10 @@

      CoffeeMud 5.9

      + + + + @@ -148599,6 +173539,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Prayer: Restoration)  Mass Mobility
       Moral Balance
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -148690,6 +173640,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -148722,6 +173677,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -148736,6 +173696,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -148751,6 +173716,11 @@

      CoffeeMud 5.9

       (Arcane Lore II) + (Expertise) + (Available) +  (Imbued Distilling II) + + (Expertise) (Available)  (Ingenious Engineering I) @@ -148811,6 +173781,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -148915,6 +173897,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -148949,6 +173936,11 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Death Lore III) @@ -148983,6 +173975,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Piercing I)
      (Expertise)(Available) (Vigorous Cooking III) +
      @@ -148998,6 +173995,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy II) + (Expertise) + (Available) +  (Imbued Distilling III) + + (Expertise) (Available)  (Restoring I) @@ -149188,6 +174190,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III) + (Expertise) + (Available) +  (Fortified Baking IV) + + (Expertise) (Available)  (Restoring II) @@ -149207,6 +174214,11 @@

      CoffeeMud 5.9

       (Anatomy VI) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Extended Conjuring IV) @@ -149231,6 +174243,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Striking III) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -149271,6 +174288,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -149290,6 +174312,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -149782,6 +174849,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Airelist III) @@ -149461,6 +174493,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -149490,6 +174527,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -149500,6 +174542,11 @@

      CoffeeMud 5.9

       (Nature Lore VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -149534,6 +174581,11 @@

      CoffeeMud 5.9

       (Healing IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Protecting IV) @@ -149719,6 +174771,11 @@

      CoffeeMud 5.9

       (Evangelising VII)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Healing V) @@ -149753,6 +174810,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI) @@ -149762,6 +174824,11 @@

      CoffeeMud 5.9

      (Available)  (Restoring V)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Extended Conjuring VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -149972,6 +175044,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Martial Lore VI) @@ -150021,6 +175098,11 @@

      CoffeeMud 5.9

       (Creating VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Cursing VII) @@ -150040,6 +175122,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      @@ -150050,6 +175137,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Airelist VII) @@ -150060,6 +175157,11 @@

      CoffeeMud 5.9

       (Arcane Lore IX)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -150245,6 +175347,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -150274,6 +175381,11 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Death Lore X) @@ -150308,6 +175420,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Piercing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -150323,6 +175440,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Restoring VIII) @@ -150483,6 +175605,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Restoring IX) @@ -150497,6 +175624,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Martial Lore IX) @@ -150506,6 +175638,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Striking X)
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -150546,6 +175683,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -150645,6 +175787,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -150654,6 +175801,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -150663,6 +175820,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -150757,7 +175919,7 @@

      CoffeeMud 5.9

      - + @@ -150800,6 +175962,10 @@

      CoffeeMud 5.9

      + + + + @@ -150812,6 +175978,10 @@

      CoffeeMud 5.9

      + + + + @@ -150914,6 +176084,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Necromancer

      DescriptionNecromancers are the dark lovers of death and the dead, serving the gods in
      this special and little appreciated realm. The Necromancer is an evil
      aligned class, meaning that he will always fumble on good prayers, and does
      not qualify for good prayers. However, the Necromancer can use many
      dangerous edged weapons, any kind of armor, and gets numerous special prayers
      known only to the Necromancer, such as the ability to animate all kinds of
      wicked undead, even at low levels. Eventually, the Necromancer may even
      become a Lich himself!

      How to play: Unlike most clerics, the Necromancer is not a good group player.
      He does best alone with the friends he "makes" out of the dearly departed, so
      long as he is careful to keep them magically Fed and Healed long enough to
      gain useful levels. The necromancer is hated in towns, and may even be
      arrested if he brings his undead "friends" to town for a visit. If the
      Necromancer keeps his charisma high, he can lead a truly formidable army
      before which all others will surely tremble.
      DescriptionNecromancers are the dark lovers of death and the dead, serving the gods in
      this special and little appreciated realm. The Necromancer is an evil
      aligned class, meaning that he will always fumble on good prayers, and does
      not qualify for good prayers. However, the Necromancer can use many
      dangerous edged weapons, any kind of armor, and gets numerous special prayers
      known only to the Necromancer, such as the ability to animate all kinds of
      wicked undead, even at low levels. Eventually, the Necromancer may even
      become a Lich himself!

      How to play: Unlike most clerics, the Necromancer is not a good group player.
      He does best alone with the friends he "makes" out of the dearly departed, so
      long as he is careful to keep them magically Fed and Healed long enough to
      gain useful levels. The necromancer is hated in towns, and may even be
      arrested if he brings his undead "friends" to town for a visit. If the
      Necromancer keeps his charisma high, he can lead a truly formidable army
      before which all others will surely tremble.
      Prime StatisticWisdom
      QualificationsWisdom 9+, Constitution 9+
      Practices5 +[(Wisdom/6)+2 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Prayer: Death lore)  Animate Skeleton
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -150931,7 +176151,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -150959,6 +176179,56 @@

      CoffeeMud 5.9

      (Qualify)  Sense Life + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -151031,6 +176301,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -151061,6 +176361,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -151075,6 +176420,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -151088,7 +176528,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -151142,7 +176582,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -151154,7 +176594,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -151186,6 +176626,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -151202,6 +176687,10 @@

      CoffeeMud 5.9

      (Prayer: Death lore) (Qualify)  Call Undead + + (Skill: Nature lore) + (Qualify) +  Find Home @@ -151245,6 +176734,18 @@

      CoffeeMud 5.9

      (Prayer: Holy protection) (Qualify)  Protection Paralyzation + + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim @@ -151273,6 +176774,10 @@

      CoffeeMud 5.9

      + + + + @@ -151305,10 +176810,6 @@

      CoffeeMud 5.9

      - - - - @@ -151330,6 +176831,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Silent
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       Wainwrighting
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -151360,6 +176911,10 @@

      CoffeeMud 5.9

      + + + + @@ -151367,6 +176922,10 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Prayer: Corruption)  Plague
      (Prayer: Holy protection) (Qualify)  Protection Disease
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -151528,6 +177087,11 @@

      CoffeeMud 5.9

      (Available)  (Combat Fluidity V)
      (Expertise)(Available) (Fortified Baking I) +
      @@ -151537,6 +177101,10 @@

      CoffeeMud 5.9

      + + + + @@ -151545,6 +177113,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Prayer: Death lore) (Qualify)  Animate Ghost
      (Qualify)  Infuse Unholiness
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
      @@ -151573,6 +177151,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VI) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -151586,6 +177169,10 @@

      CoffeeMud 5.9

      + + + + @@ -151618,6 +177205,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Prayer: Corruption)  Mass Paralyze
       Inflict Vampirism
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -151714,6 +177311,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -151751,6 +177353,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -151765,6 +177372,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -151780,6 +177392,11 @@

      CoffeeMud 5.9

       (Arcane Lore II) + (Expertise) + (Available) +  (Imbued Distilling II) + + (Expertise) (Available)  (Ingenious Engineering I) @@ -151845,6 +177462,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -151934,6 +177563,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -151978,6 +177612,11 @@

      CoffeeMud 5.9

       (Corrupting I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Death Lore III) @@ -152017,6 +177656,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing I)
      (Expertise)(Available) (Vigorous Cooking III) +
      @@ -152037,6 +177681,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy II) + (Expertise) + (Available) +  (Imbued Distilling III) + + (Expertise) (Available)  (Restoring I) @@ -152237,6 +177886,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III) + (Expertise) + (Available) +  (Fortified Baking IV) + + (Expertise) (Available)  (Restoring II) @@ -152256,6 +177910,11 @@

      CoffeeMud 5.9

       (Anatomy VI) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Edged Striking III) @@ -152285,6 +177944,11 @@

      CoffeeMud 5.9

      (Available)  (Vampire Lore II) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -152315,6 +177979,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -152334,6 +178003,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -152866,6 +178580,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -152515,6 +178194,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -152544,6 +178228,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -152554,6 +178243,11 @@

      CoffeeMud 5.9

       (Nature Lore VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -152608,6 +178302,11 @@

      CoffeeMud 5.9

       (Healing IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Protecting IV) @@ -152808,6 +178507,11 @@

      CoffeeMud 5.9

       (Evangelising VII)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Healing V) @@ -152832,6 +178536,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI) @@ -152841,6 +178550,11 @@

      CoffeeMud 5.9

      (Available)  (Restoring V)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Extended Conjuring VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -153071,6 +178790,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Martial Lore VI) @@ -153105,6 +178829,11 @@

      CoffeeMud 5.9

       (Communing VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Cursing VII) @@ -153124,6 +178853,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      @@ -153134,11 +178868,26 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -153339,6 +179088,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -153373,6 +179127,11 @@

      CoffeeMud 5.9

       (Corrupting VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Death Lore X) @@ -153417,6 +179176,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -153432,6 +179196,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Restoring VIII) @@ -153602,6 +179371,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Restoring IX) @@ -153621,6 +179395,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Edged Striking X) @@ -153630,6 +179409,11 @@

      CoffeeMud 5.9

      (Available)  (Martial Lore IX)
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -153660,6 +179444,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -153779,6 +179568,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -153794,10 +179588,20 @@

      CoffeeMud 5.9

       (Bone Lore X) + (Expertise) + (Available) +  (Creative Food Prep X) + + (Expertise) (Available)  (Vampire Lore IX) + + (Expertise) + (Available) +  (Vigorous Cooking X) + @@ -153807,6 +179611,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -153911,7 +179720,7 @@

      CoffeeMud 5.9

      - + @@ -153954,6 +179763,10 @@

      CoffeeMud 5.9

      + + + + @@ -153966,6 +179779,10 @@

      CoffeeMud 5.9

      + + + + @@ -154060,6 +179877,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Oracle

      DescriptionOracles are those who seek the infinite wisdom of their god, forever probing
      the vastness of divine knowledge. So knowledgable are the Oracles that they
      actually begin to gain arcane divination spells in addition to their
      assortment of prayers. The Oracle, being a seeker of truth and knowledge, is
      a good aligned class, meaning that they will always fumble evil prayers, and
      do not qualify for them. Beyond 30th level, the Oracle begins to gain skills
      from other classes previously unknown to him, as the mysteries of the
      universe begin to be revealed.

      How to play: The Oracle is an often consulted player, much like the Arcane
      diviner, for his ability to see beyond the obvious to the important truths
      around him. For this reason, the Oracle may be often picked for grouping.
      The Oracle himself, however, will need to determine if such a course is
      divinely inspired.
      DescriptionOracles are those who seek the infinite wisdom of their god, forever probing
      the vastness of divine knowledge. So knowledgable are the Oracles that they
      actually begin to gain arcane divination spells in addition to their
      assortment of prayers. The Oracle, being a seeker of truth and knowledge, is
      a good aligned class, meaning that they will always fumble evil prayers, and
      do not qualify for them. Beyond 30th level, the Oracle begins to gain skills
      from other classes previously unknown to him, as the mysteries of the
      universe begin to be revealed.

      How to play: The Oracle is an often consulted player, much like the Arcane
      diviner, for his ability to see beyond the obvious to the important truths
      around him. For this reason, the Oracle may be often picked for grouping.
      The Oracle himself, however, will need to determine if such a course is
      divinely inspired.
      Prime StatisticWisdom
      QualificationsWisdom 9+, Intelligence 9+
      Practices5 +[(Wisdom/6)+2 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Prayer: Healing) (Qualify)  Cure Light Wounds
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -154077,7 +179944,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -154109,6 +179976,56 @@

      CoffeeMud 5.9

      (Qualify)  Sense Undead + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -154181,6 +180098,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -154211,6 +180158,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -154225,6 +180217,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -154238,7 +180325,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -154292,7 +180379,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -154304,7 +180391,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -154340,6 +180427,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -154356,6 +180488,10 @@

      CoffeeMud 5.9

      (Prayer: Communing) (Qualify)  Sense Disease + + (Skill: Nature lore) + (Qualify) +  Find Home @@ -154404,6 +180540,18 @@

      CoffeeMud 5.9

      (Qualify)  Remove Paralysis + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim + (Skill: Arcane lore)  Prayercraft @@ -154434,6 +180582,10 @@

      CoffeeMud 5.9

      + + + + @@ -154466,10 +180618,6 @@

      CoffeeMud 5.9

      - - - - @@ -154491,6 +180639,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -154704,6 +180915,10 @@

      CoffeeMud 5.9

      @@ -154740,6 +180965,11 @@

      CoffeeMud 5.9

      + + + + @@ -154946,6 +181205,11 @@

      CoffeeMud 5.9

      + + + + @@ -155184,6 +181475,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
       Sense Magic
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       Wainwrighting
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -154521,6 +180719,10 @@

      CoffeeMud 5.9

      + + + + @@ -154529,6 +180731,10 @@

      CoffeeMud 5.9

      + + + + @@ -154695,6 +180901,11 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Prayer: Restoration) (Qualify)  Cure Disease
       Sense Hidden
      (Skill: Nature lore)(Qualify) Find Ship
      (Skill: Street smarts)  Skillcraft
      (Available)  (Combat Fluidity V)
      (Expertise)(Available) (Fortified Baking I) +
      + + + + @@ -154712,6 +180927,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Prayer: Evangelism) (Qualify)  Infuse Holiness
      (Qualify)  Seekers Prayer
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
       (Combat Fluidity VI)
      (Expertise)(Available) (Imbued Distilling I) +
      (Expertise) (Available)  (Reduced Conjuring VI) @@ -154753,6 +180983,10 @@

      CoffeeMud 5.9

      + + + + @@ -154789,6 +181023,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Prayer: Restoration) (Qualify)  Mass Freedom
       Philosophy
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -154880,6 +181124,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -154912,6 +181161,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -154931,6 +181185,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
       (Arcane Lore II)
      (Expertise)(Available) (Imbued Distilling II) +
      (Expertise) (Available)  (Ingenious Engineering I) @@ -155006,6 +181270,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -155096,6 +181372,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -155130,6 +181411,11 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Death Lore III) @@ -155169,6 +181455,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing I)
      (Expertise)(Available) (Vigorous Cooking III) +
       (Fine Calligraphy II)
      (Expertise)(Available) (Imbued Distilling III) +
      (Expertise) (Available)  (Restoring I) @@ -155374,6 +181670,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III)
      (Expertise)(Available) (Fortified Baking IV) +
      (Expertise) (Available)  (Restoring II) @@ -155398,6 +181699,11 @@

      CoffeeMud 5.9

       (Anatomy VI)
      (Expertise)(Available) (Creative Food Prep IV) +
      (Expertise) (Available)  (Extended Conjuring IV) @@ -155422,6 +181728,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Conjuring IV)
      (Expertise)(Available) (Vigorous Cooking IV) +
      @@ -155452,6 +181763,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -155471,6 +181787,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -155978,6 +182339,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -155642,6 +181968,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -155666,6 +181997,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -155676,6 +182012,11 @@

      CoffeeMud 5.9

       (Nature Lore VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -155725,6 +182066,11 @@

      CoffeeMud 5.9

       (Healing IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Legal Lore V) @@ -155910,6 +182256,11 @@

      CoffeeMud 5.9

       (Flailed Slicing V)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Healing V) @@ -155934,6 +182285,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI) @@ -155953,6 +182309,11 @@

      CoffeeMud 5.9

      (Available)  (Street Lore V)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Flailed Striking VI)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -156163,6 +182529,11 @@

      CoffeeMud 5.9

       (Flailed Striking VII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Legal Lore VII) @@ -156207,6 +182578,11 @@

      CoffeeMud 5.9

       (Communing VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Fitness VII) @@ -156221,6 +182597,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      @@ -156231,11 +182612,26 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -156421,6 +182817,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -156450,6 +182851,11 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Death Lore X) @@ -156489,6 +182895,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -156504,6 +182915,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Restoring VIII) @@ -156664,6 +183080,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Restoring IX) @@ -156683,6 +183104,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Flailed Striking X) @@ -156692,6 +183118,11 @@

      CoffeeMud 5.9

      (Available)  (Martial Lore IX)
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -156722,6 +183153,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -156831,6 +183267,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -156840,6 +183281,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -156849,6 +183300,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -156943,7 +183399,7 @@

      CoffeeMud 5.9

      - + @@ -156986,6 +183442,10 @@

      CoffeeMud 5.9

      + + + + @@ -156998,6 +183458,10 @@

      CoffeeMud 5.9

      + + + + @@ -157104,6 +183568,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Purist

      DescriptionPurists are the idyllic representatives of the goodness of divinity. They
      are so strict in their goodness that they seem to many cold and unyielding.
      This nature is so ingrained, in fact, that the purist gains many cold and
      cold-based attacks and defensive prayers. This includes special powers over
      water and purity. The Purist is a good aligned class, meaning that he always
      fumble evil prayers.

      How to play: The Purist is a wonderfully social cleric, though only in the
      sense that he is often found with other people. His strict unyielding
      prayers can sometimes get annoying glances from group members, though the
      Purist should remain resolute in his convictions that he is right. Overall,
      the Purist is a good balanced cleric who can hold his own, as well as a
      valued group member (so long as he keeps his mouth shut).
      DescriptionPurists are the idyllic representatives of the goodness of divinity. They
      are so strict in their goodness that they seem to many cold and unyielding.
      This nature is so ingrained, in fact, that the purist gains many cold and
      cold-based attacks and defensive prayers. This includes special powers over
      water and purity. The Purist is a good aligned class, meaning that he always
      fumble evil prayers.

      How to play: The Purist is a wonderfully social cleric, though only in the
      sense that he is often found with other people. His strict unyielding
      prayers can sometimes get annoying glances from group members, though the
      Purist should remain resolute in his convictions that he is right. Overall,
      the Purist is a good balanced cleric who can hold his own, as well as a
      valued group member (so long as he keeps his mouth shut).
      Prime StatisticWisdom
      QualificationsWisdom 9+, Charisma 9+
      Practices5 +[(Wisdom/6)+2 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Prayer: Healing) (Qualify)  Cure Light Wounds
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -157121,7 +183635,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -157149,6 +183663,56 @@

      CoffeeMud 5.9

      (Qualify)  Purify + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -157225,6 +183789,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -157255,6 +183849,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -157269,6 +183908,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -157282,7 +184016,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -157336,7 +184070,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -157348,7 +184082,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -157380,6 +184114,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -157396,6 +184175,10 @@

      CoffeeMud 5.9

      (Prayer: Communing) (Qualify)  Righteous Indignation + + (Skill: Nature lore) + (Qualify) +  Find Home @@ -157439,6 +184222,18 @@

      CoffeeMud 5.9

      (Prayer: Holy protection)  Protection Paralyzation + + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim @@ -157466,6 +184261,10 @@

      CoffeeMud 5.9

      + + + + @@ -157494,10 +184293,6 @@

      CoffeeMud 5.9

      - - - - @@ -157519,6 +184314,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Sense Magic
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       Wainwrighting
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -157549,6 +184394,10 @@

      CoffeeMud 5.9

      + + + + @@ -157556,6 +184405,10 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Prayer: Creation) (Qualify)  Fountain of Life
      (Prayer: Holy protection)  Protection Disease
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -157711,6 +184564,11 @@

      CoffeeMud 5.9

      (Available)  (Combat Fluidity V)
      (Expertise)(Available) (Fortified Baking I) +
      @@ -157720,6 +184578,10 @@

      CoffeeMud 5.9

      + + + + @@ -157728,6 +184590,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Prayer: Holy protection) (Qualify)  Protection Elements
      (Qualify)  Wave
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
      @@ -157756,6 +184628,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VI) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -157769,6 +184646,10 @@

      CoffeeMud 5.9

      + + + + @@ -157805,6 +184686,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Prayer: Restoration) (Qualify)  Mass Freedom
       Heal
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -157900,6 +184791,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -157932,6 +184828,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -157946,6 +184847,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -157961,6 +184867,11 @@

      CoffeeMud 5.9

       (Arcane Lore II) + (Expertise) + (Available) +  (Imbued Distilling II) + + (Expertise) (Available)  (Ingenious Engineering I) @@ -158021,6 +184932,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -158125,6 +185048,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -158159,6 +185087,11 @@

      CoffeeMud 5.9

       (Artsy I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Death Lore III) @@ -158193,6 +185126,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing I)
      (Expertise)(Available) (Vigorous Cooking III) +
      @@ -158208,6 +185146,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy II) + (Expertise) + (Available) +  (Imbued Distilling III) + + (Expertise) (Available)  (Restoring I) @@ -158403,6 +185346,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III) + (Expertise) + (Available) +  (Fortified Baking IV) + + (Expertise) (Available)  (Restoring II) @@ -158422,6 +185370,11 @@

      CoffeeMud 5.9

       (Anatomy VI) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Divine Warding II) @@ -158451,6 +185404,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Conjuring IV) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -158491,6 +185449,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -158510,6 +185473,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -159022,6 +186030,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Aqualist III) @@ -158686,6 +185659,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -158715,6 +185693,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -158725,6 +185708,11 @@

      CoffeeMud 5.9

       (Nature Lore VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -158769,6 +185757,11 @@

      CoffeeMud 5.9

       (Healing IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Protecting IV) @@ -158949,6 +185942,11 @@

      CoffeeMud 5.9

       (Evangelising VII)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Hammer Bashing V) @@ -158983,6 +185981,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI) @@ -158992,6 +185995,11 @@

      CoffeeMud 5.9

      (Available)  (Restoring V)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Hammer Striking VI)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -159212,6 +186225,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Hammer Striking VII) @@ -159261,6 +186279,11 @@

      CoffeeMud 5.9

       (Creating VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Cursing VII) @@ -159280,6 +186303,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      @@ -159290,6 +186318,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Aqualist VII) @@ -159300,6 +186338,11 @@

      CoffeeMud 5.9

       (Arcane Lore IX)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -159490,6 +186533,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -159519,6 +186567,11 @@

      CoffeeMud 5.9

       (Artsy VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Death Lore X) @@ -159553,6 +186606,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -159568,6 +186626,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Restoring VIII) @@ -159733,6 +186796,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Restoring IX) @@ -159747,6 +186815,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep IX) +
      (Expertise) (Available)  (Divine Warding IX) @@ -159761,6 +186834,11 @@

      CoffeeMud 5.9

      (Available)  (Martial Lore IX)
      (Expertise)(Available) (Vigorous Cooking IX) +
      @@ -159801,6 +186879,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -159905,6 +186988,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -159914,6 +187002,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -159923,6 +187021,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -160017,7 +187120,7 @@

      CoffeeMud 5.9

      - + @@ -160060,6 +187163,10 @@

      CoffeeMud 5.9

      + + + + @@ -160072,6 +187179,10 @@

      CoffeeMud 5.9

      + + + + @@ -160178,6 +187289,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Shaman

      DescriptionShaman are those who worship the gods in the most primitive and basic ways of
      the earth. The Shaman is thus granted special powers over the earth by the
      gods, including resistances to acid attacks, at the expense of vulnerability
      to electricity. The Shaman is a neutral aligned class, meaning that he will
      never fumble on neutral prayers, and has a much smaller fumble chance on good
      and evil prayers. The Shaman is restricted to neutral weapons, any kind of
      armor, and gets numerous special prayers known only to Shaman.

      How to play: The Shaman is a typical village priest, having powers from his
      deity well suited to almost any daily concern. His neutrality shows his
      wisdom, and his power earns him respect. The Shaman can fill almost any role
      in the game, whether it be as a group member, or a lone adventurer seeking an
      inner peace far from home.
      DescriptionShaman are those who worship the gods in the most primitive and basic ways of
      the earth. The Shaman is thus granted special powers over the earth by the
      gods, including resistances to acid attacks, at the expense of vulnerability
      to electricity. The Shaman is a neutral aligned class, meaning that he will
      never fumble on neutral prayers, and has a much smaller fumble chance on good
      and evil prayers. The Shaman is restricted to neutral weapons, any kind of
      armor, and gets numerous special prayers known only to Shaman.

      How to play: The Shaman is a typical village priest, having powers from his
      deity well suited to almost any daily concern. His neutrality shows his
      wisdom, and his power earns him respect. The Shaman can fill almost any role
      in the game, whether it be as a group member, or a lone adventurer seeking an
      inner peace far from home.
      Prime StatisticWisdom
      QualificationsWisdom 9+, Constitution 9+
      Practices5 +[(Wisdom/6)+2 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Prayer: Neutralization) (Qualify)  Annul
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -160195,7 +187356,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -160227,6 +187388,56 @@

      CoffeeMud 5.9

       Sense Life + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -160299,6 +187510,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -160329,6 +187570,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -160343,6 +187629,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -160356,7 +187737,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -160418,7 +187799,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -160430,7 +187811,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -160466,6 +187847,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -160482,6 +187908,10 @@

      CoffeeMud 5.9

      (Prayer: Creation) (Qualify)  Earth to Mud + + (Skill: Nature lore) + (Qualify) +  Find Home @@ -160529,6 +187959,18 @@

      CoffeeMud 5.9

      (Prayer: Holy protection)  Protection Paralyzation + + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim @@ -160556,6 +187998,10 @@

      CoffeeMud 5.9

      + + + + @@ -160584,10 +188030,6 @@

      CoffeeMud 5.9

      - - - - @@ -160609,6 +188051,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Sense Invisible
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       Wainwrighting
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -160643,6 +188135,10 @@

      CoffeeMud 5.9

      + + + + @@ -160650,6 +188146,10 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Prayer: Holy protection)  Protection Disease
      (Prayer: Neutralization) (Qualify)  Sober
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -160809,6 +188309,11 @@

      CoffeeMud 5.9

      (Available)  (Combat Fluidity V)
      (Expertise)(Available) (Fortified Baking I) +
      @@ -160818,6 +188323,10 @@

      CoffeeMud 5.9

      + + + + @@ -160826,6 +188335,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Prayer: Holy protection)  Protection Elements
      (Qualify)  Retribution
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
      @@ -160854,6 +188373,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VI) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -160867,6 +188391,10 @@

      CoffeeMud 5.9

      + + + + @@ -160907,6 +188435,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Prayer: Restoration)  Mass Mobility
       Stasis
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -160998,6 +188536,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -161030,6 +188573,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -161044,6 +188592,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -161059,6 +188612,11 @@

      CoffeeMud 5.9

       (Arcane Lore II) + (Expertise) + (Available) +  (Imbued Distilling II) + + (Expertise) (Available)  (Ingenious Engineering I) @@ -161119,6 +188677,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -161218,6 +188788,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -161272,6 +188847,11 @@

      CoffeeMud 5.9

       (Corrupting I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Death Lore III) @@ -161296,6 +188876,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing I)
      (Expertise)(Available) (Vigorous Cooking III) +
      @@ -161311,6 +188896,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy II) + (Expertise) + (Available) +  (Imbued Distilling III) + + (Expertise) (Available)  (Restoring I) @@ -161511,6 +189101,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III) + (Expertise) + (Available) +  (Fortified Baking IV) + + (Expertise) (Available)  (Restoring II) @@ -161535,6 +189130,11 @@

      CoffeeMud 5.9

       (Blunt Striking III) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Divine Warding II) @@ -161559,6 +189159,11 @@

      CoffeeMud 5.9

      (Available)  (Ranged Conjuring IV) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -161599,6 +189204,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -161618,6 +189228,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -162145,6 +189800,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -161799,6 +189419,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -161823,6 +189448,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -161833,6 +189463,11 @@

      CoffeeMud 5.9

       (Nature Lore VI)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -161887,6 +189522,11 @@

      CoffeeMud 5.9

       (Healing IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Protecting IV) @@ -162082,6 +189722,11 @@

      CoffeeMud 5.9

       (Evangelising VII)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Healing V) @@ -162106,6 +189751,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Fine Calligraphy VI) @@ -162115,6 +189765,11 @@

      CoffeeMud 5.9

      (Available)  (Restoring V)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Extended Conjuring VII)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -162345,6 +190005,11 @@

      CoffeeMud 5.9

       (Extended Conjuring VIII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Martial Lore VI) @@ -162389,6 +190054,11 @@

      CoffeeMud 5.9

       (Creating VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Cursing VII) @@ -162408,6 +190078,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      @@ -162418,11 +190093,26 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -162618,6 +190308,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -162667,6 +190362,11 @@

      CoffeeMud 5.9

       (Corrupting VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Death Lore X) @@ -162691,6 +190391,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -162706,6 +190411,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Restoring VIII) @@ -162876,6 +190586,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Restoring IX) @@ -162895,6 +190610,11 @@

      CoffeeMud 5.9

       (Blunt Striking X) + (Expertise) + (Available) +  (Creative Food Prep IX) + + (Expertise) (Available)  (Divine Warding IX) @@ -162904,6 +190624,11 @@

      CoffeeMud 5.9

      (Available)  (Martial Lore IX) + + (Expertise) + (Available) +  (Vigorous Cooking IX) + @@ -162944,6 +190669,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -163053,6 +190783,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -163062,6 +190797,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -163071,6 +190816,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      @@ -163165,7 +190915,7 @@

      CoffeeMud 5.9

      - + @@ -163208,6 +190958,10 @@

      CoffeeMud 5.9

      + + + + @@ -163220,6 +190974,10 @@

      CoffeeMud 5.9

      + + + + @@ -163326,6 +191084,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

      Templar

      DescriptionTemplar are those who pursue power and glory in the name of their god. They
      are the great weaponmasters, wielding their arms to conquer the world in
      their gods name. The Templar can use any weapons and armor, and can
      specialize in many weapons as they increase in levels. The Templar is an
      evil aligned class, meaning that they always fumble on good prayers, and do
      not gain any good prayers. However, their Aura of Strife, and their
      increased number of attacks makes them a formidable foe of all who oppose the
      will of their god.

      How to play: The Templar is a brutal and formidable warrior, who wields death
      and power in the name of his god. His devastating power makes him a great
      ally for groups, but also a successful glory seeker when alone.
      DescriptionTemplar are those who pursue power and glory in the name of their god. They
      are the great weaponmasters, wielding their arms to conquer the world in
      their gods name. The Templar can use any weapons and armor, and can
      specialize in many weapons as they increase in levels. The Templar is an
      evil aligned class, meaning that they always fumble on good prayers, and do
      not gain any good prayers. However, their Aura of Strife, and their
      increased number of attacks makes them a formidable foe of all who oppose the
      will of their god.

      How to play: The Templar is a brutal and formidable warrior, who wields death
      and power in the name of his god. His devastating power makes him a great
      ally for groups, but also a successful glory seeker when alone.
      Prime StatisticWisdom
      QualificationsWisdom 9+, Strength 9+
      Practices5 +[(Wisdom/6)+2 per lvl]
      (Qualify)  Fishing
      (Common skill: Nature lore)(Qualify) Floristry
      (Common skill: Gathering) (Qualify)  Foraging
      (Qualify)  Hunting
      (Common skill: Artistic)(Qualify) Play Instrument
      (Prayer: Neutralization) (Qualify)  Annul
      (Available)  (Quick Worker X)
      (Expertise)(Available) (Quick Working I) +
      (Expertise)(Available) (Quick Working II) +
      (Expertise)(Available) (Quick Working III) +
      (Expertise)(Available) (Quick Working IV) +
      (Expertise)(Available) (Quick Working V) +
      (Expertise)(Available) (Quick Working VI) +
      (Expertise)(Available) (Quick Working VII) +
      (Expertise)(Available) (Quick Working VIII) +
      (Expertise)(Available) (Quick Working IX) +
      (Expertise)(Available) (Quick Working X) +
      @@ -163343,7 +191151,7 @@

      CoffeeMud 5.9

      (Qualify)  Wood Chopping - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Cooking @@ -163375,6 +191183,56 @@

      CoffeeMud 5.9

      (Qualify)  Sense Life + + (Expertise) + (Available) +  (Quick Cooking I) + + + (Expertise) + (Available) +  (Quick Cooking II) + + + (Expertise) + (Available) +  (Quick Cooking III) + + + (Expertise) + (Available) +  (Quick Cooking IV) + + + (Expertise) + (Available) +  (Quick Cooking V) + + + (Expertise) + (Available) +  (Quick Cooking VI) + + + (Expertise) + (Available) +  (Quick Cooking VII) + + + (Expertise) + (Available) +  (Quick Cooking VIII) + + + (Expertise) + (Available) +  (Quick Cooking IX) + + + (Expertise) + (Available) +  (Quick Cooking X) + @@ -163447,6 +191305,36 @@

      CoffeeMud 5.9

       (Durable Crafting III) + (Expertise) + (Available) +  (Durable Sewing I) + + + (Expertise) + (Available) +  (Durable Sewing II) + + + (Expertise) + (Available) +  (Durable Sewing III) + + + (Expertise) + (Available) +  (Durable Shaping I) + + + (Expertise) + (Available) +  (Durable Shaping II) + + + (Expertise) + (Available) +  (Durable Shaping III) + + (Expertise) (Available)  (Lethal Crafting I) @@ -163477,6 +191365,51 @@

      CoffeeMud 5.9

       (Light Crafting III) + (Expertise) + (Available) +  (Light Metalworking I) + + + (Expertise) + (Available) +  (Light Metalworking II) + + + (Expertise) + (Available) +  (Light Metalworking III) + + + (Expertise) + (Available) +  (Light Sewing I) + + + (Expertise) + (Available) +  (Light Sewing II) + + + (Expertise) + (Available) +  (Light Sewing III) + + + (Expertise) + (Available) +  (Light Shaping I) + + + (Expertise) + (Available) +  (Light Shaping II) + + + (Expertise) + (Available) +  (Light Shaping III) + + (Expertise) (Available)  (Quality Crafting I) @@ -163491,6 +191424,101 @@

      CoffeeMud 5.9

      (Available)  (Quality Crafting III) + + (Expertise) + (Available) +  (Quality Metalworking I) + + + (Expertise) + (Available) +  (Quality Metalworking II) + + + (Expertise) + (Available) +  (Quality Metalworking III) + + + (Expertise) + (Available) +  (Quality Sewing I) + + + (Expertise) + (Available) +  (Quality Sewing II) + + + (Expertise) + (Available) +  (Quality Sewing III) + + + (Expertise) + (Available) +  (Quality Shaping I) + + + (Expertise) + (Available) +  (Quality Shaping II) + + + (Expertise) + (Available) +  (Quality Shaping III) + + + (Expertise) + (Available) +  (Quick Crafting I) + + + (Expertise) + (Available) +  (Quick Crafting II) + + + (Expertise) + (Available) +  (Quick Crafting III) + + + (Expertise) + (Available) +  (Quick Crafting IV) + + + (Expertise) + (Available) +  (Quick Crafting V) + + + (Expertise) + (Available) +  (Quick Crafting VI) + + + (Expertise) + (Available) +  (Quick Crafting VII) + + + (Expertise) + (Available) +  (Quick Crafting VIII) + + + (Expertise) + (Available) +  (Quick Crafting IX) + + + (Expertise) + (Available) +  (Quick Crafting X) + @@ -163504,7 +191532,7 @@

      CoffeeMud 5.9

      (Qualify)  Costuming - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Distilling @@ -163558,7 +191586,7 @@

      CoffeeMud 5.9

      (Qualify)  Armorsmithing - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Baking @@ -163570,7 +191598,7 @@

      CoffeeMud 5.9

      (Qualify)  Fletching - (Common skill: Crafting) + (Common skill: Epicurean) (Qualify)  Food Prep @@ -163602,6 +191630,51 @@

      CoffeeMud 5.9

      (Qualify)  Weaponsmithing + + (Expertise) + (Available) +  (Durable Metalworking I) + + + (Expertise) + (Available) +  (Durable Metalworking II) + + + (Expertise) + (Available) +  (Durable Metalworking III) + + + (Expertise) + (Available) +  (Light Fabricating I) + + + (Expertise) + (Available) +  (Light Fabricating II) + + + (Expertise) + (Available) +  (Light Fabricating III) + + + (Expertise) + (Available) +  (Quality Fabricating I) + + + (Expertise) + (Available) +  (Quality Fabricating II) + + + (Expertise) + (Available) +  (Quality Fabricating III) + @@ -163619,6 +191692,10 @@

      CoffeeMud 5.9

      (Qualify)  Heresy + (Skill: Nature lore) + (Qualify) +  Find Home + (Skill: Evasive) (Qualify)  Parry @@ -163662,6 +191739,18 @@

      CoffeeMud 5.9

       Paralyze + (Skill: Fitness) + (Qualify) +  AutoClimb + + (Skill: Fitness) + (Qualify) +  AutoCrawl + + (Skill: Fitness) + (Qualify) +  AutoSwim + (Skill: Weapon use) (Qualify)  Polearm Specialization @@ -163692,6 +191781,10 @@

      CoffeeMud 5.9

      + + + + @@ -163720,10 +191813,6 @@

      CoffeeMud 5.9

      - - - - @@ -163749,6 +191838,56 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      (Common skill: Crafting)(Qualify) Boatwrighting
      (Common skill: Building) (Qualify)  Construction
      (Qualify)  Dispel Good
      (Common skill: Crafting)(Qualify) Ship Building
      (Common skill: Crafting) (Qualify)  Siegecraft
       Wainwrighting
      (Expertise)(Available) (Quick Building I) +
      (Expertise)(Available) (Quick Building II) +
      (Expertise)(Available) (Quick Building III) +
      (Expertise)(Available) (Quick Building IV) +
      (Expertise)(Available) (Quick Building V) +
      (Expertise)(Available) (Quick Building VI) +
      (Expertise)(Available) (Quick Building VII) +
      (Expertise)(Available) (Quick Building VIII) +
      (Expertise)(Available) (Quick Building IX) +
      (Expertise)(Available) (Quick Building X) +
      (Expertise) (Available)  (Reduced Conjuring III) @@ -163798,6 +191937,10 @@

      CoffeeMud 5.9

      + + + + @@ -163805,6 +191948,10 @@

      CoffeeMud 5.9

      + + + +
      (Common skill: Gathering)(Qualify) Gardening
      (Prayer: Corruption)  Plague
      (Prayer: Holy protection) (Qualify)  Protection Disease
      (Skill: Nature lore)(Qualify) Find Ship
      @@ -163941,6 +192088,11 @@

      CoffeeMud 5.9

      (Qualify)  Bone Moon
      (Expertise)(Available) (Fortified Baking I) +
      @@ -163950,6 +192102,10 @@

      CoffeeMud 5.9

      + + + + @@ -163962,6 +192118,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Common skill: Epicurean)(Qualify) Food Preserving
      (Prayer: Vexing) (Qualify)  Drain
       Tithe
      (Expertise)(Available) (Creative Food Prep I) +
      (Expertise)(Available) (Vigorous Cooking I) +
      @@ -163977,7 +192143,7 @@

      CoffeeMud 5.9

      (Prayer: Cursing) (Qualify) -  Maladiction +  Malediction (Expertise) @@ -163990,6 +192156,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VI) + (Expertise) + (Available) +  (Imbued Distilling I) + + (Expertise) (Available)  (Reduced Conjuring VI) @@ -164003,6 +192174,10 @@

      CoffeeMud 5.9

      + + + + @@ -164043,6 +192218,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + +
      (Common skill: Animal affinity)(Qualify) Branding
      (Prayer: Vexing) (Qualify)  Absorption
       Second Attack
      (Expertise)(Available) (Advanced Cooking I) +
      (Expertise)(Available) (Advanced Crafting I) +
      (Expertise) (Available)  (Arcane Lore I) @@ -164135,6 +192320,11 @@

      CoffeeMud 5.9

       (Extended Conjuring I)
      (Expertise)(Available) (Fortified Baking II) +
      (Expertise) (Available)  (Power Conjuring I) @@ -164163,6 +192353,11 @@

      CoffeeMud 5.9

       (Combat Fluidity VIII)
      (Expertise)(Available) (Creative Food Prep II) +
      (Expertise) (Available)  (Home Cooking III) @@ -164177,6 +192372,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly II)
      (Expertise)(Available) (Vigorous Cooking II) +
      @@ -164192,6 +192392,11 @@

      CoffeeMud 5.9

       (Arcane Lore II) + (Expertise) + (Available) +  (Imbued Distilling II) + + (Expertise) (Available)  (Ingenious Engineering I) @@ -164257,6 +192462,18 @@

      CoffeeMud 5.9

      29 + + + + + + + + + + + + @@ -164391,6 +192608,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + +
      (Common skill: Nature lore)(Qualify) Master Floristry
      (Common skill: Nature lore)(Qualify) Master Herbology
      (Common skill: Crafting)(Qualify) Ship Building
      (Expertise)  (Combat Fluidity X)
      (Expertise)(Available) (Fortified Baking III) +
      (Expertise) (Available)  (Ingenious Engineering II) @@ -164465,6 +192687,11 @@

      CoffeeMud 5.9

       (Corrupting I)
      (Expertise)(Available) (Creative Food Prep III) +
      (Expertise) (Available)  (Death Lore III) @@ -164589,6 +192816,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing I)
      (Expertise)(Available) (Vigorous Cooking III) +
      @@ -164609,6 +192841,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy II) + (Expertise) + (Available) +  (Imbued Distilling III) + + (Expertise) (Available)  (Restoring I) @@ -164969,6 +193206,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy III) + (Expertise) + (Available) +  (Fortified Baking IV) + + (Expertise) (Available)  (Restoring II) @@ -165003,6 +193245,11 @@

      CoffeeMud 5.9

       (Blunt Striking III) + (Expertise) + (Available) +  (Creative Food Prep IV) + + (Expertise) (Available)  (Divine Warding II) @@ -165062,6 +193309,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking III) + + (Expertise) + (Available) +  (Vigorous Cooking IV) + @@ -165092,6 +193344,11 @@

      CoffeeMud 5.9

       (Fitness III) + (Expertise) + (Available) +  (Imbued Distilling IV) + + (Expertise) (Available)  (Neutralizing III) @@ -165111,6 +193368,16 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -166108,6 +194410,11 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking II) +
      (Expertise)(Available) (Advanced Crafting II) +
      (Expertise) (Available)  (Arcane Lore V) @@ -165452,6 +193719,11 @@

      CoffeeMud 5.9

       (Fitness IV)
      (Expertise)(Available) (Fortified Baking V) +
      (Expertise) (Available)  (Neutralizing IV) @@ -165476,6 +193748,11 @@

      CoffeeMud 5.9

       (Arcane Lore VI)
      (Expertise)(Available) (Creative Food Prep V) +
      (Expertise) (Available)  (Ingenious Engineering V) @@ -165496,6 +193773,11 @@

      CoffeeMud 5.9

       (Shield Using IV)
      (Expertise)(Available) (Vigorous Cooking V) +
      (Expertise) (Available)  (Wise Crafting IV) @@ -165595,6 +193877,11 @@

      CoffeeMud 5.9

       (Hammer Focus IV)
      (Expertise)(Available) (Imbued Distilling V) +
      (Expertise) (Available)  (Polearm Focus IV) @@ -165945,6 +194232,11 @@

      CoffeeMud 5.9

       (Flailed Slicing V)
      (Expertise)(Available) (Fortified Baking VI) +
      (Expertise) (Available)  (Hammer Bashing V) @@ -166039,6 +194331,11 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep VI) +
      (Expertise) (Available)  (Evasively V) @@ -166053,6 +194350,11 @@

      CoffeeMud 5.9

      (Available)  (Restoring V)
      (Expertise)(Available) (Vigorous Cooking VI) +
       (Hammer Striking VI)
      (Expertise)(Available) (Imbued Distilling VI) +
      (Expertise) (Available)  (Martial Lore V) @@ -166463,6 +194770,11 @@

      CoffeeMud 5.9

       (Flailed Striking VII)
      (Expertise)(Available) (Fortified Baking VII) +
      (Expertise) (Available)  (Hammer Striking VII) @@ -166522,6 +194834,11 @@

      CoffeeMud 5.9

       (Communing VII)
      (Expertise)(Available) (Creative Food Prep VII) +
      (Expertise) (Available)  (Cursing VII) @@ -166541,6 +194858,11 @@

      CoffeeMud 5.9

      (Available)  (Vigilantly IX)
      (Expertise)(Available) (Vigorous Cooking VII) +
      @@ -166551,11 +194873,26 @@

      CoffeeMud 5.9

      + + + + + + + + + + + + + + + + + + + + + + + +
      (Expertise)(Available) (Advanced Cooking III) +
      (Expertise)(Available) (Advanced Crafting III) +
      (Expertise) (Available)  (Arcane Lore IX)
      (Expertise)(Available) (Imbued Distilling VII) +
      (Expertise) (Available)  (Ingenious Engineering VIII) @@ -166911,6 +195248,11 @@

      CoffeeMud 5.9

       (Arcane Lore X)
      (Expertise)(Available) (Fortified Baking VIII) +
      (Expertise) (Available)  (Ingenious Engineering IX) @@ -166980,6 +195322,11 @@

      CoffeeMud 5.9

       (Corrupting VIII)
      (Expertise)(Available) (Creative Food Prep VIII) +
      (Expertise) (Available)  (Death Lore X) @@ -167104,6 +195451,11 @@

      CoffeeMud 5.9

      (Available)  (Vexing VIII)
      (Expertise)(Available) (Vigorous Cooking VIII) +
      @@ -167124,6 +195476,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy IX) + (Expertise) + (Available) +  (Imbued Distilling VIII) + + (Expertise) (Available)  (Restoring VIII) @@ -167449,6 +195806,11 @@

      CoffeeMud 5.9

       (Fine Calligraphy X) + (Expertise) + (Available) +  (Fortified Baking IX) + + (Expertise) (Available)  (Restoring IX) @@ -167478,6 +195840,11 @@

      CoffeeMud 5.9

       (Blunt Striking X) + (Expertise) + (Available) +  (Creative Food Prep IX) + + (Expertise) (Available)  (Divine Warding IX) @@ -167522,6 +195889,11 @@

      CoffeeMud 5.9

      (Available)  (Unarmed Striking X) + + (Expertise) + (Available) +  (Vigorous Cooking IX) + @@ -167552,6 +195924,11 @@

      CoffeeMud 5.9

       (Fitness X) + (Expertise) + (Available) +  (Imbued Distilling IX) + + (Expertise) (Available)  (Neutralizing X) @@ -167781,6 +196158,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Fortified Baking X) +
      @@ -167790,6 +196172,16 @@

      CoffeeMud 5.9

      + + + + + + + +
      (Expertise)(Available) (Creative Food Prep X) +
      (Expertise)(Available) (Vigorous Cooking X) +
      @@ -167799,6 +196191,11 @@

      CoffeeMud 5.9

      + + + +
      (Expertise)(Available) (Imbued Distilling X) +
      diff --git a/guides/refs/prace.html b/guides/refs/prace.html index 2e74da93917..a87efe5891d 100644 --- a/guides/refs/prace.html +++ b/guides/refs/prace.html @@ -484,7 +484,7 @@

      CoffeeMud 5.9

      Half Elf

      DescriptionHalf Elves are a mixture of humans and elves, possessing human drive and
      elven grace. They have Infravision, are skilled Fishermen, and have almost
      as many class choices as normal Humans. Stat Adjustmentsjustice save+5, save vs magic+5 - Bonus Abilitiesinfravision, Fishing(50%), Cultural Adaption(50%) + Bonus Abilitiesinfravision, Fishing(50%), Cultural Adaptation(50%) Bonus LanguagesElvish(50%) Life expectancy137 years Starting Equipmenta nice tunic, a pair of shoes, a pair of pants, a knitted weapon belt diff --git a/guides/refs/skills.html b/guides/refs/skills.html index f6828eed442..3499e9c6e9d 100644 --- a/guides/refs/skills.html +++ b/guides/refs/skills.html @@ -27,6 +27,9 @@

      CoffeeMud 5.9

      +
      Abandon Ship (Skill_AbandonShip) +

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


      Abiding Aura (Paladin_AbidingAura) -


      Skill : Abiding Aura
      Domain : Holy protection
      Available: Paladin
      Allows : Protecting I
      Invoked : Automatic
      This powerful paladin aura holds back the death of the paladin's nearby allies
      for a few seconds. From the moment the aura prevents a death, that person has
      10 seconds to get above 10 percent of their health before the delayed death
      finally occurs. In the meantime, so long as he or she remains in the paladin's
      presence, death will not occur.

      +

       
      Skill : Abiding Aura
      Domain : Holy protection
      Available: Paladin
      Allows : Protecting I
      Invoked : Automatic
      This powerful paladin aura holds back the death of the paladin's nearby allies
      for a few seconds. From the moment the aura prevents a death, that person has
      10 seconds to get above 10 percent of their health before the delayed death
      finally occurs. In the meantime, so long as he or she remains in the paladin's
      presence, death will not occur.


      Above The Law (Skill_AboveTheLaw) -


      Skill : Above The Law
      Domain : Legal
      Available: Oracle
      Allows : Legal Lore I
      Invoked : Automatic
      Example :
      Some people, Oracles for instance, are so beloved and respected in their home
      cities that they are instantly forgiven any crimes they might commit.

      +

       
      Skill : Above The Law
      Domain : Legal
      Available: Oracle
      Allows : Legal Lore I
      Invoked : Automatic
      Example :
      Some people, Oracles for instance, are so beloved and respected in their home
      cities that they are instantly forgiven any crimes they might commit.


      Accuse (Archon_Accuse) -


      Skill : Accuse
      Domain : Archon
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : ACCUSE
      Usage : ACCUSE [PLAYER NAME] [crime description] ([SENTENCE NUM]) (!)
      Example : accuse gunther making me mad
      Example : accuse joe of being joe 7 !
      From anywhere on the map, the player with this skill can cause the target
      player to be accused of a crime in either the area they are currently in, their
      starting area, or the area the accuser is in, depending on what's available
      when the skill is used. This will cause the law in that area to go after the
      target player. The default sentence is prison time, but this can be lowered or
      raised by specifying a number from 0 (warning) to 10 (death) at the end. An
      exclamation mark may be optionally also added to do a worldwide announcement.

      +

       
      Skill : Accuse
      Domain : Archon
      Use Cost : Movement (50)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : ACCUSE
      Usage : ACCUSE [PLAYER NAME] [crime description] ([SENTENCE NUM]) (!)
      Example : accuse gunther making me mad
      Example : accuse joe of being joe 7 !
      From anywhere on the map, the player with this skill can cause the target
      player to be accused of a crime in either the area they are currently in, their
      starting area, or the area the accuser is in, depending on what's available
      when the skill is used. This will cause the law in that area to go after the
      target player. The default sentence is prison time, but this can be lowered or
      raised by specifying a number from 0 (warning) to 10 (death) at the end. An
      exclamation mark may be optionally also added to do a worldwide announcement.


      Ad Lib (Skill_AdLib) -


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

      +

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


      Alchemy (Alchemy) -


      Skill : Alchemy
      Domain : Crafting
      Available: Arcanist Shaman Numerous Classes
      Requires : A base intelligence of at least 12. A base wisdom of at least 12.
      Allows : Quick Worker I, Home Cooking I, Wise Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BREW, ALCHEMY
      Usage : BREW (LIST) [POTION NAME] [BREWING CONTAINER]
      Example : brew heal flask
      : : brew list
      : : brew list cure
      : : brew list all
      This skill allows the player to brew a potion from one of the spells or prayers
      the player knows. To do this, the player must have a glass drinking container
      to make the potion out of. Many potions require ingredients, and all require
      water or some other liquid base to start from. Also, the player must have
      mastered the spell or prayer before attempting to brew a potion from it.
      Lastly, the player will lose some experience for brewing the potion.

      +

       
      Skill : Alchemy
      Domain : Crafting
      Available: Arcanist Shaman Numerous Classes
      Requires : A base intelligence of at least 12. A base wisdom of at least 12.

      Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I
      Allows : Wise Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BREW, ALCHEMY
      Usage : BREW (LIST) [POTION NAME] [BREWING CONTAINER]
      Example : brew heal flask
      : : brew list
      : : brew list cure
      : : brew list all
      This skill allows the player to brew a potion from one of the spells or prayers
      the player knows. To do this, the player must have a glass drinking container
      to make the potion out of. Many potions require ingredients, and all require
      water or some other liquid base to start from. Also, the player must have
      mastered the spell or prayer before attempting to brew a potion from it.
      Lastly, the player will lose some experience for brewing the potion.


      Alertness (Thief_Alertness) -


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

      +

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


      All Defence (Paladin_Defend) -


      Skill : All Defence
      Domain : Evasive
      Available: Minstrel Paladin
      Allows : Evasively I
      Use Cost : Movement (61)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : DEFENCE
      Usage : DEFENCE
      Example : defence
      During combat, the Paladin can use this skill to stop attacking in favor of an
      all-out defensive posture. Should the Paladin go two full rounds without being
      hit, the battle will end peacefully.

      +

       
      Skill : All Defence
      Domain : Evasive
      Available: Minstrel Paladin
      Allows : Evasively I
      Use Cost : Movement (61)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : DEFENCE
      Usage : DEFENCE
      Example : defence
      During combat, the Paladin can use this skill to stop attacking in favor of an
      all-out defensive posture. Should the Paladin go two full rounds without being
      hit, the battle will end peacefully.


      Ambush (Thief_Ambush) -


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

      +

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


      Amputation (Amputation) -


      Skill : Amputation
      Domain : Anatomy
      Available: Gaoler
      Allows : Anatomy I
      Use Cost : Mana (25) Movement (25)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : AMPUTATE
      Usage : AMPUTATE [TARGET NAME] [PART]
      Example : amputate orc arm
      This ability governs the careful removal of body parts as a punishment for
      crimes. The target is, amazingly, not harmed during the procedure, but merely
      loses the specified limb. The target must be lying on an operating table or
      bed, bound.

      +

       
      Skill : Amputation
      Domain : Anatomy
      Available: Gaoler
      Allows : Anatomy I
      Use Cost : Mana (40) Movement (40)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : AMPUTATE
      Usage : AMPUTATE [TARGET NAME] [PART]
      Example : amputate orc arm
      This ability governs the careful removal of body parts as a punishment for
      crimes. The target is, amazingly, not harmed during the procedure, but merely
      loses the specified limb. The target must be lying on an operating table or
      bed, bound.


      Analyze Mark (Thief_AnalyzeMark) -


      Skill : Analyze Mark
      Domain : Combat lore
      Available: Assassin Charlatan Scholar
      Allows : Combat Lore I
      Invoked : Automatic
      Example :
      The thief, after marking a target for death (see the MARK skill), and
      "observing" the mark for awhile (15 ticks), gains great insight into the
      target. The thief will be able to see all vital information about the mark
      every time they examine the mark directly (LOOK).

      +

       
      Skill : Analyze Mark
      Domain : Combat lore
      Available: Assassin Charlatan Scholar
      Allows : Combat Lore I
      Invoked : Automatic
      Example :
      The thief, after marking a target for death (see the MARK skill), and
      "observing" the mark for awhile (15 ticks), gains great insight into the
      target. The thief will be able to see all vital information about the mark
      every time they examine the mark directly (LOOK).


      Animal Bonding (AnimalBonding) -


      Skill : Animal Bonding
      Domain : Animal affinity
      Available: Beastmaster Mer Ranger
      Allows : Quick Worker I, Animal Affinity I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ANIMALBOND, ANIMALBONDING
      Usage : ANIMALBOND [MOB NAME]
      Example : animalbond bear
      This skill allows the player to form a bond with the given animal follower,
      allowing the animal to understand ORDERs given to them. It does not cause the
      animal to follow the player, but only improves communication between them.

      +

       
      Skill : Animal Bonding
      Domain : Animal affinity
      Available: Beastmaster Mer Ranger
      Allows : Animal Affinity I, Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ANIMALBOND, ANIMALBONDING
      Usage : ANIMALBOND [MOB NAME]
      Example : animalbond bear
      This skill allows the player to form a bond with the given animal follower,
      allowing the animal to understand ORDERs given to them. It does not cause the
      animal to follow the player, but only improves communication between them.


      Animal Frenzy (Ranger_AnimalFrenzy) -


      Skill : Animal Frenzy
      Domain : Animal affinity
      Available: Ranger
      Allows : Animal Affinity I
      Invoked : Automatic
      Example :
      All animal followers of the ranger gain amazing attack feats, and up to
      quadruple damage bonuses.

      +

       
      Skill : Animal Frenzy
      Domain : Animal affinity
      Available: Ranger
      Allows : Animal Affinity I
      Invoked : Automatic
      Example :
      All animal followers of the ranger gain amazing attack feats, and up to
      quadruple damage bonuses.


      Animal Husbandry (AnimalHusbandry) -


      Skill : Animal Husbandry
      Domain : Animal affinity
      Available: Artisan
      Allows : Quick Worker I, Animal Affinity I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : HUSBAND, ANIMALHUSBANDRY
      Usage : HUSBAND [MOB NAME] [MOB NAME]
      Example : husband bull cow
      This skill allows the player to coax two animals on his or her own property to
      reproduce. If successful, the female animal will be pregnant, and some time
      later, will give birth to a baby. This skill can also be used to tell if an
      animal is pregnant -- just select the female mob twice; if the female is
      pregnant, then you will see an already pregnant error, and if not, an error for
      selecting the female twice.

      +

       
      Skill : Animal Husbandry
      Domain : Animal affinity
      Available: Artisan
      Requires : 'Shearing' at 75%, 'Bandaging' at 75%, and 'Cage Building' at 75%
      Allows : Animal Affinity I, Natural Weapon Proficiency, Quick Working I
      Allows : Mounted Combat, Quick Worker I, Cage, Master Shearing
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : HUSBAND, ANIMALHUSBANDRY
      Usage : HUSBAND [MOB NAME] [MOB NAME]
      Example : husband bull cow
      This skill allows the player to coax two animals on his or her own property to
      reproduce. If successful, the female animal will be pregnant, and some time
      later, will give birth to a baby. This skill can also be used to tell if an
      animal is pregnant -- just select the female mob twice; if the female is
      pregnant, then you will see an already pregnant error, and if not, an error for
      selecting the female twice.


      Animal Taming (AnimalTaming) -


      Skill : Animal Taming
      Domain : Animal affinity
      Available: Trapper
      Allows : Quick Worker I, Animal Affinity I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : TAME, TAMING, ANIMALTAMING
      Usage : TAME [MOB NAME] ([CAGE NAME])
      Example : tame bear cage
      This skill allows the player to remove any behaviors, such as aggressiveness or
      the tendency to roam around, or other behaviors from the target caged or bound
      mob.

      +

       
      Skill : Animal Taming
      Domain : Animal affinity
      Available: Trapper
      Allows : Animal Affinity I, Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : TAME, TAMING, ANIMALTAMING
      Usage : TAME [MOB NAME] ([CAGE NAME])
      Example : tame bear cage
      This skill allows the player to remove any behaviors, such as aggressiveness or
      the tendency to roam around, or other behaviors from the target caged or bound
      mob.


      Animal Trading (AnimalTrading) -


      Skill : Animal Trading
      Domain : Animal affinity
      Available: Trapper
      Allows : Quick Worker I, Animal Affinity I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : ANIMALTRADING, ANIMALTRADE, ANIMALSELL, ASELL
      Usage : ASELL [MOB NAME] ([CAGE NAME]) ([SHOPKEEPER NAME])
      Example : asell bear cage shopkeeper
      Example : asell bear
      Example : asell bear shopkeeper
      This skill allows the player to sell bound or caged animals to shopkeepers who
      deal in them. As can be seen from the parameters, the player may also sell
      mobs right out of cages, or animals in their group who are bound.

      +

       
      Skill : Animal Trading
      Domain : Animal affinity
      Available: Trapper
      Allows : Animal Affinity I, Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : ANIMALTRADING, ANIMALTRADE, ANIMALSELL, ASELL
      Usage : ASELL [MOB NAME] ([CAGE NAME]) ([SHOPKEEPER NAME])
      Example : asell bear cage shopkeeper
      Example : asell bear
      Example : asell bear shopkeeper
      This skill allows the player to sell bound or caged animals to shopkeepers who
      deal in them. As can be seen from the parameters, the player may also sell
      mobs right out of cages, or animals in their group who are bound.


      Animal Training (AnimalTraining) -


      Skill : Animal Training
      Domain : Animal affinity
      Available: Beastmaster Trapper
      Allows : Quick Worker I, Animal Affinity I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ANIMALTRAINING
      Usage : ANIMALTRAIN [MOB NAME] ([CAGE NAME]) [SKILL]
      Example : animaltrain bear cage kill
      Example : animaltrain bear wander
      This skill allows the player to add behaviors, such as aggressiveness or the
      tendency to roam around, or other behaviors and skills to the bound or caged
      animal.

      +

       
      Skill : Animal Training
      Domain : Animal affinity
      Available: Beastmaster Trapper
      Allows : Animal Affinity I, Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ANIMALTRAINING
      Usage : ANIMALTRAIN [MOB NAME] ([CAGE NAME]) [SKILL]
      Example : animaltrain bear cage kill
      Example : animaltrain bear wander
      This skill allows the player to add behaviors, such as aggressiveness or the
      tendency to roam around, or other behaviors and skills to the bound or caged
      animal.


      Apothecary (Apothecary) -


      Skill : Apothecary
      Domain : Crafting
      Available: Barbarian Numerous Classes
      Requires : A base wisdom of at least 12.
      Allows : Quick Worker I, Identify Poison, Poisoning I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : APOTHECARY, MIX
      Skill : APOTHECARY
      Usage : MIX LIST/[BREWING CONTAINER]
      Example : mix pot
      : : mix list
      : : mix list slumber
      : : mix list all
      This skill allows the player to create a deadly poison from basic ingredients.
      The player must be near a fire over which the poison can be brewed. The
      ingredients must be placed in a fire-safe container, like a pot or pan. A pot
      may be filled with water or other liquids, if water or the liquid is required
      for the recipe.

      +

       
      Skill : Apothecary
      Domain : Epicurean
      Available: Barbarian Numerous Classes
      Requires : A base wisdom of at least 12.
      Allows : Quick Cooking I, Identify Poison, Quick Worker I
      Allows : Advanced Cooking I, Poisoning I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : APOTHECARY, MIX
      Skill : APOTHECARY
      Usage : MIX LIST/[BREWING CONTAINER]
      Example : mix pot
      : : mix list
      : : mix list slumber
      : : mix list all
      This skill allows the player to create a deadly poison from basic ingredients.
      The player must be near a fire over which the poison can be brewed. The
      ingredients must be placed in a fire-safe container, like a pot or pan. A pot
      may be filled with water or other liquids, if water or the liquid is required
      for the recipe.


      Appraise (Thief_Appraise) -


      Skill : Appraise
      Domain : Street smarts
      Available: Artisan Bard Burglar Dancer
      Available: Scholar
      Allows : Street Lore I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : APPRAISE
      Usage : APPRAISE [ITEM NAME]
      Example : appraise sword
      The thief carefully examines the item, determining (perhaps even successfully),
      the items material, weight, size (for armor), and base gold value.

      +

       
      Skill : Appraise
      Domain : Street smarts
      Available: Artisan Bard Burglar Dancer
      Available: Scholar
      Requires : 'Jewel Making' at 75%
      Allows : Haggle, Street Lore I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : APPRAISE
      Usage : APPRAISE [ITEM NAME]
      Example : appraise sword
      The thief carefully examines the item, determining (perhaps even successfully),
      the items material, weight, size (for armor), and base gold value.


      Aquatic Pass (Druid_AquaticPass) -


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

      +

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


      Armor Specialization (Specialization_Armor) -


      Skill : Armor Specialization
      Domain : Armor use
      Available: Several Classes
      Allows : Armor Focus I, Weaponsmithing, Armor Optimizing I
      Allows : Master Weaponsmithing
      Invoked : Automatic
      The player is an expert at getting the most from armor. This allows a small
      bonus per piece of armor worn, and with the use of focus expertise, can permit
      higher level armor to be worn.

      +

       
      Skill : Armor Specialization
      Domain : Armor use
      Available: Several Classes
      Allows : Weaponsmithing, Armor Optimizing I, Armor Focus I
      Invoked : Automatic
      The player is an expert at getting the most from armor. This allows a small
      bonus per piece of armor worn, and with the use of focus expertise, can permit
      higher level armor to be worn.


      Armor Tweaking (Fighter_ArmorTweaking) -


      Skill : Armor Tweaking
      Domain : Armor use
      Available: Barbarian Fighter Monk Paladin
      Available: Ranger
      Allows : Armor Optimizing I
      Use Cost : Mana (52)
      Quality : Always Beneficial
      Targets : Items
      Range : Touch, or not applicable
      Commands : ARMORTWEAK, TWEAK
      Usage : TWEAK [ARMOR PIECE]
      Example : tweak leggings
      The fighter becomes familiar enough with his or her armor that he is able to
      properly arrange, tighten straps, twist, and otherwise tweak a worn armor piece
      to get maximum benefit from it. The result is a 10% benefit bonus from the
      armor. The benefits of the tweaking last as long as the armor is worn by the
      same wearer.

      +

       
      Skill : Armor Tweaking
      Domain : Armor use
      Available: Barbarian Fighter Monk Paladin
      Available: Ranger
      Allows : Armor Optimizing I
      Use Cost : Mana (52)
      Quality : Always Beneficial
      Targets : Items
      Range : Touch, or not applicable
      Commands : ARMORTWEAK, TWEAK
      Usage : TWEAK [ARMOR PIECE]
      Example : tweak leggings
      The fighter becomes familiar enough with his or her armor that he is able to
      properly arrange, tighten straps, twist, and otherwise tweak a worn armor piece
      to get maximum benefit from it. The result is a 10% benefit bonus from the
      armor. The benefits of the tweaking last as long as the armor is worn by the
      same wearer.


      Armorsmithing (Armorsmithing) -


      Skill : Armorsmithing
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : 'Blacksmithing' at 75%
      Requires : A base strength of at least 12.
      Allows : Master Armorsmithing, Quick Worker I, Durable Crafting I
      Allows : Quality Crafting I, Light Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ARMORSMITH, ARMORSMITHING
      Usage : ARMORSMITH (LIST/MEND/REFIT/SCAN/LEARN/INFO) [ARMOR NAME]
      Example : armorsmith platemail shirt
      : : armorsmith list
      : : armorsmith list vest
      : : armorsmith list all
      : : armorsmith info vest
      : : armorsmith mend vest
      : : armorsmith refit sleeves
      : : armorsmith scan
      : : armorsmith scan bob
      : : armorsmith learn vest
      This skill allows a player to craft armor pieces from metal. This skill
      requires Blacksmithing in order to learn it. The extent of the items which can
      be crafted expands as the player goes up in level. To begin smithing, the
      player must be in a room with an open fire burning, and must have placed the
      metal he or she wishes to make the item from on the ground. This command may
      also be used to mend damaged metal armors, get info on a list item, refit metal
      armors which are the wrong size, or learn to how to smith a found item,
      provided a blank recipe page, or recipe book with blank pages is in his or her
      inventory. The player may also scan the room or other players for equipment
      that may be mended by this skill, using the scan parameter. The raw metal for
      armorsmithing can be obtained using the Mining skill, and better metals through
      the Smelting skill. Using better metals will increase both the strength and the
      required level of the crafted item.

      This skill also allows the player to learn how to smith an item he or she has
      found. To do this, the player needs to have a blank Recipe page, or a Recipe
      book with blank pages in his or her inventory.

      +

       
      Skill : Armorsmithing
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : 'Blacksmithing' at 75%
      Requires : A base strength of at least 12.
      Allows : Light Metalworking I, Durable Metalworking I, Quality Crafting I
      Allows : Quick Worker I, Durable Crafting I, Light Crafting I
      Allows : Advanced Crafting I, Quick Crafting I, Scrapping
      Allows : Quality Metalworking I, Master Armorsmithing
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ARMORSMITH, ARMORSMITHING
      Usage : ARMORSMITH (LIST/MEND/REFIT/SCAN/LEARN/INFO) [ARMOR NAME]
      Example : armorsmith platemail shirt
      : : armorsmith list
      : : armorsmith list vest
      : : armorsmith list left wrist
      : : armorsmith list all
      : : armorsmith info vest
      : : armorsmith mend vest
      : : armorsmith refit sleeves
      : : armorsmith scan
      : : armorsmith scan bob
      : : armorsmith learn vest
      This skill allows a player to craft armor pieces from metal. This skill
      requires Blacksmithing in order to learn it. The extent of the items which can
      be crafted expands as the player goes up in level. To begin smithing, the
      player must be in a room with an open fire burning, and must have placed the
      metal he or she wishes to make the item from on the ground. This command may
      also be used to mend damaged metal armors, get info on a list item, refit metal
      armors which are the wrong size, or learn to how to smith a found item,
      provided a blank recipe page, or recipe book with blank pages is in his or her
      inventory. The player may also scan the room or other players for equipment
      that may be mended by this skill, using the scan parameter. The raw metal for
      armorsmithing can be obtained using the Mining skill, and better metals through
      the Smelting skill. Using better metals will increase both the strength and the
      required level of the crafted item.

      This skill also allows the player to learn how to smith an item he or she has
      found. To do this, the player needs to have a blank Recipe page, or a Recipe
      book with blank pages in his or her inventory.


      Arrest (Skill_Arrest) -


      Skill : Arrest
      Domain : Legal
      Available: Gaoler
      Allows : Legal Lore I
      Use Cost : Movement (69)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : ARREST
      Usage : ARREST [TARGET NAME]
      Example : arrest orc
      This powerful skill allows the player to automagically knock out the target,
      and instantly handcuff them for travel to the local judge for trial. The
      Collect Bounty skill is required to turn the prisoner over to the judge.
      Otherwise, your other recourse is to turn the prisoner over to a cityguard.

      +

       
      Skill : Arrest
      Domain : Legal
      Available: Gaoler
      Allows : Legal Lore I
      Use Cost : Movement (69)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : ARREST
      Usage : ARREST [TARGET NAME]
      Example : arrest orc
      This powerful skill allows the player to automagically knock out the target,
      and instantly handcuff them for travel to the local judge for trial. The
      Collect Bounty skill is required to turn the prisoner over to the judge.
      Otherwise, your other recourse is to turn the prisoner over to a cityguard.


      Arresting Sap (Skill_ArrestingSap) -


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

      +

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


      Arsonry (Thief_Arsonry) -


      Skill : Arsonry
      Domain : Criminal
      Available: Thief
      Allows : Criminal Deviousness I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : ARSON, ARSONRY
      Usage : ARSONRY [TARGET ITEM]/[DIRECTION]
      Example : arsonry pile of wood
      Example : arsonry east
      If the thief is holding a torch or something else usable to spread fire, he may
      quickly light an available item, or a random item in an adjacent room using
      this skill.

      +

       
      Skill : Arsonry
      Domain : Criminal
      Available: Thief
      Allows : Criminal Deviousness I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : ARSON, ARSONRY
      Usage : ARSONRY [TARGET ITEM]/[DIRECTION]
      Example : arsonry pile of wood
      Example : arsonry east
      If the thief is holding a torch or something else usable to spread fire, he may
      quickly light an available item, or a random item in an adjacent room using
      this skill.


      Articles (Thief_Articles) -


      Skill : Articles
      Domain : Influential
      Available: Pirate
      Allows : Influencing I
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : ARTICLES
      Usage : ARTICLES [TARGET NAME]
      Example : articles bob
      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.

      +

       
      Skill : Articles
      Domain : Influential
      Available: Pirate
      Allows : Influencing I
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : ARTICLES
      Usage : ARTICLES [TARGET NAME]
      Example : articles bob
      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 (Thief_Assassinate) -


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

      +

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


      Atemi Strike (Fighter_AtemiStrike) -


      Skill : Atemi Strike
      Domain : Punching
      Available: Monk
      Allows : Combat Fluidity I, Iron Punching I
      Use Cost : Movement (100)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : ATEMI
      Usage : ATEMI [TARGET NAME]
      Example : atemi orc
      The Monk delivers a lethal, deadly, and powerful strike to the target. Some
      time later, the target WILL die.

      +

       
      Skill : Atemi Strike
      Domain : Punching
      Available: Monk
      Allows : Iron Punching I, Combat Fluidity I
      Use Cost : Movement (100)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : ATEMI
      Usage : ATEMI [TARGET NAME]
      Example : atemi orc
      The Monk delivers a lethal, deadly, and powerful strike to the target. Some
      time later, the target WILL die.


      Attribute Training (AttributeTraining) -


      Skill : Attribute Training
      Domain : Education lore
      Available: Scholar
      Allows : Educating I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ATTRIBUTETRAINING, ATTRIBTRAIN, ATRAIN
      Usage : ATTRIBTRAIN [MOB NAME] [ATTRIBUTE]
      Example : attribtrain bob strength
      Example : attribtrain bob dexterity
      This skill allows the player to train a particular attribute with a follower.
      The attribute requires the trainee to have the a sufficient number of Training
      Points, which, for NPCs, can be more than required by players.

      +

       
      Skill : Attribute Training
      Domain : Education lore
      Available: Scholar
      Allows : Quick Working I, Educating I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ATTRIBUTETRAINING, ATTRIBTRAIN, ATRAIN
      Usage : ATTRIBTRAIN [MOB NAME] [ATTRIBUTE]
      Example : attribtrain bob strength
      Example : attribtrain bob dexterity
      This skill allows the player to train a particular attribute with a follower.
      The attribute requires the trainee to have the a sufficient number of Training
      Points, which, for NPCs, can be more than required by players.


      AutoBash (Fighter_AutoBash) -


      Skill : AutoBash
      Domain : Shield use
      Available: Fighter
      Requires : 'Shield Bash'
      Allows : Shield Using I
      Use Cost : Movement (70)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : AUTOBASH
      Usage : AUTOBASH
      Example : autobash
      Using this command will toggle Auto Shield Bashing on and off. If the Fighter
      turns this feature on, and knows Shield Bashing, he will attempt a free shield
      bash attempt every combat round in which his autobash proficiency check is
      made.

      +

       
      Skill : AutoBash
      Domain : Shield use
      Available: Fighter
      Requires : 'Shield Bash'
      Allows : Shield Using I
      Use Cost : Movement (70)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : AUTOBASH
      Usage : AUTOBASH
      Example : autobash
      Using this command will toggle Auto Shield Bashing on and off. If the Fighter
      turns this feature on, and knows Shield Bashing, he will attempt a free shield
      bash attempt every combat round in which his autobash proficiency check is
      made.


      AutoCaltrops (Thief_Autocaltrops) -


      Skill : AutoCaltrops
      Domain : Trapping
      Available: Trapper
      Requires : 'Caltrops'
      Allows : Trapping I
      Component: 10 pounds of metal, or 10 pounds of mithril
      Use Cost : Mana (62)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : AUTOCALTROPS
      Usage : AUTOCALTROPS
      Example :
      The thief quickly prepares a handful of caltrops and drops them into every room
      he or she enters automatically.

      +

       
      Skill : AutoCaltrops
      Domain : Trapping
      Available: Trapper
      Requires : 'Caltrops'
      Allows : Trapping I
      Component: 10 pounds of metal, or 10 pounds of mithril
      Use Cost : Mana (62)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : AUTOCALTROPS
      Usage : AUTOCALTROPS
      Example :
      The thief quickly prepares a handful of caltrops and drops them into every room
      he or she enters automatically.

      +
      AutoClimb (Skill_Autoclimb) +

       
      Skill : AutoClimb
      Domain : Fitness
      Available: Artisan Numerous Classes
      Requires : 'Climb'
      Requires : A base strength of at least 12.
      Allows : Strategic Retreat, Fitness I
      Use Cost : Movement (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : AUTOCLIMB
      Usage : AUTOCLIMB
      Example :
      The player begins climbing around whenever they move. By turning this on, the
      player uses half their normal movement cost for climbing. Enter AUTOCLIMB
      again to turn it off.

      +
      AutoCrawl (Skill_Autocrawl) +

       
      Skill : AutoCrawl
      Domain : Fitness
      Available: Artisan Numerous Classes
      Allows : Strategic Retreat, Fitness I
      Use Cost : Movement (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : AUTOCRAWL
      Usage : AUTOCRAWL
      Example :
      The player begins crawling around whenever they move. By turning this on, the
      player uses half their normal movement cost for crawling. Enter AUTOCRAWL
      again to turn it off.


      AutoDetect Traps (Thief_AutoDetectTraps) -


      Skill : AutoDetect Traps
      Domain : Alert
      Available: Trapper
      Requires : 'Detect Traps'
      Allows : Vigilantly I
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : AUTODETECTTRAPS
      Usage : AUTODETECTTRAPS
      Example : autodetecttraps
      The thief concentrates on scanning all exits and obvious items in a room for
      signs of traps whenever entering a room.

      +

       
      Skill : AutoDetect Traps
      Domain : Alert
      Available: Trapper
      Requires : 'Detect Traps'
      Allows : Vigilantly I
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : AUTODETECTTRAPS
      Usage : AUTODETECTTRAPS
      Example : autodetecttraps
      The thief concentrates on scanning all exits and obvious items in a room for
      signs of traps whenever entering a room.


      AutoMark Traps (Thief_AutoMarkTraps) -


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

      +

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


      AutoSneak (Thief_Autosneak) -


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

      +

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

      +
      AutoSwim (Skill_Autoswim) +

       
      Skill : AutoSwim
      Domain : Fitness
      Available: Artisan Numerous Classes
      Requires : 'Swim'
      Requires : A base constitution of at least 8.
      Allows : Strategic Retreat, Fitness I
      Use Cost : Movement (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : AUTOSWIM
      Usage : AUTOSWIM
      Example :
      The player begins instinctively using their swimming skill whenever they move.
      By turning this on, the player uses half their normal movement cost for
      swimming. Enter AUTOSWIM again to turn it off.


      Avoid Currents (Skill_AvoidCurrents) -


      Skill : Avoid Currents
      Domain : Sea travel
      Available: Sailor
      Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
      Allows : Ranged Sailing I
      Use Cost : Mana (28) Movement (28)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      This skill allows the sailor to guide their sailing ship around the tug of
      currents, putting the captain back in charge of the course.

      +

       
      Skill : Avoid Currents
      Domain : Sea travel
      Available: Sailor
      Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
      Allows : Extended Sailing I
      Use Cost : Mana (28) Movement (28)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      This skill allows the sailor to guide their sailing ship around the tug of
      currents, putting the captain back in charge of the course.


      Avoid Traps (Thief_AvoidTraps) -


      Skill : Avoid Traps
      Domain : Find/remove traps
      Available: Jester Trapper
      Allows : Trap Disabling I
      Invoked : Automatic
      Example :
      The player gains the ability to skirt, dodge, withstand, avoid, and otherwise
      survive traps which he may trigger or be fixing to trigger.

      +

       
      Skill : Avoid Traps
      Domain : Find/remove traps
      Available: Jester Trapper
      Allows : Trap Disabling I
      Invoked : Automatic
      Example :
      The player gains the ability to skirt, dodge, withstand, avoid, and otherwise
      survive traps which he may trigger or be fixing to trigger.


      Await Ship (Skill_AwaitShip) -


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

      +

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


      Ax Kick (Fighter_AxKick) -


      Skill : Ax Kick
      Domain : Kicking
      Available: Monk
      Requires : 'Kick'
      Allows : Combat Fluidity I, Flying Kick, Iron Kicking I
      Use Cost : Movement (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : AXKICK
      Usage : AXKICK [TARGET NAME]
      Example : axkick orc
      The Monk delivers swift and powerful kick to the target.

      +

       
      Skill : Ax Kick
      Domain : Kicking
      Available: Monk
      Requires : 'Kick'
      Allows : Flying Kick, Iron Kicking I, Combat Fluidity I
      Use Cost : Movement (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : AXKICK
      Usage : AXKICK [TARGET NAME]
      Example : axkick orc
      The Monk delivers swift and powerful kick to the target.

      +
      Axe Proficiency (Proficiency_Axe) +

       
      Skill : Axe Proficiency
      Domain : Weapon use
      Available: Artisan
      Requires : 'Axe Familiarity' at 75%
      Invoked : Automatic
      The player is proficient with an axe, gaining the ability to use them even if
      their current class training would not make it feasible normally.


      Axe Specialization (Specialization_Axe) -


      Skill : Axe Specialization
      Domain : Weapon use
      Available: Assassin Templar Several Classes
      Allows : Axe Striking I, Weaponsmithing, Axe Focus I, Axe Slicing I
      Allows : Axe Piercing I, Master Weaponsmithing
      Invoked : Automatic
      The player is an axe master, gaining bonuses to attack when using an axe in
      combat. Can also allow the use of higher level axes if the focus expertise is
      taken.

      +

       
      Skill : Axe Specialization
      Domain : Weapon use
      Available: Assassin Templar Several Classes
      Allows : Axe Slicing I, Axe Focus I, Weaponsmithing, Axe Piercing I
      Allows : Axe Striking I
      Invoked : Automatic
      The player is an axe master, gaining bonuses to attack when using an axe in
      combat. Can also allow the use of higher level axes if the focus expertise is
      taken.


      Back Hand (Fighter_BackHand) -


      Skill : Back Hand
      Domain : Punching
      Available: Monk
      Allows : Combat Fluidity I, Iron Punching I
      Invoked : Automatic
      Example :
      So long as the Monk is unarmed, he or she has this ability to deliver an extra
      attack per round using a swift, closed fist. This attack is only delivered to a
      combatant which the monk is not currently targeting, but with whom the monk is
      in melee combat all the same.

      +

       
      Skill : Back Hand
      Domain : Punching
      Available: Monk
      Allows : Iron Punching I, Combat Fluidity I
      Invoked : Automatic
      Example :
      So long as the Monk is unarmed, he or she has this ability to deliver an extra
      attack per round using a swift, closed fist. This attack is only delivered to a
      combatant which the monk is not currently targeting, but with whom the monk is
      in melee combat all the same.


      Back Stab (Thief_BackStab) -


      Skill : Back Stab
      Domain : Dirty fighting
      Available: Trapper Several Classes
      Allows : Combat Fluidity I, Dirty Fighting I
      Use Cost : Movement (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BACKSTAB, BS
      Usage : BACKSTAB [TARGET NAME]
      Example : backstab orc
      Shorts : BS
      If the thief is hidden, or otherwise invisible to the target, this ability will
      allow him or her to deal a massive one-time attack to them.

      +

       
      Skill : Back Stab
      Domain : Dirty fighting
      Available: Trapper Several Classes
      Allows : Dirty Fighting I, Combat Fluidity I
      Use Cost : Movement (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BACKSTAB, BS
      Usage : BACKSTAB [TARGET NAME]
      Example : backstab orc
      Shorts : BS
      If the thief is hidden, or otherwise invisible to the target, this ability will
      allow him or her to deal a massive one-time attack to them.


      Baiting (Baiting) -


      Skill : Baiting
      Domain : Gathering
      Available: Sailor
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BAIT, BAITING
      Usage : BAIT LIST/[FISH TYPE]
      Example : bait salmon
      Example : bait list
      This skill allows the player to use a bit of raw meat to bait the water in
      hopes of attracting fish of a particular kind. Bits of meat are best obtained
      through the Butchering, Fishing, or Trawling skills. Bait list can be used to
      list the types of fish that can be baited for.

      +

       
      Skill : Baiting
      Domain : Gathering
      Available: Artisan Sailor
      Requires : 'Fish Lore' at 75%
      Allows : Master Fishing, Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BAIT, BAITING
      Usage : BAIT LIST/[FISH TYPE]
      Example : bait salmon
      Example : bait list
      This skill allows the player to use a bit of raw meat to bait the water in
      hopes of attracting fish of a particular kind. Bits of meat are best obtained
      through the Butchering, Fishing, or Trawling skills. Bait list can be used to
      list the types of fish that can be baited for.


      Baking (Baking) -


      Skill : Baking
      Domain : Crafting
      Available: Gaoler Numerous Classes
      Requires : 'Cooking'
      Allows : Master Baking, Quick Worker I, Home Cooking I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BAKING, BAKE
      Usage : BAKE LIST/[BAKING CONTAINER]
      Example : bake list
      Example : bake list oven
      Example : bake list all
      Example : bake oven
      This skill allows the player to create a more nutritious meal from basic edible
      ingredients. The player must be near a fire over which the meal can be cooked.
      The ingredients must be placed in a fire-safe container, that is closeable,
      and is closed. The container may be filled with water, if water is required
      for the recipe. The ingredients for cooking are best obtained through the
      Butchering skill and the Foraging skill.

      +

       
      Skill : Baking
      Domain : Epicurean
      Available: Artisan Gaoler Numerous Classes
      Requires : 'Cooking'
      Allows : Quick Cooking I, Master Baking, Fortified Baking I
      Allows : Quick Worker I, Home Cooking I, Advanced Cooking I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BAKING, BAKE
      Usage : BAKE LIST/[BAKING CONTAINER]
      Example : bake list
      Example : bake list oven
      Example : bake list all
      Example : bake oven
      This skill allows the player to create a more nutritious meal from basic edible
      ingredients. The player must be near a fire over which the meal can be cooked.
      The ingredients must be placed in a fire-safe container, that is closeable,
      and is closed. The container may be filled with water, if water is required
      for the recipe. The ingredients for cooking are best obtained through the
      Butchering skill and the Foraging skill.


      Bandaging (Bandaging) -


      Skill : Bandaging
      Domain : Anatomy
      Available: Numerous Classes
      Allows : Anatomy I
      Component: 1 pound of cloth, or 5 pounds of dust held
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BANDAGE, BANDAGING
      Usage : BANDAGE [MOB NAME]
      Example : bandage bob
      This skill allows the player to use a small bit of raw cloth to bandage up any
      serious wounds. This skill will stop bleeding, and protect extreme injuries,
      allowing the body to heal normally. This skill also allows broken bones to be
      properly set, so that they will begin healing on their own. The skill allows a
      small amount of hit points to be restored during the process.

      +

       
      Skill : Bandaging
      Domain : Anatomy
      Available: Numerous Classes
      Allows : Anatomy I, Animal Husbandry, Branding
      Component: 1 pound of cloth, or 5 pounds of dust held
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BANDAGE, BANDAGING
      Usage : BANDAGE [MOB NAME]
      Example : bandage bob
      This skill allows the player to use a small bit of raw cloth to bandage up any
      serious wounds. This skill will stop bleeding, and protect extreme injuries,
      allowing the body to heal normally. This skill also allows broken bones to be
      properly set, so that they will begin healing on their own. The skill allows a
      small amount of hit points to be restored during the process.


      Banish (Archon_Banish) -


      Skill : Banish
      Domain : Archon
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : BANISH
      Usage : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME)
      Example : banish gunther
      Example : banish gunther Midgaard#3001
      Example : banish gunther 3 hours
      Example : banish gunther 14 years
      From anywhere on the map, the player with this skill can send the target
      mob/player to a prison from which they can not escape magically. Use this
      skill again on the same player to release them. The Archon can optionally
      specify a room on the map which this skill will copy and use as the jail. The
      Archon can also optionally end the command with the number of seconds, ticks,
      minutes, hours, days, weeks, or years in which to keep the player imprisoned.
      It is up to the Archon to make sure there are no mundane ways out of the
      prison; Banish will take care of the magical ways of escape.

      +

       
      Skill : Banish
      Domain : Archon
      Use Cost : Movement (50)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : BANISH
      Usage : BANISH [PLAYER NAME] ([MAP ROOM]) (RL TIME)
      Example : banish gunther
      Example : banish gunther Midgaard#3001
      Example : banish gunther 3 hours
      Example : banish gunther 14 years
      From anywhere on the map, the player with this skill can send the target
      mob/player to a prison from which they can not escape magically. Use this
      skill again on the same player to release them. The Archon can optionally
      specify a room on the map which this skill will copy and use as the jail. The
      Archon can also optionally end the command with the number of seconds, ticks,
      minutes, hours, days, weeks, or years in which to keep the player imprisoned.
      It is up to the Archon to make sure there are no mundane ways out of the
      prison; Banish will take care of the magical ways of escape.


      Bard Honorary Degree (Skill_HonoraryDegreeBard) -


      Skill : Bard Honorary Degree
      Domain : Education lore
      Available: Scholar
      Requires : 'Studying'
      Allows : Educating I
      Invoked : Automatic
      Example :
      The scholar can activate an honorary degree in one of the classes whose base
      class is 'Bard', such as Bard, Dancer, Juggler, Minstrel, and Charlatan. When
      the scholar has Studied at least 4 skills qualified for by at least one of the
      qualifying classes, including those skills specified by the class, then the
      scholar will receive access to an honorary degree Title. The scholar can then
      use the TITLE command to select and use the honorary degree title. When one of
      these titles is in use, the scholar is permitted to enter areas normally only
      allowed to those of the qualifying class, and also gains the ability to pick up
      and equip items which would normally fly away from the scholars hands if
      normally attempted.

      +

       
      Skill : Bard Honorary Degree
      Domain : Education lore
      Available: Scholar
      Requires : 'Studying'
      Allows : Educating I
      Invoked : Automatic
      Example :
      The scholar can activate an honorary degree in one of the classes whose base
      class is 'Bard', such as Bard, Dancer, Juggler, Minstrel, and Charlatan. When
      the scholar has Studied at least 4 skills qualified for by at least one of the
      qualifying classes, including those skills specified by the class, then the
      scholar will receive access to an honorary degree Title. The scholar can then
      use the TITLE command to select and use the honorary degree title. When one of
      these titles is in use, the scholar is permitted to enter areas normally only
      allowed to those of the qualifying class, and also gains the ability to pick up
      and equip items which would normally fly away from the scholars hands if
      normally attempted.


      Battle Cry (Fighter_Battlecry) -


      Skill : Battle Cry
      Domain : Singing
      Available: Barbarian
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Movement (56)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BATTLECRY
      Usage : BATTLECRY
      Example : battlecry
      The Barbarian lets out a primal scream of battle, inspiring all group members
      to his or her banner. Those under the affect of the cry will hit more
      frequently. The affect wears off when battle is concluded, or if battle is not
      joined swiftly enough after the cry is made.

      +

       
      Skill : Battle Cry
      Domain : Singing
      Available: Barbarian
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Movement (56)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BATTLECRY
      Usage : BATTLECRY
      Example : battlecry
      The Barbarian lets out a primal scream of battle, inspiring all group members
      to his or her banner. Those under the affect of the cry will hit more
      frequently. The affect wears off when battle is concluded, or if battle is not
      joined swiftly enough after the cry is made.


      Befriend (Skill_Befriend) -


      Skill : Befriend
      Domain : Influential
      Available: Several Classes
      Allows : Influencing I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BEFRIEND
      Usage : BEFRIEND [TARGET NAME]
      Example : befriend vagabond
      This ability allows the bard to pick up new followers to join his or her
      adventures. The target must be a mobile npc mob, and must be the same racial
      category, and of a similar alignment. The bard suffers penalties for trying to
      befriend mobs of higher or lower levels, though only 10% higher levels are
      forbidden entirely.

      +

       
      Skill : Befriend
      Domain : Influential
      Available: Several Classes
      Allows : Influencing I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BEFRIEND
      Usage : BEFRIEND [TARGET NAME]
      Example : befriend vagabond
      This ability allows the bard to pick up new followers to join his or her
      adventures. The target must be a mobile npc mob, and must be the same racial
      category, and of a similar alignment. The bard suffers penalties for trying to
      befriend mobs of higher or lower levels, though only 10% higher levels are
      forbidden entirely.


      Behead (Fighter_Behead) -


      Skill : Behead
      Domain : Anatomy
      Available: Gaoler
      Allows : Anatomy I
      Use Cost : Movement (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BEHEAD
      Usage : BEHEAD [TARGET NAME]
      Example : behead orc
      This skill is an execution skill whereby the fighter rears back and beheads a
      target which has been bound and is lying prone. The target must be wanted for
      a crime in the area for this skill to work.

      +

       
      Skill : Behead
      Domain : Anatomy
      Available: Gaoler
      Allows : Anatomy I
      Use Cost : Movement (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BEHEAD
      Usage : BEHEAD [TARGET NAME]
      Example : behead orc
      This skill is an execution skill whereby the fighter rears back and beheads a
      target which has been bound and is lying prone. The target must be wanted for
      a crime in the area for this skill to work.


      Belay (Thief_Belay) -


      Skill : Belay
      Domain : Sea travel
      Available: Pirate Sailor
      Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
      Allows : Ranged Sailing I
      Use Cost : Mana (26) Movement (26)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : BELAY
      Usage : BELAY [ITEM]
      Example : belay box
      This ability secures an item to the deck of a sailing ship, so that it cannot
      be washed overboard.

      +

       
      Skill : Belay
      Domain : Sea travel
      Available: Pirate Sailor
      Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
      Allows : Extended Sailing I
      Use Cost : Mana (26) Movement (26)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : BELAY
      Usage : BELAY [ITEM]
      Example : belay box
      This ability secures an item to the deck of a sailing ship, so that it cannot
      be washed overboard.


      Belly Rolling (Skill_BellyRolling) -


      Skill : Belly Rolling
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Invoked : Automatic
      During combat, the fighter gains the ability to dodge attacks while sitting or
      on the floor.

      +

       
      Skill : Belly Rolling
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Invoked : Automatic
      During combat, the fighter gains the ability to dodge attacks while sitting or
      on the floor.


      Berzerk (Fighter_Berzerk) -


      Skill : Berzerk
      Domain : Martial lore
      Available: Barbarian Beastmaster Fighter
      Allows : Combat Fluidity I, Martial Lore I
      Use Cost : Movement (58)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : BERZERK
      Usage : BERZERK
      Example : berzerk
      Allows the fighter to gain some temporary bonus hit points, bonus attack
      points, and bonus damage, at the expense of a slightly lower armor score.

      +

       
      Skill : Berzerk
      Domain : Martial lore
      Available: Barbarian Beastmaster Fighter
      Allows : Martial Lore I, Combat Fluidity I
      Use Cost : Movement (58)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : BERZERK
      Usage : BERZERK
      Example : berzerk
      Allows the fighter to gain some temporary bonus hit points, bonus attack
      points, and bonus damage, at the expense of a slightly lower armor score.


      Bind (Thief_Bind) -


      Skill : Bind
      Domain : Binding
      Available: Jester Trapper Several Classes
      Allows : Rope Use I
      Use Cost : Movement (61)
      Quality : Malicious
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : BIND
      Usage : BIND [TARGET NAME]
      Example : bind orc
      The thief uses ropes to bind the target, making them unable to move. The
      target must be completely incapacitated (asleep) for the binding to work. The
      bound creature can break free eventually, but the skill of the binding improves
      with the level of the thief.

      +

       
      Skill : Bind
      Domain : Binding
      Available: Jester Trapper Several Classes
      Allows : Rope Use I
      Use Cost : Movement (61)
      Quality : Malicious
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : BIND
      Usage : BIND [TARGET NAME]
      Example : bind orc
      The thief uses ropes to bind the target, making them unable to move. The
      target must be completely incapacitated (asleep) for the binding to work. The
      bound creature can break free eventually, but the skill of the binding improves
      with the level of the thief.


      Bite (Druid_Bite) -


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

      +

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


      Blacksmithing (Blacksmithing) -


      Skill : Blacksmithing
      Domain : Crafting
      Available: Artisan Gaoler Numerous Classes
      Requires : A base strength of at least 10.
      Allows : Torturesmithing, Weaponsmithing, Smelting, Locksmithing
      Allows : Quick Worker I, Armorsmithing, Quality Crafting I
      Allows : Light Crafting I, Jewel Making
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BLACKSMITH, BLACKSMITHING
      Usage : BLACKSMITH (LIST/LEARN/INFO) (BUNDLE [NUM]) [ITEM TYPE]
      Example : blacksmith pot
      : : blacksmith bundle 100 iron
      : : blacksmith list
      : : blacksmith list pot
      : : blacksmith list all
      : : blacksmith learn pot
      This skill allows a player to craft metal items, such as pots and pans. The
      extent of the items which can be crafted expands as the player goes up in
      level. To begin smithing, the player must be in a room with an open fire
      burning, and must have placed the metal he or she wishes to make the item from
      on the ground. The player may also learn how to smith an item he or she has
      found, so long as he or she has a blank recipe page or a recipe book with blank
      pages in his or her inventory. The raw metal for blacksmithing can be obtained
      using the Mining skill, and better metals through the Smelting skill.

      +

       
      Skill : Blacksmithing
      Domain : Crafting
      Available: Artisan Gaoler Numerous Classes
      Requires : A base strength of at least 10.
      Allows : Construction, Shield Familiarity, Light Metalworking I
      Allows : Torturesmithing, Jewel Making, Smelting, Quick Worker I
      Allows : Weaponsmithing, Light Crafting I, Quality Metalworking I
      Allows : Locksmithing, Engraving, Quality Crafting I, Advanced Crafting I
      Allows : Quick Crafting I, Armorsmithing
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BLACKSMITH, BLACKSMITHING
      Usage : BLACKSMITH (LIST/LEARN/INFO) (BUNDLE [NUM]) [ITEM TYPE]
      Example : blacksmith pot
      : : blacksmith bundle 100 iron
      : : blacksmith list
      : : blacksmith list pot
      : : blacksmith list all
      : : blacksmith learn pot
      This skill allows a player to craft metal items, such as pots and pans. The
      extent of the items which can be crafted expands as the player goes up in
      level. To begin smithing, the player must be in a room with an open fire
      burning, and must have placed the metal he or she wishes to make the item from
      on the ground. The player may also learn how to smith an item he or she has
      found, so long as he or she has a blank recipe page or a recipe book with blank
      pages in his or her inventory. The raw metal for blacksmithing can be obtained
      using the Mining skill, and better metals through the Smelting skill.


      Blind Fighting (Fighter_BlindFighting) -


      Skill : Blind Fighting
      Domain : Martial lore
      Available: Beastmaster Burglar Fighter Jester
      Available: Monk Paladin Dancer
      Allows : Combat Fluidity I, Martial Lore I
      Invoked : Automatic
      Example :
      Negates the affects of not being able to see your opponent during combat.

      +

       
      Skill : Blind Fighting
      Domain : Martial lore
      Available: Beastmaster Burglar Fighter Jester
      Available: Monk Paladin Dancer
      Allows : Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      Example :
      Negates the affects of not being able to see your opponent during combat.


      Blood Brother (Fighter_BloodBrother) -


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

      +

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

      +
      Blunt Weapon Familiarity (Familiarity_BluntWeapon) +

       
      Skill : Blunt Weapon Familiarity
      Domain : Weapon use
      Available: Artisan
      Requires : 'Blunt Weapon Proficiency' at 75%
      Invoked : Automatic
      The player is familiar with blunt weapons they have crafted themselves, gaining
      an attack bonus from wielding the product of their own hands.

      +
      Blunt Weapon Proficiency (Proficiency_BluntWeapon) +

       
      Skill : Blunt Weapon Proficiency
      Domain : Weapon use
      Available: Artisan
      Requires : 'Sculpting' at 75%
      Allows : Blunt Weapon Familiarity
      Invoked : Automatic
      The player is proficient with blunt weapons, gaining the ability to use them
      even if their current class training would not make it feasible normally.


      Blunt Weapon Specialization (Specialization_BluntWeapon) -


      Skill : Blunt Weapon Specialization
      Domain : Weapon use
      Available: Assassin Gaian Numerous Classes
      Allows : Weaponsmithing, Blunt Focus I, Blunt Piercing I, Blunt Striking I
      Allows : Master Weaponsmithing, Blunt Bashing I
      Invoked : Automatic
      The player is a master of blunt weapons, gaining bonuses to attack when using a
      blunt weapon in combat. Can also allow the use of higher level weapons if the
      focus expertise is taken.

      +

       
      Skill : Blunt Weapon Specialization
      Domain : Weapon use
      Available: Assassin Gaian Numerous Classes
      Allows : Blunt Focus I, Weaponsmithing, Blunt Striking I, Blunt Bashing I
      Allows : Blunt Piercing I
      Invoked : Automatic
      The player is a master of blunt weapons, gaining bonuses to attack when using a
      blunt weapon in combat. Can also allow the use of higher level weapons if the
      focus expertise is taken.

      +
      Boatwrighting (Boatwright) +

       
      Skill : Boatwrighting
      Domain : Crafting
      Available: Artisan Sailor Numerous Classes
      Requires : 'Carpentry'
      Requires : A base wisdom of at least 12.
      Allows : Master Wood Chopping, Quick Worker I, Ingenious Engineering I
      Allows : Advanced Crafting I, Quick Crafting I, Ship Building
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BOATWRIGHTING
      Usage : BOATWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME]
      Example : boatwright canoe
      : : boatwright list
      : : boatwright list canoe
      : : boatwright list all
      : : boatwright mend canoe
      : : boatwright scan
      : : boatwright scan bob
      : : boatwright learn boat
      This skill allows a player to craft wooden boats. The extent of the items
      which can be crafted expands as the player goes up in level. This command also
      allows the player to repair any damaged small wooden boats. To begin carving a
      new item, the player must have placed the wood he or she wishes to make the
      item from on the ground. Items crafted with balsa can be done with half the
      required wood listed, while items crafted with ironwood will require twice the
      required wood listed. The raw wood for building is found using the Chopping
      skill.


      Body Flip (Fighter_BodyFlip) -


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

      +

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


      Body Piercing (BodyPiercing) -


      Skill : Body Piercing
      Domain : Artistic
      Available: Gaoler
      Allows : Artsy I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BODYPIERCE, BODYPIERCING
      Usage : BODYPIERCING (REMOVE) [TARGET NAME] [LOCATION]
      Example : bodypiercing bob ears
      Example : bodypiercing remove bob ears
      This skill allows a player to pierce (and heal the piercings) of the body parts
      of a target. The target must hold still for it, of course. What results can
      only be seen when the proper wear location is not covered by clothing. Parts
      available for piercing include the lip, nose, ears, eyebrows, nipples, and
      belly button.

      +

       
      Skill : Body Piercing
      Domain : Artistic
      Available: Gaoler
      Allows : Quick Working I, Quick Worker I, Artsy I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BODYPIERCE, BODYPIERCING
      Usage : BODYPIERCING (REMOVE) [TARGET NAME] [LOCATION]
      Example : bodypiercing bob ears
      Example : bodypiercing remove bob ears
      This skill allows a player to pierce (and heal the piercings) of the body parts
      of a target. The target must hold still for it, of course. What results can
      only be seen when the proper wear location is not covered by clothing. Parts
      available for piercing include the lip, nose, ears, eyebrows, nipples, and
      belly button.


      Body Shield (Fighter_BodyShield) -


      Skill : Body Shield
      Domain : Grappling
      Available: Monk
      Allows : Combat Fluidity I, Vice-Gripping I
      Invoked : Automatic
      Example :
      This skill allows a fighter to use an opponent pinned using the PIN skill as a
      shield against weapon attacks.

      +

       
      Skill : Body Shield
      Domain : Grappling
      Available: Monk
      Allows : Vice-Gripping I, Combat Fluidity I
      Invoked : Automatic
      Example :
      This skill allows a fighter to use an opponent pinned using the PIN skill as a
      shield against weapon attacks.


      Body Toss (Fighter_BodyToss) -


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

      +

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


      Book Editing (BookEditing) -


      Skill : Book Editing
      Domain : Calligraphy
      Available: Scholar
      Allows : Quick Worker I, Fine Calligraphy I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BOOKEDITING, BOOKEDIT, BEDIT
      Usage : BOOKEDIT [BOOK NAME] ([PAGE NUM])
      Example : bookedit "a book" 2
      : bookedit "a book"
      The writer uses this skill to edit an existing paper, or an existing chapter in
      a book. Once published, however, a book can not longer be edited.

      +

       
      Skill : Book Editing
      Domain : Calligraphy
      Available: Scholar
      Allows : Fine Calligraphy I, Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BOOKEDITING, BOOKEDIT, BEDIT
      Usage : BOOKEDIT [BOOK NAME] ([PAGE NUM])
      Example : bookedit "a book" 2
      : bookedit "a book"
      The writer uses this skill to edit an existing paper, or an existing chapter in
      a book. Once published, however, a book can not longer be edited.


      Book Naming (BookNaming) -


      Skill : Book Naming
      Domain : Calligraphy
      Available: Scholar
      Allows : Quick Worker I, Fine Calligraphy I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BOOKNAMING, BOOKNAME, BNAME
      Usage : BOOKNAME (LIST)/[ITEM NAME] [FORM NUMBER] [NAME WORDS]
      Example : bookname "a book" 2 "Magic Bob"
      : bookname list
      The writer uses this skill to put the finishing touches on a crafted written
      and readable work, given it a full name. The name is built according to one of
      the Name Formats, which you can list with BOOKNAME LIST. The give name words,
      and possibly the author name, are then inserted into the chosen format for make
      the new item name.

      +

       
      Skill : Book Naming
      Domain : Calligraphy
      Available: Scholar
      Allows : Fine Calligraphy I, Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BOOKNAMING, BOOKNAME, BNAME
      Usage : BOOKNAME (LIST)/[ITEM NAME] [FORM NUMBER] [NAME WORDS]
      Example : bookname "a book" 2 "Magic Bob"
      : bookname list
      The writer uses this skill to put the finishing touches on a crafted written
      and readable work, given it a full name. The name is built according to one of
      the Name Formats, which you can list with BOOKNAME LIST. The give name words,
      and possibly the author name, are then inserted into the chosen format for make
      the new item name.


      Bow Specialization (Specialization_Bow) -


      Skill : Bow Specialization
      Domain : Weapon use
      Available: Ranger
      Allows : Weaponsmithing, Master Weaponsmithing
      Invoked : Automatic
      The player is a master with bows, gaining bonuses to attack when using a bow in
      combat. Can also allow the use of higher level bows if the focus expertise is
      taken. This specialization stacks its bonuses on top of the more general ranged
      weapon specialization.

      +

       
      Skill : Bow Specialization
      Domain : Weapon use
      Available: Ranger
      Allows : Weaponsmithing
      Invoked : Automatic
      The player is a master with bows, gaining bonuses to attack when using a bow in
      combat. Can also allow the use of higher level bows if the focus expertise is
      taken. This specialization stacks its bonuses on top of the more general ranged
      weapon specialization.

      +
      Branding (Branding) +

       
      Skill : Branding
      Domain : Animal affinity
      Available: Artisan Numerous Classes
      Allows : Animal Affinity I, Quick Working I, Quick Worker I
      Use Cost : Movement (20)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BRANDING, BRAND
      Usage : BRAND [MOB NAME]
      Example : brand cow
      This skill allows the player to put their mark upon an animal that is on their
      own property, or property they control. This will make that room the animals
      starting room for as long as the animal lasts. The animal will lose the brand
      when sold to a shopkeeper. A branded animal will also automatically follow a
      property owner to a new home room whenever the owner attempts to push or pull
      the animal.


      Break A Leg (Skill_BreakALeg) -


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

      +

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


      Breakup Fight (Paladin_Breakup) -


      Skill : Breakup Fight
      Domain : Legal
      Available: Paladin
      Allows : Legal Lore I
      Use Cost : Movement (65)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BREAKUP
      Usage : BREAKUP [TARGET NAME]
      Example : breakup bob
      If the Paladin is not fighting, he or she may use this skill to break up a
      fight between any two other creatures or players.

      +

       
      Skill : Breakup Fight
      Domain : Legal
      Available: Paladin
      Allows : Legal Lore I
      Use Cost : Movement (65)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BREAKUP
      Usage : BREAKUP [TARGET NAME]
      Example : breakup bob
      If the Paladin is not fighting, he or she may use this skill to break up a
      fight between any two other creatures or players.


      Bribe (Thief_Bribe) -


      Skill : Bribe
      Domain : Influential
      Available: Burglar Thief
      Allows : Influencing I
      Use Cost : Mana (64)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BRIBE
      Usage : BRIBE [TARGET NAME] [COMMAND]
      Example : bribe orc sleep
      The thief will attempt to use money to get a target to do something for him or
      her.

      +

       
      Skill : Bribe
      Domain : Influential
      Available: Burglar Thief
      Allows : Influencing I
      Use Cost : Mana (64)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BRIBE
      Usage : BRIBE [TARGET NAME] [COMMAND]
      Example : bribe orc sleep
      The thief will attempt to use money to get a target to do something for him or
      her.


      Buffoonery (Skill_Buffoonery) -


      Skill : Buffoonery
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Use Cost : Movement (80)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BUFFOONERY
      Usage : BUFFOONERY [TARGET NAME] [ITEM NAME]
      Example : buffoonery orc banana
      This strange skill allows the player to swap out an existing worn or wielded
      item on the target with one of his or her own. The item must not be an
      effective weapon or piece of armor for the skill to work effectively. This
      powerful skill overcomes curses and other inhibitions by the amazing power of
      silliness.

      +

       
      Skill : Buffoonery
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Use Cost : Movement (80)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BUFFOONERY
      Usage : BUFFOONERY [TARGET NAME] [ITEM NAME]
      Example : buffoonery orc banana
      This strange skill allows the player to swap out an existing worn or wielded
      item on the target with one of his or her own. The item must not be an
      effective weapon or piece of armor for the skill to work effectively. This
      powerful skill overcomes curses and other inhibitions by the amazing power of
      silliness.


      Bullrush (Fighter_BullRush) -


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

      +

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


      Buried Treasure (Thief_BuriedTreasure) -


      Skill : Buried Treasure
      Domain : Deceptive
      Available: Pirate
      Allows : Deceptive I, Pieces of Eight
      Invoked : Automatic
      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.

      +

       
      Skill : Buried Treasure
      Domain : Deceptive
      Available: Pirate
      Allows : Deceptive I, Pieces of Eight
      Invoked : Automatic
      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.


      Butchering (Butchering) -


      Skill : Butchering
      Domain : Gathering
      Available: Numerous Classes
      Allows : Master Butchering, Chirurgy, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BUTCHER, BUTCHERING, SKIN
      Usage : BUTCHER (BUNDLE [NUM]) [TARGET BODY]
      Example : butcher body
      Example : butcher bundle 10 bones
      With this common skill, a dead body can be cut up and its useful parts
      separated. You can also bundle multiple resources together using this skill.
      The GET command can be used to unbundle such resources.

      +

       
      Skill : Butchering
      Domain : Gathering
      Available: Artisan Numerous Classes
      Requires : A base intelligence of at least 9.
      Allows : Master Butchering, Quick Working I, Quick Worker I
      Allows : Tanning, MeatCuring, Chirurgy, Scrimshawing
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BUTCHER, BUTCHERING, SKIN
      Usage : BUTCHER (BUNDLE [NUM]) [TARGET BODY]
      Example : butcher body
      Example : butcher bundle 10 bones
      With this common skill, a dead body can be cut up and its useful parts
      separated. You can also bundle multiple resources together using this skill.
      The GET command can be used to unbundle such resources.


      Cage (Skill_Cage) -


      Skill : Cage
      Domain : Animal affinity
      Available: Artisan Trapper
      Allows : Animal Affinity I
      Use Cost : Mana (32) Movement (32)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAGE
      Usage : CAGE [TARGET NAME] [CAGE ITEM]
      Example : cage rabbit wagon
      The thief will attempt to get a sleeping or otherwise bound or subdued animal
      into a cage for safe keeping. The cage door must be closed afterwards. If the
      door to a cage is left open, the creatures inside may escape within a few
      minutes!

      +

       
      Skill : Cage
      Domain : Animal affinity
      Available: Artisan Trapper
      Requires : 'Animal Husbandry' at 75%
      Allows : Animal Affinity I
      Use Cost : Mana (25) Movement (25)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAGE
      Usage : CAGE [TARGET NAME] [CAGE ITEM]
      Example : cage rabbit wagon
      The thief will attempt to get a sleeping or otherwise bound or subdued animal
      into a cage for safe keeping. The cage door must be closed afterwards. If the
      door to a cage is left open, the creatures inside may escape within a few
      minutes!


      Cage Building (CageBuilding) -


      Skill : Cage Building
      Domain : Crafting
      Available: Artisan Trapper
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BUILDCAGE, CAGEBUILDING
      Usage : CAGEBUILD (LIST/LEARN) [ITEM TYPE]
      Example : cagebuild cage
      : : cagebuild list
      : : cagebuild list cage
      : : cagebuild list all
      : : cagebuild learn cage
      This skill allows a player to craft cages and wagon cages. The extent of the
      items which can be crafted expands as the player goes up in level. The player
      may also learn how to craft cages he or she finds, provided a blank recipe
      page, or a recipe book with blank pages is in his or her inventory. To begin
      carving a new item, the player must have placed the wood he or she wishes to
      make the item from on the ground.

      +

       
      Skill : Cage Building
      Domain : Crafting
      Available: Artisan Trapper
      Requires : 'Carpentry' at 75%, and 'Hunting' at 75%
      Allows : Quality Fabricating I, Quick Worker I, Animal Husbandry
      Allows : Advanced Crafting I, Quick Crafting I, Light Fabricating I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : BUILDCAGE, CAGEBUILDING
      Usage : CAGEBUILD (LIST/LEARN) [ITEM TYPE]
      Example : cagebuild cage
      : : cagebuild list
      : : cagebuild list cage
      : : cagebuild list all
      : : cagebuild learn cage
      This skill allows a player to craft cages and wagon cages. The extent of the
      items which can be crafted expands as the player goes up in level. The player
      may also learn how to craft cages he or she finds, provided a blank recipe
      page, or a recipe book with blank pages is in his or her inventory. To begin
      carving a new item, the player must have placed the wood he or she wishes to
      make the item from on the ground.


      Call Mount (Paladin_SummonMount) -


      Skill : Call Mount
      Domain : Animal affinity
      Available: Paladin
      Allows : Animal Affinity I
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CALLMOUNT
      Usage : CALLMOUNT
      Example : callmount
      Allows the Paladin to call upon a white steed which can bear him from place to
      place.

      +

       
      Skill : Call Mount
      Domain : Animal affinity
      Available: Paladin
      Allows : Animal Affinity I
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CALLMOUNT
      Usage : CALLMOUNT
      Example : callmount
      Allows the Paladin to call upon a white steed which can bear him from place to
      place.


      Call Pirate Familiar (Thief_PirateFamiliar) -


      Skill : Call Pirate Familiar
      Domain : Animal affinity
      Available: Pirate
      Allows : Pet Steal, Animal Affinity I, Pet Spy
      Use Cost : Mana (all)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CALLFAMILIAR, PIRATEFAMILIAR, CALLPIRATEFAMILIAR
      Usage : CALLFAMILIAR
      Example : callfamiliar
      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, a iguana, or a, sea turtle. The pet may also
      be trained in other skills, and will know how to sneak.

      +

       
      Skill : Call Pirate Familiar
      Domain : Animal affinity
      Available: Pirate
      Allows : Animal Affinity I, Pet Spy, Pet Steal
      Use Cost : Mana (all)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CALLFAMILIAR, PIRATEFAMILIAR, CALLPIRATEFAMILIAR
      Usage : CALLFAMILIAR
      Example : callfamiliar
      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, a iguana, or a, sea turtle. The pet may also
      be trained in other skills, and will know how to sneak.


      Called Shot (Fighter_CalledShot) -


      Skill : Called Shot
      Domain : Martial lore
      Available: Ranger
      Allows : Combat Fluidity I, Martial Lore I
      Use Cost : Movement (75)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CALLEDSHOT
      Usage : CALLEDSHOT ([TARGET NAME]) [BODY PART]
      Example : calledshot left arm
      Example : calledshot orc left arm
      The player calls out a body part on the target to destroy. If the player
      manages to take more than 10% of the target`s hit points on the next hit, the
      body part will be removed. Requires the use of a ranged or thrown weapon.

      +

       
      Skill : Called Shot
      Domain : Martial lore
      Available: Ranger
      Allows : Martial Lore I, Combat Fluidity I
      Use Cost : Movement (75)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CALLEDSHOT
      Usage : CALLEDSHOT ([TARGET NAME]) [BODY PART]
      Example : calledshot left arm
      Example : calledshot orc left arm
      The player calls out a body part on the target to destroy. If the player
      manages to take more than 10% of the target`s hit points on the next hit, the
      body part will be removed. Requires the use of a ranged or thrown weapon.


      Called Strike (Fighter_CalledStrike) -


      Skill : Called Strike
      Domain : Martial lore
      Available: Fighter
      Allows : Combat Fluidity I, Martial Lore I
      Use Cost : Movement (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CALLEDSTRIKE
      Usage : CALLEDSTRIKE ([TARGET NAME]) [BODY PART]
      Example : calledstrike left arm
      Example : calledstrike orc left arm
      The player calls out a body part on the target to destroy. If the player
      manages to take more than 10% of the target`s hit points on the next hit, the
      body part will be removed. Requires the use of a slashing melee weapon.

      +

       
      Skill : Called Strike
      Domain : Martial lore
      Available: Fighter
      Allows : Martial Lore I, Combat Fluidity I
      Use Cost : Movement (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CALLEDSTRIKE
      Usage : CALLEDSTRIKE ([TARGET NAME]) [BODY PART]
      Example : calledstrike left arm
      Example : calledstrike orc left arm
      The player calls out a body part on the target to destroy. If the player
      manages to take more than 10% of the target`s hit points on the next hit, the
      body part will be removed. Requires the use of a slashing melee weapon.


      Caltrops (Thief_Caltrops) -


      Skill : Caltrops
      Domain : Trapping
      Available: Trapper
      Allows : Trapping I, AutoCaltrops
      Use Cost : Mana (25) Movement (25)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CALTROPS
      Usage : CALTROPS
      Example : caltrops
      The thief drops numerous small metal spikes on the ground around him or her.
      While the thief will be able to avoid them, anyone entering, leaving,
      advancing, or retreating from the room will be damaged by them.

      +

       
      Skill : Caltrops
      Domain : Trapping
      Available: Trapper
      Allows : AutoCaltrops, Trapping I
      Use Cost : Mana (25) Movement (25)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CALTROPS
      Usage : CALTROPS
      Example : caltrops
      The thief drops numerous small metal spikes on the ground around him or her.
      While the thief will be able to avoid them, anyone entering, leaving,
      advancing, or retreating from the room will be damaged by them.


      Camouflage (Ranger_Camouflage) -


      Skill : Camouflage
      Domain : Nature lore
      Available: Ranger
      Requires : 'Woodland Hide'
      Allows : Nature Lore I
      Use Cost : Mana (35) Movement (35)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAMOUFLAGE
      Usage : CAMOUFLAGE [TARGET]
      Example : camouflage bob
      Example : camouflage table
      The ranger covers the target so that they resemble the surrounding country,
      making them more difficult to see.

      +

       
      Skill : Camouflage
      Domain : Nature lore
      Available: Ranger
      Requires : 'Woodland Hide'
      Allows : Nature Lore I
      Use Cost : Mana (35) Movement (35)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAMOUFLAGE
      Usage : CAMOUFLAGE [TARGET]
      Example : camouflage bob
      Example : camouflage table
      The ranger covers the target so that they resemble the surrounding country,
      making them more difficult to see.


      Careful Step (Thief_CarefulStep) -


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

      +

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

      +
      Cargo Loading (CargoLoading) +

       
      Skill : Cargo Loading
      Domain : Binding
      Available: Sailor
      Allows : Quick Working I, Quick Worker I, Rope Use I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CARGO
      Usage : CARGO LOAD/UNLOAD [ITEM NAME] [SHIP NAME]
      Example : cargo load bundle ss minnow
      : : cargo unload bundle ss minnow
      This skill allows the player to load or unload large heavy cargo to or from a
      ship from the shore using a series of ropes and pullies. The maximum weight of
      the cargo loaded per skill use goes up with expertise in rope use. The cargo
      loader must be allowed to load or unload cargo from the ship, and there must be
      a clear path of unlocked exits from the cargo room to the loader. Cargo will
      always be loaded below decks.


      Carpentry (Carpentry) -


      Skill : Carpentry
      Domain : Crafting
      Available: Artisan Gaoler Sailor Trapper
      Available: Numerous Classes
      Requires : A base constitution of at least 10.
      Allows : Fletching, Torturesmithing, Construction, Wainwrighting
      Allows : Lethal Crafting I, Quick Worker I, Durable Crafting I
      Allows : Ship Building, Quality Crafting I, Light Crafting I
      Allows : Siegecraft, Counterbalance Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CARVE, CARPENTRY
      Usage : CARVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
      Example : carve small table
      : : carve bundle 100 maple
      : : carve list
      : : carve list table
      : : carve list all
      : : carve mend club
      : : carve refit club
      : : carve scan
      : : carve scan bob
      : : carve learn club
      This skill allows a player to craft wooden items, such as chairs and wooden
      shields. The extent of the items which can be crafted expands as the player
      goes up in level. This command also allows the player to repair any damaged
      wooden weapons or armor, get info on a list item, refit any armor which may be
      the wrong size, or learn to how to carve a found item, provided a blank recipe
      page, or recipe book with blank pages is in his or her inventory. To begin
      carving a new item, the player must have placed the wood he or she wishes to
      make the item from on the ground. The player may also scan the room or other
      players for equipment that may be mended by this skill, using the scan
      parameter. Items crafted with balsa can be done with half the required wood
      listed, while items crafted with ironwood will require twice the required wood
      listed. The raw wood for carpentry can be obtained using the Chopping skill.
      Using better materials may increase both the strength and the required level of
      the crafted item.

      +

       
      Skill : Carpentry
      Domain : Crafting
      Available: Artisan Gaoler Sailor Trapper
      Available: Numerous Classes
      Requires : A base constitution of at least 10.
      Allows : Construction, Shield Familiarity, Torturesmithing
      Allows : Quick Worker I, Wainwrighting, Light Crafting I, Light Shaping I
      Allows : Fletching, Siegecraft, Quality Shaping I, Boatwrighting
      Allows : Paper Making, Counterbalance Crafting I, Quality Crafting I
      Allows : Cage Building, Durable Crafting I, Durable Shaping I
      Allows : Advanced Crafting I, Quick Crafting I, Lethal Crafting I
      Allows : Instrument Making, Ship Building
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CARVE, CARPENTRY
      Usage : CARVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
      Example : carve small table
      : : carve bundle 100 maple
      : : carve list
      : : carve list table
      : : carve list all
      : : carve mend club
      : : carve refit club
      : : carve scan
      : : carve scan bob
      : : carve learn club
      This skill allows a player to craft wooden items, such as chairs and wooden
      shields. The extent of the items which can be crafted expands as the player
      goes up in level. This command also allows the player to repair any damaged
      wooden weapons or armor, get info on a list item, refit any armor which may be
      the wrong size, or learn to how to carve a found item, provided a blank recipe
      page, or recipe book with blank pages is in his or her inventory. To begin
      carving a new item, the player must have placed the wood he or she wishes to
      make the item from on the ground. The player may also scan the room or other
      players for equipment that may be mended by this skill, using the scan
      parameter. Items crafted with balsa can be done with half the required wood
      listed, while items crafted with ironwood will require twice the required wood
      listed. The raw wood for carpentry can be obtained using the Chopping skill.
      Using better materials may increase both the strength and the required level of
      the crafted item.


      Cartwheel (Fighter_Cartwheel) -


      Skill : Cartwheel
      Domain : Acrobatic
      Available: Jester Monk Dancer
      Allows : Combat Fluidity I, Acrobatic I
      Use Cost : Movement (65)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CARTWHEEL
      Usage : CARTWHEEL
      Example : cartwheel
      The Monk jumps into a hands-over-heels cartwheel away from his or her opponent.
      This can put the Monk as far as range 2 from enemies.

      +

       
      Skill : Cartwheel
      Domain : Acrobatic
      Available: Jester Monk Dancer
      Allows : Acrobatic I, Combat Fluidity I
      Use Cost : Movement (65)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CARTWHEEL
      Usage : CARTWHEEL
      Example : cartwheel
      The Monk jumps into a hands-over-heels cartwheel away from his or her opponent.
      This can put the Monk as far as range 2 from enemies.


      Cast Blocking (Skill_CastBlocking) -


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

      +

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


      Cataloging (Cataloging) -


      Skill : Cataloging
      Domain : Calligraphy
      Available: Scholar
      Allows : Quick Worker I, Fine Calligraphy I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CATAWRITE, CWRITE
      Usage : CWRITE [ITEM] ([CATALOG ITEM])
      Example : cwrite flag
      : : cwrite "that sword" "my catalog book"
      This skill allows a player carefully study an item and write down useful
      information about it onto a piece of paper or into a book. If the player has
      sufficient skill in Lore, then that information will also be added. If the
      player is a skilled at Appraisal, then an estimation of value is also added. If
      the player has used Tagging to tag an item, then the tag number will also be
      included.
      Specifying the catalog book name is not necessary if the Titling skill was used
      to designate one of your books as a catalog of the proper type as the item
      being cataloged.

      +

       
      Skill : Cataloging
      Domain : Calligraphy
      Available: Scholar
      Allows : Fine Calligraphy I, Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CATAWRITE, CWRITE
      Usage : CWRITE [ITEM] ([CATALOG ITEM])
      Example : cwrite flag
      : : cwrite "that sword" "my catalog book"
      This skill allows a player carefully study an item and write down useful
      information about it onto a piece of paper or into a book. If the player has
      sufficient skill in Lore, then that information will also be added. If the
      player is a skilled at Appraisal, then an estimation of value is also added. If
      the player has used Tagging to tag an item, then the tag number will also be
      included.
      Specifying the catalog book name is not necessary if the Titling skill was used
      to designate one of your books as a catalog of the proper type as the item
      being cataloged.


      Catch Projectile (Fighter_CatchProjectile) -


      Skill : Catch Projectile
      Domain : Evasive
      Available: Monk
      Allows : Evasively I
      Invoked : Automatic
      Example :
      The Monk gains the uncanny ability to catch arrows, spears, and other
      projectiles in mid flight. The Monk requires a free hand to perform this
      skill.

      +

       
      Skill : Catch Projectile
      Domain : Evasive
      Available: Monk
      Allows : Evasively I
      Invoked : Automatic
      Example :
      The Monk gains the uncanny ability to catch arrows, spears, and other
      projectiles in mid flight. The Monk requires a free hand to perform this
      skill.


      Center of Attention (Skill_CenterOfAttention) -

      Usage    : CENTEROFATTENTION
      Example : centerofattention
      The bard begins performing loudly, flailing about dramatically. The
      performance then causes all enemies in the room to stop fighting and freeze in
      place, watching the bard attentively. This skill can only be used
      approximately twice every mud hour.

      +

      Usage    : CENTEROFATTENTION 
      Example : centerofattention
      The bard begins performing loudly, flailing about dramatically. The
      performance then causes all enemies in the room to stop fighting and freeze in
      place, watching the bard attentively. This skill can only be used
      approximately twice every mud hour.


      Chantcraft (Skill_Chantcraft) -


      Skill : Chantcraft
      Domain : Arcane lore
      Available: Charlatan Scholar
      Allows : Arcane Lore I
      Invoked : Automatic
      Example :
      The player is so knowledgable about druidic magic that he or she can identify
      chants cast in his or her presence by name. The players ability to identify
      more powerful magic will go up in level as he or she does.

      +

       
      Skill : Chantcraft
      Domain : Arcane lore
      Available: Charlatan Scholar
      Allows : Arcane Lore I
      Invoked : Automatic
      Example :
      The player is so knowledgable about druidic magic that he or she can identify
      chants cast in his or her presence by name. The players ability to identify
      more powerful magic will go up in level as he or she does.


      Charge (Fighter_Charge) -


      Skill : Charge
      Domain : Acrobatic
      Available: Barbarian
      Allows : Combat Fluidity I, Acrobatic I
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 2
      Commands : CHARGE
      Usage : CHARGE [TARGET NAME]
      Example : charge orc
      The Barbarian runs at top speed at an target, delivering a deadly attack, but
      sacrificing armor.

      +

       
      Skill : Charge
      Domain : Acrobatic
      Available: Barbarian
      Allows : Acrobatic I, Combat Fluidity I
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 2
      Commands : CHARGE
      Usage : CHARGE [TARGET NAME]
      Example : charge orc
      The Barbarian runs at top speed at an target, delivering a deadly attack, but
      sacrificing armor.


      Chirurgy (Skill_Chirgury) -


      Skill : Chirurgy
      Domain : Anatomy
      Available: Gaoler
      Requires : 'Butchering'
      Allows : Anatomy I
      Use Cost : Mana (75)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHIRURGY
      Usage : CHIRURGY [BODY PART] [TARGET NAME]
      Example : chururgy heart corpse
      The player is able to remove body parts from the dead, blood from the living or
      the dead, or an unborn fetus from the living.

      +

       
      Skill : Chirurgy
      Domain : Anatomy
      Available: Gaoler
      Requires : 'Butchering'
      Allows : Anatomy I
      Use Cost : Mana (75)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHIRURGY
      Usage : CHIRURGY [BODY PART] [TARGET NAME]
      Example : chururgy heart corpse
      The player is able to remove body parts from the dead, blood from the living or
      the dead, or an unborn fetus from the living.


      Circle Parry (Fighter_CircleParry) -


      Skill : Circle Parry
      Domain : Evasive
      Available: Monk
      Allows : Evasively I
      Invoked : Automatic
      Example :
      The Monk gains the skill to block and parry melee attacks while unarmed.

      +

       
      Skill : Circle Parry
      Domain : Evasive
      Available: Monk
      Allows : Evasively I
      Invoked : Automatic
      Example :
      The Monk gains the skill to block and parry melee attacks while unarmed.


      Circle Trip (Fighter_CircleTrip) -


      Skill : Circle Trip
      Domain : Dirty fighting
      Available: Monk Dancer
      Allows : Combat Fluidity I, Dirty Fighting I
      Use Cost : Movement (72)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CIRCLETRIP, CTRIP
      Usage : CIRCLETRIP
      Example : circletrip
      Short(s) : ctrip
      The Monk becomes capable of swinging his foot along the floor, tripping all
      opponents in range.

      +

       
      Skill : Circle Trip
      Domain : Dirty fighting
      Available: Monk Dancer
      Allows : Dirty Fighting I, Combat Fluidity I
      Use Cost : Movement (72)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CIRCLETRIP, CTRIP
      Usage : CIRCLETRIP
      Example : circletrip
      Short(s) : ctrip
      The Monk becomes capable of swinging his foot along the floor, tripping all
      opponents in range.


      Clan Crafting (ClanCrafting) -


      Skill : Clan Crafting
      Domain : Crafting
      Available: Numerous Classes Several Classes
      Allows : Quick Worker I, Wise Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CLANCRAFT
      Usage : CLANCRAFT (LIST) [ITEM TYPE]
      Available: Enchanter Clan Members
      Example : clancraft flag
      : : clancraft list
      : : clancraft list flag
      : : clancraft list all
      This skill allows a player to craft clan items. The clan items from this skill
      require that the clan have a certain amount of experience in order to make the
      item. For this reason, only clan members who have the rank of Enchanter (or
      the equivalent privileges), may use this skill even if they have the skill.
      The majority of items crafted using this skill serve the CONQUEST system. See
      the help on CONQUEST for more information on how to use the items. The extent
      of the items which can be crafted expands as the player goes up in level. To
      begin crafting, the player must have placed the materials he or she wishes to
      make the item from on the ground. Using better materials will increase both
      the strength and the required level of the crafted item.

      +

       
      Skill : Clan Crafting
      Domain : Crafting
      Available: Numerous Classes Several Classes
      Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I
      Allows : Wise Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CLANCRAFT
      Usage : CLANCRAFT (LIST) [ITEM TYPE]
      Available: Enchanter Clan Members
      Example : clancraft flag
      : : clancraft list
      : : clancraft list flag
      : : clancraft list all
      This skill allows a player to craft clan items. The clan items from this skill
      require that the clan have a certain amount of experience in order to make the
      item. For this reason, only clan members who have the rank of Enchanter (or
      the equivalent privileges), may use this skill even if they have the skill.
      The majority of items crafted using this skill serve the CONQUEST system. See
      the help on CONQUEST for more information on how to use the items. The extent
      of the items which can be crafted expands as the player goes up in level. To
      begin crafting, the player must have placed the materials he or she wishes to
      make the item from on the ground. Using better materials will increase both
      the strength and the required level of the crafted item.


      Cleave (Fighter_Cleave) -


      Skill : Cleave
      Domain : Martial lore
      Available: Assassin Barbarian Beastmaster Fighter
      Available: Paladin Ranger
      Allows : Combat Fluidity I, Martial Lore I
      Invoked : Automatic
      Example :
      This skill allows a fighter who is in combat against more than one opponent to
      take an extra attack against the next opponent on the same round in which the
      first opponent is killed.

      +

       
      Skill : Cleave
      Domain : Martial lore
      Available: Assassin Barbarian Beastmaster Fighter
      Available: Paladin Ranger
      Allows : Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      Example :
      This skill allows a fighter who is in combat against more than one opponent to
      take an extra attack against the next opponent on the same round in which the
      first opponent is killed.


      Cleric Honorary Degree (Skill_HonoraryDegreeCleric) -


      Skill : Cleric Honorary Degree
      Domain : Education lore
      Available: Scholar
      Requires : 'Studying'
      Allows : Educating I
      Invoked : Automatic
      Example :
      The scholar can activate an honorary degree in one of the classes whose base
      class is 'Cleric', such as Cleric, Doomsayer, Healer, Missionary, Necromancer,
      Oracle, Purist, Shaman, and Templar. When the scholar has Studied at least 4
      skills qualified for by at least one of the qualifying classes, including those
      prayers specified by the class, then the scholar will receive access to an
      honorary degree Title. The scholar can then use the TITLE command to select
      and use the honorary degree title. When one of these titles is in use, the
      scholar is permitted to enter areas normally only allowed to those of the
      qualifying class, and also gains the ability to pick up and equip items which
      would normally fly away from the scholars hands if normally attempted.

      +

       
      Skill : Cleric Honorary Degree
      Domain : Education lore
      Available: Scholar
      Requires : 'Studying'
      Allows : Educating I
      Invoked : Automatic
      Example :
      The scholar can activate an honorary degree in one of the classes whose base
      class is 'Cleric', such as Cleric, Doomsayer, Healer, Missionary, Necromancer,
      Oracle, Purist, Shaman, and Templar. When the scholar has Studied at least 4
      skills qualified for by at least one of the qualifying classes, including those
      prayers specified by the class, then the scholar will receive access to an
      honorary degree Title. The scholar can then use the TITLE command to select
      and use the honorary degree title. When one of these titles is in use, the
      scholar is permitted to enter areas normally only allowed to those of the
      qualifying class, and also gains the ability to pick up and equip items which
      would normally fly away from the scholars hands if normally attempted.


      Climb (Skill_Climb) -


      Skill : Climb
      Domain : Fitness
      Available: Monk Numerous Classes Several Classes Numerous Classes
      Allows : Crow`s Nest, Fitness I
      Use Cost : Movement (51)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CLIMB
      Usage : CLIMB [DIRECTION]
      Example : climb up
      In some places, one may be able (or required) to climb up or down a surface in
      order to get there safely. Without using this skill, someone attempting the
      climb such a surface is certain to fall.

      +

       
      Skill : Climb
      Domain : Fitness
      Available: Monk Numerous Classes Several Classes Numerous Classes
      Requires : 'Wood Chopping' at 75%
      Allows : Improved Boarding, Fitness I, AutoClimb, Crow`s Nest
      Use Cost : Movement (51)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CLIMB
      Usage : CLIMB [DIRECTION]
      Example : climb up
      In some places, one may be able (or required) to climb up or down a surface in
      order to get there safely. Without using this skill, someone attempting the
      climb such a surface is certain to fall.


      Cobbling (Cobbling) -


      Skill : Cobbling
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : 'Leather Working'
      Requires : A base constitution of at least 12.
      Allows : Quick Worker I, Durable Crafting I, Quality Crafting I
      Allows : Light Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : COBBLE, COBBLING
      Usage : COBBLE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
      Example : cobble shoes
      : : cobble bundle 100 oak
      : : cobble list
      : : cobble list shoe
      : : cobble list all
      : : cobble mend shoe
      : : cobble refit boots
      : : cobble scan
      : : cobble scan bob
      : : cobble learn boots
      This skill allows a player to craft shoes and footware. The extent of the
      items which can be crafted expands as the player goes up in level. This
      command also allows the player to mend any damaged footware, get info on a
      recipe, refit any footware which may be the wrong size, or learn to how to
      cobble a found item, provided a blank recipe page, or recipe book with blank
      pages is in his or her inventory. To begin crafting a new item, the player must
      have placed the material he or she wishes to make the item from on the ground.
      Using better materials will increase both the strength and the required level
      of the crafted item. The player may also scan the room or other players for
      equipment that may be mended by this skill, using the scan parameter. or a
      recipe book with blank pages in his or her inventory.

      +

       
      Skill : Cobbling
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : 'Leather Working'
      Requires : A base constitution of at least 12.
      Allows : Light Sewing I, Quality Crafting I, Durable Sewing I
      Allows : Quick Worker I, Durable Crafting I, Light Crafting I
      Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : COBBLE, COBBLING
      Usage : COBBLE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
      Example : cobble shoes
      : : cobble bundle 100 oak
      : : cobble list
      : : cobble list shoe
      : : cobble list all
      : : cobble mend shoe
      : : cobble refit boots
      : : cobble scan
      : : cobble scan bob
      : : cobble learn boots
      This skill allows a player to craft shoes and footware. The extent of the
      items which can be crafted expands as the player goes up in level. This
      command also allows the player to mend any damaged footware, get info on a
      recipe, refit any footware which may be the wrong size, or learn to how to
      cobble a found item, provided a blank recipe page, or recipe book with blank
      pages is in his or her inventory. To begin crafting a new item, the player must
      have placed the material he or she wishes to make the item from on the ground.
      Using better materials will increase both the strength and the required level
      of the crafted item. The player may also scan the room or other players for
      equipment that may be mended by this skill, using the scan parameter. or a
      recipe book with blank pages in his or her inventory.


      Collect Bounty (Skill_CollectBounty) -


      Skill : Collect Bounty
      Domain : Legal
      Available: Gaoler
      Allows : Legal Lore I
      Use Cost : Mana (68)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : COLLECTBOUNTY, BOUNTY
      Usage : COLLECTBOUNTY [TARGET NAME]
      Example : collectbounty orc
      If the player is able to bring a legitimately wanted criminal up before a judge
      in the same area, the judge will pay the player a bounty on the criminal and
      bring in an authorized cityguard to complete the trial.

      +

       
      Skill : Collect Bounty
      Domain : Legal
      Available: Gaoler
      Allows : Legal Lore I
      Use Cost : Mana (68)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : COLLECTBOUNTY, BOUNTY
      Usage : COLLECTBOUNTY [TARGET NAME]
      Example : collectbounty orc
      If the player is able to bring a legitimately wanted criminal up before a judge
      in the same area, the judge will pay the player a bounty on the criminal and
      bring in an authorized cityguard to complete the trial.


      Combat Log (Skill_CombatLog) -


      Skill : Combat Log
      Domain : Combat lore
      Available: Scholar
      Allows : Combat Lore I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch - Range 20
      Commands : COMBATLOG
      Usage : COMBATLOG ([TARGET NAME]/[COMMAND] ([ARGUMENT]))
      Usage : COMBATLOG (STOP/REPORT/WRITE [TARGET PAPER])
      Example : combatlog rabbit
      Example : combatlog stop
      Example : combatlog report
      Example : combatlog write paper
      This ability allows the player to assess key statistics about another character
      or creatures performance in a fight. The player studiously notes all combat
      details and can report out the details at any time, so long as they are still
      observing. The player is able to observe things like the resources they
      consume, and the challenges they overcome. The more lore Expertise the player
      has, the greater the number of insights and details they will be able to note
      using this skill. The player can then report on these details or even write
      them onto paper or into a book. Stopping will clear the statistics, allowing
      the player to study a new target.

      +

       
      Skill : Combat Log
      Domain : Combat lore
      Available: Scholar
      Allows : Combat Lore I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch - Range 20
      Commands : COMBATLOG
      Usage : COMBATLOG ([TARGET NAME]/[COMMAND] ([ARGUMENT]))
      Usage : COMBATLOG (STOP/REPORT/WRITE [TARGET PAPER])
      Example : combatlog rabbit
      Example : combatlog stop
      Example : combatlog report
      Example : combatlog write paper
      This ability allows the player to assess key statistics about another character
      or creatures performance in a fight. The player studiously notes all combat
      details and can report out the details at any time, so long as they are still
      observing. The player is able to observe things like the resources they
      consume, and the challenges they overcome. The more lore Expertise the player
      has, the greater the number of insights and details they will be able to note
      using this skill. The player can then report on these details or even write
      them onto paper or into a book. Stopping will clear the statistics, allowing
      the player to study a new target.


      Combat Repairs (Skill_CombatRepairs) -


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

      +

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


      Command Horse (Paladin_CommandHorse) -


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

      +

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


      Commoner Honorary Degree (Skill_HonoraryDegreeCommoner) -


      Skill : Commoner Honorary Degree
      Domain : Education lore
      Available: Scholar
      Requires : 'Studying'
      Allows : Educating I
      Invoked : Automatic
      Example :
      The scholar can activate an honorary degree in one of the classes whose base
      class is 'Commoner', such as Artisan, Sailor, Apprentice, Gaoler, or Scholar.
      When the scholar has Studied at least 4 skills qualified for by at least one of
      the qualifying classes, including those common skills specified by the class,
      then the scholar will receive access to an honorary degree Title. The scholar
      can then use the TITLE command to select and use the honorary degree title.
      When one of these titles is in use, the scholar is permitted to enter areas
      normally only allowed to those of the qualifying class, and also gains the
      ability to pick up and equip items which would normally fly away from the
      scholars hands if normally attempted.

      +

       
      Skill : Commoner Honorary Degree
      Domain : Education lore
      Available: Scholar
      Requires : 'Studying'
      Allows : Educating I
      Invoked : Automatic
      Example :
      The scholar can activate an honorary degree in one of the classes whose base
      class is 'Commoner', such as Artisan, Sailor, Apprentice, Gaoler, or Scholar.
      When the scholar has Studied at least 4 skills qualified for by at least one of
      the qualifying classes, including those common skills specified by the class,
      then the scholar will receive access to an honorary degree Title. The scholar
      can then use the TITLE command to select and use the honorary degree title.
      When one of these titles is in use, the scholar is permitted to enter areas
      normally only allowed to those of the qualifying class, and also gains the
      ability to pick up and equip items which would normally fly away from the
      scholars hands if normally attempted.


      Composting (Composting) -


      Skill : Composting
      Domain : Gathering
      Available: Artisan Numerous Classes
      Requires : 'Farming'
      Requires : A base wisdom of at least 12.
      Allows : Quick Worker I
      Use Cost : Movement (15)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : COMPOST, COMPOSTING
      Usage : COMPOST (BUNDLE) ([NUM]) [ITEM TYPE]
      Example : compost carrots
      : : compost 20 carrots
      : : compost bundle 100 compost
      This skills allows the player to quickly convert any vegetation resources, such
      as those from the forage or butcher skills, into compost items. These compost
      items can then be used to greatly increase the yield of the Farming skill.

      +

       
      Skill : Composting
      Domain : Gathering
      Available: Artisan Numerous Classes
      Requires : 'Farming'
      Requires : A base wisdom of at least 12.
      Allows : Irrigation, Quick Working I, Landscaping, Quick Worker I
      Allows : Gardening
      Use Cost : Movement (15)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : COMPOST, COMPOSTING
      Usage : COMPOST (BUNDLE) ([NUM]) [ITEM TYPE]
      Example : compost carrots
      : : compost 20 carrots
      : : compost bundle 100 compost
      This skills allows the player to quickly convert any vegetation resources, such
      as those from the forage or butcher skills, into compost items. These compost
      items can then be used to greatly increase the yield of the Farming skill.


      Con (Thief_Con) -


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

      +

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


      Conceal Door (Thief_ConcealDoor) -


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

      +

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


      Conceal Item (Thief_ConcealItem) -


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

      +

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


      Conceal Walkway (Thief_ConcealWalkway) -


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

      +

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


      Conduct Symphony (Skill_Conduct) -


      Skill : Conduct Symphony
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (80)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : CONDUCT
      Usage : CONDUCT
      Example : conduct
      This powerful bard skill allows the bard to conduct their group as if it were a
      symphony. If the bard`s group all have instruments, and all are prepared to
      play them, then using this skill will grant them all the ability to play the
      magical "symphony" as per the bard song.

      +

       
      Skill : Conduct Symphony
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (80)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : CONDUCT
      Usage : CONDUCT
      Example : conduct
      This powerful bard skill allows the bard to conduct their group as if it were a
      symphony. If the bard`s group all have instruments, and all are prepared to
      play them, then using this skill will grant them all the ability to play the
      magical "symphony" as per the bard song.


      Construction (Construction) -


      Skill : Construction
      Domain : Building
      Available: Artisan Numerous Classes
      Requires : 'Carpentry'
      Requires : A base constitution of at least 12.
      Allows : Quick Worker I, Ingenious Engineering I
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CONSTRUCT
      Usage : CONSTRUCT [LIST/[PROJECT NAME]] [DIRECTION]
      Example : construct wall north
      : : construct list
      : : construct roof
      : : construct door east
      : : construct title A messy room.
      : : construct desc east This is my favorite Door.
      : : construct desc room This is a messy room.
      : : construct stairs
      : : construct help Bob
      : : construct demolish west
      : : construct demolish room
      This skill allows a player to construct a building or other structures on a
      property the player owns. Walls, stairs, and doors may be built following the
      construction of roof and framework. Fences and gates may be built outdoors.
      This skill also allows the demolition of unwanted walls and structures,
      upstairs rooms, and the giving of a title and description to a room. The
      parameters also allow more than one person to assist in a construction project.
      All of the structures made with this skill are made of wood. Items crafted
      with balsa can be done with half the required wood listed, while items crafted
      with ironwood will require twice the required wood listed. The raw wood for
      construction can be obtained using the Chopping skill.

      +

       
      Skill : Construction
      Domain : Building
      Available: Artisan Numerous Classes
      Requires : 'Carpentry'
      Requires : A base constitution of at least 12.
      Allows : Quick Building I, Decorating, Quick Worker I, Ingenious Engineering
      I
      Allows : Find Home
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CONSTRUCT
      Usage : CONSTRUCT [LIST/INFO/[PROJECT NAME]] [DIRECTION]
      Example : construct wall north
      : : construct list
      : : construct info wall
      : : construct roof
      : : construct door east
      : : construct title A messy room.
      : : construct desc east This is my favorite Door.
      : : construct desc room This is a messy room.
      : : construct stairs
      : : construct help Bob
      : : construct demolish west
      : : construct demolish room
      This skill allows a player to construct a building or other structures on a
      property the player owns. Walls, stairs, and doors may be built following the
      construction of roof and framework. Fences and gates may be built outdoors.
      This skill also allows the demolition of unwanted walls and structures,
      upstairs rooms, and the giving of a title and description to a room. The
      parameters also allow more than one person to assist in a construction project.
      All of the structures made with this skill are made of wood. Items crafted
      with balsa can be done with half the required wood listed, while items crafted
      with ironwood will require twice the required wood listed. The raw wood for
      construction can be obtained using the Chopping skill.


      Contract Hit (Thief_ContractHit) -


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

      +

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


      Control Undead (Skill_ControlUndead) -


      Skill : Control Undead
      Domain : Death lore
      Available: Cleric Necromancer
      Allows : Death Lore I
      Use Cost : Mana (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CONTROL
      Usage : CONTROL [TARGET NAME]
      Example : control skeleton
      The evil or neutral priest attempts to frighten the heck out of an undead
      creature. Depending upon the level of the priest versus the level of the
      creature, the effect of the skill may be to either cause it to become
      submissive for a time, or come completely under the clerics control.

      +

       
      Skill : Control Undead
      Domain : Death lore
      Available: Cleric Necromancer
      Allows : Death Lore I
      Use Cost : Mana (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CONTROL
      Usage : CONTROL [TARGET NAME]
      Example : control skeleton
      The evil or neutral priest attempts to frighten the heck out of an undead
      creature. Depending upon the level of the priest versus the level of the
      creature, the effect of the skill may be to either cause it to become
      submissive for a time, or come completely under the clerics control.


      Convert (Skill_Convert) -


      Skill : Convert
      Domain : Evangelism
      Available: Numerous Classes
      Allows : Evangelising I
      Use Cost : Mana (50)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CONVERT
      Usage : CONVERT [PLAYER NAME/DEITY NAME]
      Example : convert bob
      Example : convert odin
      This skill allows Clerics to convert themselves or others to the worship of
      specific deities. If a player is specified, the target player must not be
      worshiping another deity at the time, which means that to change deities, the
      player must first REBUKE their current deity. If an npc mob is specified, then
      a failed conversion will be followed by a 30 minute period of doubt where the
      npc may not be converted by anyone. That is then followed by another 30 minute
      period where the mob will be susceptable to conversion. A converted npc mob
      will remain so for a period of time, but any religious services in the area
      attended by the mob will extend the period.

      A deity may be also be specified as a parameter, allowing the cleric to convert
      themselves to the worship of a deity. Use the DEITIES command to list
      available deities. See also the help entries for RELIGION, BLESSINGS,
      SERVICES, and RITUALS for more information.

      +

       
      Skill : Convert
      Domain : Evangelism
      Available: Numerous Classes
      Allows : Evangelising I
      Use Cost : Mana (50)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CONVERT
      Usage : CONVERT [PLAYER NAME/DEITY NAME]
      Example : convert bob
      Example : convert odin
      This skill allows Clerics to convert themselves or others to the worship of
      specific deities. If a player is specified, the target player must not be
      worshiping another deity at the time, which means that to change deities, the
      player must first REBUKE their current deity. If an npc mob is specified, then
      a failed conversion will be followed by a 30 minute period of doubt where the
      npc may not be converted by anyone. That is then followed by another 30 minute
      period where the mob will be susceptable to conversion. A converted npc mob
      will remain so for a period of time, but any religious services in the area
      attended by the mob will extend the period.

      A deity may be also be specified as a parameter, allowing the cleric to convert
      themselves to the worship of a deity. Use the DEITIES command to list
      available deities. See also the help entries for RELIGION, BLESSINGS,
      SERVICES, and RITUALS for more information.


      Cooking (Cooking) -


      Skill : Cooking
      Domain : Crafting
      Available: Artisan Gaoler Numerous Classes
      Allows : Baking, Master Cooking, Quick Worker I, Distilling
      Allows : Food Prep, Home Cooking I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : COOK, COOKING
      Usage : COOK LIST/[COOKING CONTAINER]
      Example : cook list
      Example : cook list stew
      Example : cook list all
      Example : cook pot
      This skill allows the player to create a more nutritious meal from basic edible
      ingredients. The player must be near a fire over which the meal can be cooked.
      The ingredients must be placed in a fire-safe container, like a pot or pan. A
      pot may be filled with water, if water is required for the recipe. The
      ingredients for cooking are best obtained through the Butchering skill and the
      Foraging skill, and some Food Prep may be necessary for some dishes.

      +

       
      Skill : Cooking
      Domain : Epicurean
      Available: Artisan Gaoler Numerous Classes
      Allows : Distilling, Quick Cooking I, Master Cooking, Quick Worker I
      Allows : Home Cooking I, Advanced Cooking I, Food Prep, Baking
      Allows : Vigorous Cooking I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : COOK, COOKING
      Usage : COOK LIST/[COOKING CONTAINER]
      Example : cook list
      Example : cook list stew
      Example : cook list all
      Example : cook pot
      This skill allows the player to create a more nutritious meal from basic edible
      ingredients. The player must be near a fire over which the meal can be cooked.
      The ingredients must be placed in a fire-safe container, like a pot or pan. A
      pot may be filled with water, if water is required for the recipe. The
      ingredients for cooking are best obtained through the Butchering skill and the
      Foraging skill, and some Food Prep may be necessary for some dishes.


      Costuming (Costuming) -


      Skill : Costuming
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : 'Tailoring'
      Requires : A base intelligence of at least 12.
      Allows : Quick Worker I, Durable Crafting I, Quality Crafting I
      Allows : Master Costuming, Light Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : COSTUME, COSTUMING
      Usage : COSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE]
      Example : costume habit
      : : costume list
      : : costume list habit
      : : costume list all
      : : costume mend habit
      : : costume refit habit
      : : costume scan
      : : costume scan bob
      : : costume learn shirt
      This skill allows a player to knit specialized clothing, such as children's
      clothing and culture-based clothing. The extent of the items which can be
      costumed expands as the player goes up in level. This command also allows the
      player to mend any damaged clothing, get info on a list item, refit any clothes
      which are the wrong size, or learn to how to knit a found item, provided a
      blank recipe page, or recipe book with blank pages is in his or her inventory.
      To begin costuming a new item, the player must have placed the cloth he or she
      wishes to make the clothing from on the ground. The player may also scan the
      room or other players for equipment that may be mended by this skill, using the
      scan parameter. The raw cloth for costuming is found using the Butchering,
      Shearing, or Foraging skills.

      +

       
      Skill : Costuming
      Domain : Crafting
      Available: Artisan Charlatan Numerous Classes
      Requires : 'Tailoring'
      Requires : A base intelligence of at least 12.
      Allows : Light Sewing I, Quality Crafting I, Quick Worker I
      Allows : Durable Crafting I, Light Crafting I, Advanced Crafting I
      Allows : Quick Crafting I, Quality Sewing I, Master Costuming
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : COSTUME, COSTUMING
      Usage : COSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE]
      Example : costume habit
      : : costume list
      : : costume list habit
      : : costume list all
      : : costume mend habit
      : : costume refit habit
      : : costume scan
      : : costume scan bob
      : : costume learn shirt
      This skill allows a player to fabricate paper clothing that can be worn over
      most other clothing so as to produce a different display, but not interfere
      with the function of the underlying clothing and armor. In order to use this
      skill, the costumer must first acquire the desired item they wish to base the
      pattern off of, and then deconstruct that item into a costuming recipe with the
      COSTUME LEARN command provided a blank recipe page, or recipe book with blank
      pages is in his or her inventory. This command also allows the player to mend
      any damaged paper clothing, get info on a list item, or refit any paper clothes
      which are the wrong size. To begin costuming a new item, the player must have
      placed the bolt of paper he or she wishes to make the clothing from on the
      ground. The player may also scan the room or other players for equipment that
      may be mended by this skill, using the scan parameter. The raw materials for
      costuming are created using the Papermake skill.


      Counter-Attack (Fighter_CounterAttack) -


      Skill : Counter-Attack
      Domain : Martial lore
      Available: Fighter
      Allows : Combat Fluidity I, Martial Lore I
      Invoked : Automatic
      Example :
      This skill allows a fighter to position themselves for an extra attack
      following a successful Parry.

      +

       
      Skill : Counter-Attack
      Domain : Martial lore
      Available: Fighter
      Allows : Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      Example :
      This skill allows a fighter to position themselves for an extra attack
      following a successful Parry.


      Counter-Tracking (Thief_Countertracking) -


      Skill : Counter-Tracking
      Domain : Stealthy
      Available: Thief
      Allows : Stealthy I
      Invoked : Automatic
      Example :
      proficiency in this skills negates mundane tracking skill use against the
      target, such as the tracking done by rangers and assassins.

      +

       
      Skill : Counter-Tracking
      Domain : Stealthy
      Available: Thief
      Allows : Stealthy I
      Invoked : Automatic
      Example :
      proficiency in this skills negates mundane tracking skill use against the
      target, such as the tracking done by rangers and assassins.


      Coup de Grace (Fighter_CoupDeGrace) -


      Skill : Coup de Grace
      Domain : Dirty fighting
      Available: Fighter
      Allows : Combat Fluidity I, Dirty Fighting I
      Use Cost : Movement (150)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : COUP, COUPDEGRACE
      Usage : COUP [TARGET NAME]
      Example : coup orc
      The fighter attempts to deliver a final fatal blow to the target which is very
      injured, below 25% of their hit points and completely prone (lying down). This
      is a difficult skill to use properly, so practice often! The typical fighter
      must quickly whomp their target to the ground and coup-de-grace them before
      they come back to their senses.

      +

       
      Skill : Coup de Grace
      Domain : Dirty fighting
      Available: Fighter
      Allows : Dirty Fighting I, Combat Fluidity I
      Use Cost : Movement (150)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : COUP, COUPDEGRACE
      Usage : COUP [TARGET NAME]
      Example : coup orc
      The fighter attempts to deliver a final fatal blow to the target which is very
      injured, below 25% of their hit points and completely prone (lying down). This
      is a difficult skill to use properly, so practice often! The typical fighter
      must quickly whomp their target to the ground and coup-de-grace them before
      they come back to their senses.


      Cover Defence (Fighter_CoverDefence) -


      Skill : Cover Defence
      Domain : Evasive
      Available: Fighter
      Allows : Evasively I
      Invoked : Automatic
      Example :
      During combat, the fighter will keep an eye out for defensive cover positions
      to take against missile weapons. When the moment is right, the fighter may
      take cover behind these positions, negating the missile attack.

      +

       
      Skill : Cover Defence
      Domain : Evasive
      Available: Artisan Fighter
      Requires : 'Ranged Weapon Proficiency' at 75%
      Allows : Evasively I
      Invoked : Automatic
      Example :
      During combat, the fighter will keep an eye out for defensive cover positions
      to take against missile weapons. When the moment is right, the fighter may
      take cover behind these positions, negating the missile attack.


      Craft Holy Avenger (Paladin_CraftHolyAvenger) -


      Skill : Craft Holy Avenger
      Domain : Crafting
      Available: Paladin
      Requires : 'Sword Specialization', and 'Weaponsmithing'
      Allows : Quick Worker I, Light Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CRAFTHOLY, CRAFTHOLYAVENGER, CRAFTAVENGER
      Usage : CRAFTHOLY
      Example :
      Allows the Paladin with Weaponsmithing to craft a powerful +5 weapon. Attack
      and damage are based on the Paladin's level.

      +

       
      Skill : Craft Holy Avenger
      Domain : Crafting
      Available: Paladin
      Requires : 'Sword Specialization', and 'Weaponsmithing'
      Allows : Quick Worker I, Light Crafting I, Advanced Crafting I
      Allows : Quick Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CRAFTHOLY, CRAFTHOLYAVENGER, CRAFTAVENGER
      Usage : CRAFTHOLY
      Example :
      Allows the Paladin with Weaponsmithing to craft a powerful +5 weapon. Attack
      and damage are based on the Paladin's level.


      Critical Shot (Fighter_CriticalShot) -


      Skill : Critical Shot
      Domain : Martial lore
      Available: Assassin Fighter Jester Ranger
      Allows : Combat Fluidity I, Martial Lore I
      Invoked : Automatic
      Example :
      Gives the fighter a bonus to all damage during combat when firing or throwing a
      ranged weapon in combat.

      +

       
      Skill : Critical Shot
      Domain : Martial lore
      Available: Assassin Fighter Jester Ranger
      Allows : Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      Example :
      Gives the fighter a bonus to all damage during combat when firing or throwing a
      ranged weapon in combat.


      Critical Strike (Fighter_CritStrike) -


      Skill : Critical Strike
      Domain : Martial lore
      Available: Assassin Fighter Jester
      Allows : Combat Fluidity I, Martial Lore I
      Invoked : Automatic
      Example :
      Gives the fighter a bonus to all damage during combat when using a weapon in
      melee combat.

      +

       
      Skill : Critical Strike
      Domain : Martial lore
      Available: Assassin Fighter Jester
      Allows : Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      Example :
      Gives the fighter a bonus to all damage during combat when using a weapon in
      melee combat.


      Crow`s Nest (Skill_CrowsNest) -


      Skill : Crow`s Nest
      Domain : Sea travel
      Available: Sailor
      Requires : 'Climb' at 74%
      Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
      Allows : Ranged Sailing I
      Use Cost : Mana (28) Movement (28)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CROWSNEST
      Usage : crowsnest
      Example : crowsnest
      Allows the sailor to attempt to climb up into the crows nest from the deck of
      their large sailing ship. From this small perch, the sailor can look around and
      see approaching people or objects or land from a greater distance, and take
      note of the direction. They can then yell down instructions to those on the
      deck below. Looking in particular directions will allow them to make out some
      minor details in that direction.

      +

       
      Skill : Crow`s Nest
      Domain : Sea travel
      Available: Sailor
      Requires : 'Climb' at 74%
      Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
      Allows : Extended Sailing I
      Use Cost : Mana (28) Movement (28)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CROWSNEST
      Usage : crowsnest
      Example : crowsnest
      Allows the sailor to attempt to climb up into the crows nest from the deck of
      their large sailing ship. From this small perch, the sailor can look around and
      see approaching people or objects or land from a greater distance, and take
      note of the direction. They can then yell down instructions to those on the
      deck below. Looking in particular directions will allow them to make out some
      minor details in that direction.


      Curtain Call (Skill_CurtainCall) -


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

      +

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


      Cut Throat (Thief_CutThroat) -


      Skill : Cut Throat
      Domain : Dirty fighting
      Available: Assassin
      Allows : Combat Fluidity I, Dirty Fighting I
      Use Cost : Movement (66)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CUTTHROAT, CT
      Usage : CUTTHROAT [TARGET NAME]
      Example : cutthroat orc
      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.

      +

       
      Skill : Cut Throat
      Domain : Dirty fighting
      Available: Assassin
      Allows : Dirty Fighting I, Combat Fluidity I
      Use Cost : Movement (66)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CUTTHROAT, CT
      Usage : CUTTHROAT [TARGET NAME]
      Example : cutthroat orc
      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 (Thief_DaggerDefense) -


      Skill : Dagger Defense
      Domain : Evasive
      Available: Assassin
      Allows : Evasively I
      Invoked : Automatic
      Example :
      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.

      +

       
      Skill : Dagger Defense
      Domain : Evasive
      Available: Assassin
      Allows : Evasively I
      Invoked : Automatic
      Example :
      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.


      Dagger Specialization (Specialization_Dagger) -


      Skill : Dagger Specialization
      Domain : Weapon use
      Available: Assassin
      Allows : Weaponsmithing, Master Weaponsmithing
      Invoked : Automatic
      The player is a master with daggers, gaining bonuses to attack when using a
      dagger in combat. Can also allow the use of higher level daggers if the focus
      expertise is taken. This specialization stacks its bonuses on top of the more
      general edged weapon specialization.

      +

       
      Skill : Dagger Specialization
      Domain : Weapon use
      Available: Assassin
      Allows : Weaponsmithing
      Invoked : Automatic
      The player is a master with daggers, gaining bonuses to attack when using a
      dagger in combat. Can also allow the use of higher level daggers if the focus
      expertise is taken. This specialization stacks its bonuses on top of the more
      general edged weapon specialization.


      Dampen Auras (Thief_DampenAuras) -


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

      +

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


      Dazzling Caltrops (Thief_DazzlingCaltrops) -


      Skill : Dazzling Caltrops
      Domain : Trapping
      Available: Trapper
      Allows : Trapping I, Mana Sapping I
      Use Cost : Mana (33) Movement (33)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : DAZZLINGCALTROPS
      Usage : DAZZLING CALTROPS
      Example : dazzlingcaltrops
      The thief drops numerous small shiny colorful metal objects on the ground
      around him or her. While the thief will be able to avoid them, anyone entering,
      leaving, advancing, or retreating from the room will be have have to avoid
      meeting their dazzling gaze or else risk losing mana from doing so.

      +

       
      Skill : Dazzling Caltrops
      Domain : Trapping
      Available: Trapper
      Allows : Trapping I, Mana Sapping I
      Use Cost : Mana (33) Movement (33)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : DAZZLINGCALTROPS
      Usage : DAZZLING CALTROPS
      Example : dazzlingcaltrops
      The thief drops numerous small shiny colorful metal objects on the ground
      around him or her. While the thief will be able to avoid them, anyone entering,
      leaving, advancing, or retreating from the room will be have have to avoid
      meeting their dazzling gaze or else risk losing mana from doing so.


      Dead Reckoning (Skill_DeadReckoning) -


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

      +

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


      Death Trap (Thief_DeathTrap) -


      Skill : Death Trap
      Domain : Trapping
      Available: Trapper
      Allows : Trapping I
      Use Cost : Mana (40) Movement (40)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : DEATHTRAP
      Usage : DEATHTRAP
      Example : deathtrap
      With 100 pounds of metal on the ground, the thief may construct a most horrible
      and astounding trap. Anyone entering the room with the trap will be killed
      most horribly.

      +

       
      Skill : Death Trap
      Domain : Trapping
      Available: Trapper
      Allows : Trapping I
      Use Cost : Mana (40) Movement (40)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : DEATHTRAP
      Usage : DEATHTRAP
      Example : deathtrap
      With 100 pounds of metal on the ground, the thief may construct a most horrible
      and astounding trap. Anyone entering the room with the trap will be killed
      most horribly.


      Decipher Script (Skill_DecipherScript) -


      Skill : Decipher Script
      Domain : Street smarts
      Available: Several Classes
      Allows : Street Lore I
      Use Cost : Mana (8)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : DECIPHER
      Usage : DECIPHER [TARGET NAME] ([PAGE NUMBER])
      Example : decipher paper
      Example : decipher book 3
      The player decodes any encryption on a book or document or other writing. It
      can be used similar to the READ command to select different pages of a book as
      well.

      +

       
      Skill : Decipher Script
      Domain : Street smarts
      Available: Several Classes
      Allows : Street Lore I
      Use Cost : Mana (8)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : DECIPHER
      Usage : DECIPHER [TARGET NAME] ([PAGE NUMBER])
      Example : decipher paper
      Example : decipher book 3
      The player decodes any encryption on a book or document or other writing. It
      can be used similar to the READ command to select different pages of a book as
      well.

      +
      Decorating (Decorating) +

       
      Skill : Decorating
      Domain : Artistic
      Available: Artisan
      Requires : 'Painting' at 75%, and 'Construction' at 75%
      Allows : Quick Working I, Quick Worker I, Artsy I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : DECORATE, DECORATING
      Usage : DECORATE MOUNT/HANG/STICK [ITEM NAME]
      Example : decorate mount picture
      This skill allows the player to hang or mount an item on the wall of a room.
      The item will blend with the room description, and while it is still GETtable,
      it is protected from mass commands like GET ALL. Items mounted or hung will
      have their display text altered, whereas items put up using STICK will not.


      Deep Breath (Skill_DeepBreath) -


      Skill : Deep Breath
      Domain : Fitness
      Available: Sailor
      Allows : Fitness I
      Invoked : Automatic
      This skill grants the ability to hold ones breathe for a period, allowing one
      to forego damage when under water or otherwise unable to breathe.

      +

       
      Skill : Deep Breath
      Domain : Fitness
      Available: Sailor
      Allows : Fitness I
      Invoked : Automatic
      This skill grants the ability to hold ones breathe for a period, allowing one
      to forego damage when under water or otherwise unable to breathe.


      Deep Cut (Thief_DeepCut) -


      Skill : Deep Cut
      Domain : Martial lore
      Available: Assassin
      Allows : Combat Fluidity I, Martial Lore I
      Use Cost : Movement (75)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : DEEPCUT
      Usage : DEEPCUT ([TARGET NAME]) [BODY PART]
      Example : deepcut left arm
      Example : deepcut orc left arm
      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.

      +

       
      Skill : Deep Cut
      Domain : Martial lore
      Available: Assassin
      Allows : Martial Lore I, Combat Fluidity I
      Use Cost : Movement (75)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : DEEPCUT
      Usage : DEEPCUT ([TARGET NAME]) [BODY PART]
      Example : deepcut left arm
      Example : deepcut orc left arm
      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.


      Deflect Projectile (Fighter_DeflectProjectile) -


      Skill : Deflect Projectile
      Domain : Evasive
      Available: Monk
      Allows : Evasively I
      Invoked : Automatic
      Example :
      The Monk gains the uncanny ability to block and deflect arrows, spears, and
      other projectiles in mid flight. The Monk requires a free hand to perform this
      skill.

      +

       
      Skill : Deflect Projectile
      Domain : Evasive
      Available: Monk
      Allows : Evasively I
      Invoked : Automatic
      Example :
      The Monk gains the uncanny ability to block and deflect arrows, spears, and
      other projectiles in mid flight. The Monk requires a free hand to perform this
      skill.


      Desert Tactics (Fighter_DesertTactics) -


      Skill : Desert Tactics
      Domain : Nature lore
      Available: Barbarian
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives the fighter an edge in attack, defence, and damage when
      fighting in deserts. The fighter can also hide themselves simply by sitting
      down on the ground and staying still for a few mins.

      +

       
      Skill : Desert Tactics
      Domain : Nature lore
      Available: Barbarian
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives the fighter an edge in attack, defence, and damage when
      fighting in deserts. The fighter can also hide themselves simply by sitting
      down on the ground and staying still for a few mins.


      Desperate Moves (Fighter_DesperateMoves) -


      Skill : Desperate Moves
      Domain : Evasive
      Available: Fighter
      Allows : Evasively I
      Invoked : Automatic
      When near death, the fighters desperation brings out their best evasive moves,
      cutting all damage in half when below 10% hit points.

      +

       
      Skill : Desperate Moves
      Domain : Evasive
      Available: Fighter
      Allows : Evasively I
      Invoked : Automatic
      When near death, the fighters desperation brings out their best evasive moves,
      cutting all damage in half when below 10% hit points.


      Detect Traps (Thief_DetectTraps) -


      Skill : Detect Traps
      Domain : Alert
      Available: Bard Jester Trapper Several Classes
      Allows : Vigilantly I, Identify Traps, AutoDetect Traps, AutoMark Traps
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : CHECK

      Spell : Detect Traps
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CHECK
      Example : check east
      Example : check chest
      The thief can take a careful look at an item, container, or door to see if it
      is trapped.

      +

       
      Skill : Detect Traps
      Domain : Alert
      Available: Bard Jester Trapper Several Classes
      Allows : Identify Traps, AutoDetect Traps, AutoMark Traps
      Allows : Vigilantly I
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : CHECK

      Spell : Detect Traps
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CHECK
      Example : check east
      Example : check chest
      The thief can take a careful look at an item, container, or door to see if it
      is trapped.


      Detection (Thief_Detection) -


      Skill : Detection
      Domain : Alert
      Available: Arcanist Burglar Charlatan Monk
      Available: Thief Trapper
      Allows : Vigilantly I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : DETECT, DETECTION
      Usage : detect
      Example :
      The thief takes a careful and meticulous look around, allowing him or her to
      spot any hidden things in the area. The longer the thief looks around, the more
      he will see.

      +

       
      Skill : Detection
      Domain : Alert
      Available: Arcanist Burglar Charlatan Monk
      Available: Thief Trapper
      Allows : Vigilantly I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : DETECT, DETECTION
      Usage : detect
      Example :
      The thief takes a careful and meticulous look around, allowing him or her to
      spot any hidden things in the area. The longer the thief looks around, the more
      he will see.


      Dirt (Skill_Dirt) -


      Skill : Dirt
      Domain : Dirty fighting
      Available: Assassin Barbarian Fighter Minstrel
      Available: Monk SkyWatcher Thief
      Allows : Combat Fluidity I, Dirty Fighting I
      Use Cost : Movement (52)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : DIRT
      Usage : DIRT [TARGET NAME]
      Example : dirt orc
      The fighter attempts to kick dirt into the eyes of the target, making them
      temporarily blind.

      +

       
      Skill : Dirt
      Domain : Dirty fighting
      Available: Assassin Barbarian Fighter Minstrel
      Available: Monk SkyWatcher Thief
      Allows : Dirty Fighting I, Combat Fluidity I
      Use Cost : Movement (52)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : DIRT
      Usage : DIRT [TARGET NAME]
      Example : dirt orc
      The fighter attempts to kick dirt into the eyes of the target, making them
      temporarily blind.


      Disabling Caltrops (Thief_DisablingCaltrops) -


      Skill : Disabling Caltrops
      Domain : Trapping
      Available: Trapper
      Allows : Trapping I, Fatiguing I
      Use Cost : Mana (37) Movement (37)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : DISABLINGCALTROPS
      Usage : DISABLING CALTROPS
      Example : disablingcaltrops
      The thief drops numerous small metal hooked spikes on the ground around him or
      her. While the thief will be able to avoid them, anyone entering, leaving,
      advancing, or retreating from the room will be have their feet caught on them,
      disabling movement.

      +

       
      Skill : Disabling Caltrops
      Domain : Trapping
      Available: Trapper
      Allows : Trapping I, Fatiguing I
      Use Cost : Mana (37) Movement (37)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : DISABLINGCALTROPS
      Usage : DISABLING CALTROPS
      Example : disablingcaltrops
      The thief drops numerous small metal hooked spikes on the ground around him or
      her. While the thief will be able to avoid them, anyone entering, leaving,
      advancing, or retreating from the room will be have their feet caught on them,
      disabling movement.


      Disarm (Skill_Disarm) -


      Skill : Disarm
      Domain : Martial lore
      Available: Barbarian Beastmaster Fighter Monk
      Available: Dancer Numerous Classes
      Allows : Combat Fluidity I, Martial Lore I
      Use Cost : Movement (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : DISARM
      Usage : DISARM [TARGET NAME]
      Example : disarm orc
      The fighter attempts use his or her weapon to disarm the target, hurling their
      weapon onto the floor and out of reach. To succeed, the player must be armed,
      make their proficiency check, "hit" their opponent, and not be too underpowered
      compared to their opponent.

      +

       
      Skill : Disarm
      Domain : Martial lore
      Available: Barbarian Beastmaster Fighter Monk
      Available: Dancer Numerous Classes
      Allows : Martial Lore I, Combat Fluidity I
      Use Cost : Movement (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : DISARM
      Usage : DISARM [TARGET NAME]
      Example : disarm orc
      The fighter attempts use his or her weapon to disarm the target, hurling their
      weapon onto the floor and out of reach. To succeed, the player must be armed,
      make their proficiency check, "hit" their opponent, and not be too underpowered
      compared to their opponent.


      Disease Immunity (Paladin_DiseaseImmunity) -


      Skill : Disease Immunity
      Domain : Holy protection
      Available: Paladin
      Allows : Protecting I
      Invoked : Automatic
      Example :
      As the Paladin's proficiency grows, he or she becomes more and more immune to
      diseases and disease like spell affects.

      +

       
      Skill : Disease Immunity
      Domain : Holy protection
      Available: Paladin
      Allows : Protecting I
      Invoked : Automatic
      Example :
      As the Paladin's proficiency grows, he or she becomes more and more immune to
      diseases and disease like spell affects.


      Disguise (Skill_Disguise) -


      Skill : Disguise
      Domain : Deceptive
      Available: Charlatan
      Allows : Deceptive I
      Use Cost : Mana (53)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : DISGUISE
      Usage : DISGUISE [ATTRIBUTE] [CHANGE DESCRIPTION]
      Example : disguise race orc
      Example : disguise class thief
      Example : disguise height 1000
      This powerful ability allows the bard to disguise his or her appearance in
      numerous ways. The disguise command, without any arguments, will list the
      attributes which may be changed. Once a disguise has been put on, entering
      disguise again without any arguments will remove the disguise.

      +

       
      Skill : Disguise
      Domain : Deceptive
      Available: Charlatan
      Allows : Deceptive I
      Use Cost : Mana (53)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : DISGUISE
      Usage : DISGUISE [ATTRIBUTE] [CHANGE DESCRIPTION]
      Example : disguise race orc
      Example : disguise class thief
      Example : disguise height 1000
      This powerful ability allows the bard to disguise his or her appearance in
      numerous ways. The disguise command, without any arguments, will list the
      attributes which may be changed. Once a disguise has been put on, entering
      disguise again without any arguments will remove the disguise.


      Dissertating (Dissertating) -


      Skill : Dissertating
      Domain : Crafting
      Available: Scholar
      Allows : Wise Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : DISSERTATE, DISSERTATING
      Usage : DISSERTATE (LIST) [SKILL NAME] [BLANK PAPER]
      Usage : DISSERTATE [SKILL NAME] FROM [FIRST DISSERTATION] [OTHER PAPER]
      Example : dissertate iron grip scroll
      : : dissertate iron grip from "scroll of iron grip" "a dissertation"
      This skill allows the player to write a lengthy dissertation on how to learn
      one of the skills or spells the player knows, or to transcribe any skill from
      one scroll or dissertation to another. To do this, the player must have a piece
      of paper with sufficient blank space on it to make the dissertation out of.
      Once written, the dissertation may be read in order to learn the skill.

      +

       
      Skill : Dissertating
      Domain : Crafting
      Available: Scholar
      Allows : Advanced Crafting I, Quick Crafting I, Wise Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : DISSERTATE, DISSERTATING
      Usage : DISSERTATE (LIST) [SKILL NAME] [BLANK PAPER]
      Usage : DISSERTATE [SKILL NAME] FROM [FIRST DISSERTATION] [OTHER PAPER]
      Example : dissertate iron grip scroll
      : : dissertate iron grip from "scroll of iron grip" "a dissertation"
      This skill allows the player to write a lengthy dissertation on how to learn
      one of the skills or spells the player knows, or to transcribe any skill from
      one scroll or dissertation to another. To do this, the player must have a piece
      of paper with sufficient blank space on it to make the dissertation out of.
      Once written, the dissertation may be read in order to learn the skill.


      Distilling (Distilling) -


      Skill : Distilling
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : 'Cooking'
      Allows : Master Distilling, Quick Worker I, Home Cooking I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : DISTILLING
      Usage : DISTILL LIST/[BREWING CONTAINER]
      Example : distill pot
      : : distill list
      : : distill list whiskey
      : : distill list all
      This skill allows the player to create a beer and other liquors from basic
      ingredients. The player must be near a fire over which the alcohol can be
      brewed. The ingredients must be placed in a fire-safe container, like a pot or
      pan. A pot must be filled with water or other liquids required by the recipe.
      The ingredients for cooking are best obtained through the Foraging skill.

      +

       
      Skill : Distilling
      Domain : Epicurean
      Available: Artisan Numerous Classes
      Requires : 'Cooking'
      Allows : Warrants, Master Distilling, Quick Cooking I, Quick Worker I
      Allows : Master Foraging, Home Cooking I, Imbued Distilling I
      Allows : Advanced Cooking I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : DISTILLING
      Usage : DISTILL LIST/[BREWING CONTAINER]
      Example : distill pot
      : : distill list
      : : distill list whiskey
      : : distill list all
      This skill allows the player to create a beer and other liquors from basic
      ingredients. The player must be near a fire over which the alcohol can be
      brewed. The ingredients must be placed in a fire-safe container, like a pot or
      pan. A pot must be filled with water or other liquids required by the recipe.
      The ingredients for cooking are best obtained through the Foraging skill.


      Distract (Thief_Distract) -


      Skill : Distract
      Domain : Deceptive
      Available: Pirate Dancer Thief Several Classes
      Allows : Improved Distraction, Deceptive I
      Use Cost : Movement (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : DISTRACT
      Usage : DISTRACT [TARGET NAME]
      Example : distract orc
      The fighter forfeits his or her attacks in order to spend time distracting the
      target. While distracted, the target`s attack and defence skills are greatly
      reduced.

      +

       
      Skill : Distract
      Domain : Deceptive
      Available: Pirate Dancer Thief Several Classes
      Allows : Improved Distraction, Deceptive I
      Use Cost : Movement (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : DISTRACT
      Usage : DISTRACT [TARGET NAME]
      Example : distract orc
      The fighter forfeits his or her attacks in order to spend time distracting the
      target. While distracted, the target`s attack and defence skills are greatly
      reduced.


      Diving (Skill_Diving) -


      Skill : Diving
      Domain : Fitness
      Available: Sailor
      Allows : Fitness I
      Invoked : Automatic
      This skill automatically turns falls into water from a great height into a
      graceful dive, which mitigates damage taken when the player hits water.

      +

       
      Skill : Diving
      Domain : Fitness
      Available: Sailor
      Allows : Fitness I
      Invoked : Automatic
      This skill automatically turns falls into water from a great height into a
      graceful dive, which mitigates damage taken when the player hits water.


      Dodge (Skill_Dodge) -


      Skill : Dodge
      Domain : Evasive
      Available: Beastmaster Charlatan Minstrel Monk
      Available: Dancer Numerous Classes Numerous Classes
      Allows : Evasively I
      Invoked : Automatic
      Example : dodge
      During combat, the character begins to dance around on their feet, making them
      harder to hit in combat.

      +

       
      Skill : Dodge
      Domain : Evasive
      Available: Artisan Beastmaster Charlatan Minstrel
      Available: Monk Dancer Numerous Classes Numerous Classes
      Requires : 'Natural Weapon Proficiency' at 75%
      Allows : Evasively I
      Invoked : Automatic
      Example : dodge
      During combat, the character begins to dance around on their feet, making them
      harder to hit in combat.


      Domesticating (Domesticating) -


      Skill : Domesticating
      Domain : Animal affinity
      Available: Trapper
      Allows : Quick Worker I, Animal Affinity I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : DOMESTICATE, DOMESTICATING
      Usage : DOMESTICATE [MOB NAME]
      Usage : DOMESTICATE NAME [MOB] [NEW NAME]
      Example : domesticate rabbit
      Example : domesticate name rabbit bob
      This skill allows the player to make a animal into a follower, and then to
      re-name the animal if he chooses. The animal remains renamed only as long as
      it is a follower.

      +

       
      Skill : Domesticating
      Domain : Animal affinity
      Available: Trapper
      Allows : Animal Affinity I, Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : DOMESTICATE, DOMESTICATING
      Usage : DOMESTICATE [MOB NAME]
      Usage : DOMESTICATE NAME [MOB] [NEW NAME]
      Example : domesticate rabbit
      Example : domesticate name rabbit bob
      This skill allows the player to make a animal into a follower, and then to
      re-name the animal if he chooses. The animal remains renamed only as long as
      it is a follower.


      Draw Treasure Map (Thief_TreasureMap) -


      Skill : Draw Treasure Map
      Domain : Calligraphy
      Available: Pirate
      Allows : Fine Calligraphy I
      Use Cost : Mana (7)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : DRAWTREASUREMAP, TREASUREMAP
      Usage : DRAWTREASUREMAP [PAPER NAME]
      Example : drawtreasuremap paper
      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.

      +

       
      Skill : Draw Treasure Map
      Domain : Calligraphy
      Available: Pirate
      Allows : Fine Calligraphy I
      Use Cost : Mana (7)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : DRAWTREASUREMAP, TREASUREMAP
      Usage : DRAWTREASUREMAP [PAPER NAME]
      Example : drawtreasuremap paper
      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.


      Drilling (Drilling) -


      Skill : Drilling
      Domain : Gathering
      Available: Artisan Numerous Classes
      Allows : Master Drilling, Irrigation, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : DRILL, DRILLING
      Usage : DRILL (BUNDLE [NUM]) [TARGET CONTAINER]
      Example : drill pot
      Example : drill bundle 10 "lamp oil"
      With this common skill, a player carefully pokes around, in the ground or
      trees, for useful liquids. The liquids are then placed into the liquid
      container given by the parameters. Drilling is best done in forests and
      deserts. You can also bundle multiple resources together using this skill. The
      GET command can be used to unbundle such resources.

      +

       
      Skill : Drilling
      Domain : Gathering
      Available: Numerous Classes
      Requires : A base intelligence of at least 9.
      Allows : Distilling, Irrigation, Edged Weapon Specialization
      Allows : Quick Working I, Quick Worker I, Speculating, Master Drilling
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : DRILL, DRILLING
      Usage : DRILL (BUNDLE [NUM]) [TARGET CONTAINER]
      Example : drill pot
      Example : drill bundle 10 "lamp oil"
      With this common skill, a player carefully pokes around, in the ground or
      trees, for useful liquids. The liquids are then placed into the liquid
      container given by the parameters. Drilling is best done in forests and
      deserts. You can also bundle multiple resources together using this skill. The
      GET command can be used to unbundle such resources.


      Druid Honorary Degree (Skill_HonoraryDegreeDruid) -


      Skill : Druid Honorary Degree
      Domain : Education lore
      Available: Scholar
      Requires : 'Studying'
      Allows : Educating I
      Invoked : Automatic
      Example :
      The scholar can activate an honorary degree in one of the classes whose base
      class is 'Druid', such as Druid, Skywatcher, Gaian, Delver, Mer, and
      Beastmaster. When the scholar has Studied at least 4 skills qualified for by at
      least one of the qualifying classes, including those skills specified by the
      class, then the scholar will receive access to an honorary degree Title. The
      scholar can then use the TITLE command to select and use the honorary degree
      title. When one of these titles is in use, the scholar is permitted to enter
      areas normally only allowed to those of the qualifying class, and also gains
      the ability to pick up and equip items which would normally fly away from the
      scholars hands if normally attempted.

      +

       
      Skill : Druid Honorary Degree
      Domain : Education lore
      Available: Scholar
      Requires : 'Studying'
      Allows : Educating I
      Invoked : Automatic
      Example :
      The scholar can activate an honorary degree in one of the classes whose base
      class is 'Druid', such as Druid, Skywatcher, Gaian, Delver, Mer, and
      Beastmaster. When the scholar has Studied at least 4 skills qualified for by at
      least one of the qualifying classes, including those skills specified by the
      class, then the scholar will receive access to an honorary degree Title. The
      scholar can then use the TITLE command to select and use the honorary degree
      title. When one of these titles is in use, the scholar is permitted to enter
      areas normally only allowed to those of the qualifying class, and also gains
      the ability to pick up and equip items which would normally fly away from the
      scholars hands if normally attempted.


      Druidic Pass (Druid_DruidicPass) -


      Skill : Druidic Pass
      Domain : Stealthy
      Available: Several Classes
      Allows : Stealthy I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PASS
      Usage : PASS [DIRECTION]
      Example : pass east
      This skill allows the druid to move silently and almost invisibly from place to
      place while traveling in the wild. Moreover, this skill allows the Druid to
      pass into locked dwellings, if those dwellings are located in the wild
      outdoorsy domain.

      +

       
      Skill : Druidic Pass
      Domain : Stealthy
      Available: Several Classes
      Allows : Stealthy I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PASS
      Usage : PASS [DIRECTION]
      Example : pass east
      This skill allows the druid to move silently and almost invisibly from place to
      place while traveling in the wild. Moreover, this skill allows the Druid to
      pass into locked dwellings, if those dwellings are located in the wild
      outdoorsy domain.


      Dual Parry (Fighter_DualParry) -


      Skill : Dual Parry
      Domain : Martial lore
      Available: Assassin Fighter
      Allows : Combat Fluidity I, Martial Lore I
      Invoked : Automatic
      Example :
      For players wielding two weapons, this skill allows the fighter to have an
      extra parry attempt using the off-hand weapon during combat. A successful
      parry effectively cancels the attack.

      +

       
      Skill : Dual Parry
      Domain : Martial lore
      Available: Assassin Fighter
      Allows : Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      Example :
      For players wielding two weapons, this skill allows the fighter to have an
      extra parry attempt using the off-hand weapon during combat. A successful
      parry effectively cancels the attack.


      Dyeing (Dyeing) -


      Skill : Dyeing
      Domain : Artistic
      Available: Artisan Numerous Classes
      Requires : A base charisma of at least 8.
      Allows : Artsy I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : DYE, DYEING
      Usage : DYE [ITEM NAME] [COLOR]
      Example : dye shirt blue
      This skill allows the player to dye a qualifying cloth item a different color.

      +

       
      Skill : Dyeing
      Domain : Artistic
      Available: Artisan Numerous Classes
      Requires : A base charisma of at least 8.
      Allows : Quick Working I, Quick Worker I, Artsy I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : DYE, DYEING
      Usage : DYE LIST/[ITEM NAME] [COLOR]
      Example : dye LIST
      Example : dye shirt blue
      This skill allows the player to dye a qualifying cloth item a different color.

      +
      Edged Weapon Proficiency (Proficiency_EdgedWeapon) +

       
      Skill : Edged Weapon Proficiency
      Domain : Weapon use
      Available: Artisan
      Allows : Edged Weapon Specialization
      Invoked : Automatic
      The player is proficient with sharp edged weapons, gaining the ability to use
      them even if their current class training would not make it feasible normally.


      Edged Weapon Specialization (Specialization_EdgedWeapon) -


      Skill : Edged Weapon Specialization
      Domain : Weapon use
      Available: Templar Numerous Classes
      Allows : Edged Piercing I, Edged Striking I, Weaponsmithing
      Allows : Edged Slashing I, Edged Focus I, Master Weaponsmithing
      Invoked : Automatic
      The player is a master of sharp edges, gaining bonuses to attack when using an
      edged weapon in combat. Can also allow the use of higher level weapons if the
      focus expertise is taken.

      +

       
      Skill : Edged Weapon Specialization
      Domain : Weapon use
      Available: Templar Numerous Classes
      Requires : 'Edged Weapon Proficiency' at 100%, and 'Drilling' at 75%
      Allows : Edged Focus I, Edged Slashing I, Edged Piercing I
      Allows : Weaponsmithing, Edged Striking I
      Invoked : Automatic
      The player is a master of sharp edges, gaining bonuses to attack when using an
      edged weapon in combat. Can also allow the use of higher level weapons if the
      focus expertise is taken.


      Embezzle (Thief_Embezzle) -


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

      +

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


      Embroidering (Embroidering) -


      Skill : Embroidering
      Domain : Calligraphy
      Available: Artisan Numerous Classes
      Requires : 'Write'
      Requires : A base charisma of at least 10.
      Allows : Quick Worker I, Fine Calligraphy I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : EMBROIDER, EMBROIDERING
      Usage : EMBROIDER [ITEM NAME] [MESSAGE]
      Example : embroider shirt my favorite shirt
      This skill allows the player to embroider a unique message onto a qualifying
      cloth or leather item. To read the message, one need only LOOK at the item.

      +

       
      Skill : Embroidering
      Domain : Calligraphy
      Available: Artisan Numerous Classes
      Requires : 'Write'
      Requires : A base charisma of at least 10.
      Allows : Fine Calligraphy I, Marketeering, Quick Working I
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : EMBROIDER, EMBROIDERING
      Usage : EMBROIDER [ITEM NAME] [MESSAGE]
      Example : embroider shirt my favorite shirt
      This skill allows the player to embroider a unique message onto a qualifying
      cloth or leather item. To read the message, one need only LOOK at the item.


      Encrypted Writing (Skill_EncryptedWriting) -

      Skill    : ENCRYPTED WRITING
      Usage : EWRITE [ITEM] ([TEXT TO WRITE])
      Available: ALL
      Example : ewrite parchment From recall, go nseeseenwesee
      This skill allows one to write encrypted messages in common language onto
      ordinary paper, parchments, and similar writing material. This will fail if
      the document is already written in a language other than common.

      When writing on a journal, you need not specify any parameters when using this
      command.

      +

      Skill    : ENCRYPTED WRITING 
      Usage : EWRITE [ITEM] ([TEXT TO WRITE])
      Available: ALL
      Example : ewrite parchment From recall, go nseeseenwesee
      This skill allows one to write encrypted messages in common language onto
      ordinary paper, parchments, and similar writing material. This will fail if
      the document is already written in a language other than common.

      When writing on a journal, you need not specify any parameters when using this
      command.


      Endurance (Fighter_Endurance) -


      Skill : Endurance
      Domain : Fitness
      Available: Barbarian Fighter Monk Dancer
      Allows : Fitness I
      Invoked : Automatic
      Example :
      Allows the fighter to recover hit points, mana, and movement more quickly when
      not in combat.

      +

       
      Skill : Endurance
      Domain : Fitness
      Available: Barbarian Fighter Monk Dancer
      Allows : Fitness I
      Invoked : Automatic
      Example :
      Allows the fighter to recover hit points, mana, and movement more quickly when
      not in combat.


      Engraving (Engraving) -


      Skill : Engraving
      Domain : Calligraphy
      Available: Artisan Numerous Classes
      Requires : 'Write'
      Requires : A base charisma of at least 10.
      Allows : Quick Worker I, Fine Calligraphy I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ENGRAVE, ENGRAVING
      Usage : ENGRAVE [ITEM NAME] [MESSAGE]
      Example : engrave sword the deathmaster
      This skill allows the player to engrave a unique message onto a qualifying
      metal, stone, or wooden item. To read the message, one need only LOOK at the
      item. Engraving requires proficiency in both this skill and in the WRITEing
      skill.

      +

       
      Skill : Engraving
      Domain : Calligraphy
      Available: Artisan Numerous Classes
      Requires : 'Write'
      Requires : A base charisma of at least 10.
      Allows : Fine Calligraphy I, Marketeering, Quick Working I
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ENGRAVE, ENGRAVING
      Usage : ENGRAVE [ITEM NAME] [MESSAGE]
      Example : engrave sword the deathmaster
      This skill allows the player to engrave a unique message onto a qualifying
      metal, stone, or wooden item. To read the message, one need only LOOK at the
      item. Engraving requires proficiency in both this skill and in the WRITEing
      skill.


      Enrolling (Enrolling) -


      Skill : Enrolling
      Domain : Education lore
      Available: Scholar
      Allows : Educating I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ENROLLING, ENROLL
      Usage : ENROLL [MOB NAME] [CLASS NAME]
      Example : enroll bob fighter
      This skill allows the player to introduce a grouped but untrained npc to a new
      career. The class name is any of the available classes or subclasses. Such as
      Fighter, Assassin, Illusionist, etc. Once enrolled, the mob will begin earning
      new levels in that class, and either gain or qualify for new skills as would a
      player. The scholar using this skill must either already be a member of the
      class to enroll into, or be expressing an honorary degree in that class, such
      as with a Title.

      An npc/mob with a class can gain and learn new skills like a player, and will
      not forget them. A mob will not necessarily use their skills in combat. Some
      might, others might not. A mob group member can always be ordered to use a
      skill, however.

      +

       
      Skill : Enrolling
      Domain : Education lore
      Available: Scholar
      Allows : Quick Working I, Educating I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ENROLLING, ENROLL
      Usage : ENROLL [MOB NAME] [CLASS NAME]
      Example : enroll bob fighter
      This skill allows the player to introduce a grouped but untrained npc to a new
      career. The class name is any of the available classes or subclasses. Such as
      Fighter, Assassin, Illusionist, etc. Once enrolled, the mob will begin earning
      new levels in that class, and either gain or qualify for new skills as would a
      player. The scholar using this skill must either already be a member of the
      class to enroll into, or be expressing an honorary degree in that class, such
      as with a Title.

      An npc/mob with a class can gain and learn new skills like a player, and will
      not forget them. A mob will not necessarily use their skills in combat. Some
      might, others might not. A mob group member can always be ordered to use a
      skill, however.


      Enslave (Skill_Enslave) -


      Skill : Enslave
      Domain : Criminal
      Available: Gaoler
      Allows : Criminal Deviousness I
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : ENSLAVE
      Usage : ENSLAVE [TARGET NAME]
      Example : enslave orc
      This skill allows the player to break down an intelligent mob and enslave them.
      Once enslaved, a mob can be sold to slave traders, brought to the players clan
      homes or personal homes to remain as permanent residents, ORDERed as vassals of
      the owner, and, of course, command them to perform tasks. Tasks for the slave
      to perform must be directed to the slave with the SAY command, and must begin
      with the words "I command you to" or "I order you to". The slave will then
      wander around as in a GEAS trying to perform the task. The slave can be
      released from the task by saying "cancel" to them. Slaves are different from
      pets in that they require food and drink to survive. If given the food and
      water, they will eat and drink as necessary from what they have been given.
      Slaves eventually lose loyalty as well. If they starve, or if they take damage
      for any reason, their loyalty will decrease, making them more and more likely
      to leave their masters homes, or attack their masters.

      +

       
      Skill : Enslave
      Domain : Criminal
      Available: Gaoler
      Allows : Criminal Deviousness I
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : ENSLAVE
      Usage : ENSLAVE [TARGET NAME]
      Example : enslave orc
      This skill allows the player to break down an intelligent mob and enslave them.
      Once enslaved, a mob can be sold to slave traders, brought to the players clan
      homes or personal homes to remain as permanent residents, ORDERed as vassals of
      the owner, and, of course, command them to perform tasks. Tasks for the slave
      to perform must be directed to the slave with the SAY command, and must begin
      with the words "I command you to" or "I order you to". The slave will then
      wander around as in a GEAS trying to perform the task. The slave can be
      released from the task by saying "cancel" to them. Slaves are different from
      pets in that they require food and drink to survive. If given the food and
      water, they will eat and drink as necessary from what they have been given.
      Slaves eventually lose loyalty as well. If they starve, or if they take damage
      for any reason, their loyalty will decrease, making them more and more likely
      to leave their masters homes, or attack their masters.


      Escape Bonds (Thief_EscapeBonds) -


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

      +

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


      Espionage (Thief_Espionage) -


      Skill : Espionage
      Domain : Stealthy
      Available: Assassin
      Allows : Stealthy I
      Use Cost : Mana (37) Movement (37)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : ESPIONAGE
      Usage : ESPIONAGE [TARGET]
      Example : espionage bob
      The thief uses the target to spy on the 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.

      +

       
      Skill : Espionage
      Domain : Stealthy
      Available: Assassin
      Allows : Stealthy I
      Use Cost : Mana (37) Movement (37)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : ESPIONAGE
      Usage : ESPIONAGE [TARGET]
      Example : espionage bob
      The thief uses the target to spy on the 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 (Thief_Evesdrop) -


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

      +

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


      Excavation (Excavation) -


      Skill : Excavation
      Domain : Building
      Available: Artisan Numerous Classes
      Requires : 'Sculpting'
      Requires : A base constitution of at least 15.
      Allows : Quick Worker I
      Use Cost : Movement (15)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : EXCAVATE, EXCAVATION
      Usage : EXCAVATE [LIST/[PROJECT NAME]] [DIRECTION]
      Example : excavate wall north
      : : excavate list
      : : excavate room east
      : : excavate title A messy room.
      : : excavate desc east This is my favorite Door.
      : : excavate desc room This is a messy room.
      : : excavate help Bob
      : : excavate demolish west
      : : excavate demolish room
      This skill allows a player to excavate a building or other structures on an
      underground property the player owns. This skill also allows the demolition of
      unwanted walls and rooms, and the giving of a title and description to a room.
      The parameters also allow more than one person to assist in a excavation
      project. All of the structures made with this skill are made by digging into
      dirt and stone, though a few require adding additional stone. The raw stone
      for excavation is found using the Digging or Mining skills.

      +

       
      Skill : Excavation
      Domain : Building
      Available: Artisan Numerous Classes
      Requires : 'Sculpting'
      Requires : A base constitution of at least 15.
      Allows : Quick Building I, Quick Worker I, Master Mining, Ingenious
      Engineering I
      Allows : Master Gem Digging
      Use Cost : Movement (15)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : EXCAVATE, EXCAVATION
      Usage : EXCAVATE [LIST/INFO/[PROJECT NAME]] [DIRECTION]
      Example : excavate wall north
      : : excavate list
      : : excavate info wall
      : : excavate room east
      : : excavate title A messy room.
      : : excavate desc east This is my favorite Door.
      : : excavate desc room This is a messy room.
      : : excavate help Bob
      : : excavate demolish west
      : : excavate demolish room
      This skill allows a player to excavate a building or other structures on an
      underground property the player owns. This skill also allows the demolition of
      unwanted walls and rooms, and the giving of a title and description to a room.
      The parameters also allow more than one person to assist in a excavation
      project. All of the structures made with this skill are made by digging into
      dirt and stone, though a few require adding additional stone. The raw stone
      for excavation is found using the Digging or Mining skills.


      Exit Stage Left (Skill_ExitStageLeft) -


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

      +

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


      False Arrest (Skill_FalseArrest) -


      Skill : False Arrest
      Domain : Deceptive
      Available: Charlatan
      Allows : Deceptive I
      Use Cost : Mana (50)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : FALSEARREST
      Usage : FALSEARREST [CRIMINAL NAME]
      Example : falsearrest joe
      This skill allows the player to act as a bounty hunter or arresting officer for
      any area which enforces law. The target must be a player wanted for some crime
      in some area. The arresting player or the target player need not be in that
      area to use this skill. However, unless both players are allowed by the mud
      rules to attack each other, certain aspects (such as hand-cuffing or subdueing)
      will fizzle out when the arresting player attempts them.

      +

       
      Skill : False Arrest
      Domain : Deceptive
      Available: Charlatan
      Allows : Deceptive I
      Use Cost : Mana (50)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : FALSEARREST
      Usage : FALSEARREST [CRIMINAL NAME]
      Example : falsearrest joe
      This skill allows the player to act as a bounty hunter or arresting officer for
      any area which enforces law. The target must be a player wanted for some crime
      in some area. The arresting player or the target player need not be in that
      area to use this skill. However, unless both players are allowed by the mud
      rules to attack each other, certain aspects (such as hand-cuffing or subdueing)
      will fizzle out when the arresting player attempts them.


      Far Shot (Fighter_FarShot) -


      Skill : Far Shot
      Domain : Martial lore
      Available: Ranger
      Allows : Combat Fluidity I, Martial Lore I
      Invoked : Automatic
      Example :
      This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at
      extremely far ranges.

      +

       
      Skill : Far Shot
      Domain : Martial lore
      Available: Ranger
      Allows : Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      Example :
      This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at
      extremely far ranges.


      Farming (Farming) -


      Skill : Farming
      Domain : Gathering
      Available: Gaian Numerous Classes
      Allows : Master Farming, Quick Worker I, Landscaping, Composting
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PLANT, FARM, FARMING
      Usage : PLANT (BUNDLE [NUM]) [RESOURCE NAME]
      Example : plant berries
      Example : plant bundle 10 berries
      This skill allows the player to plant a resource into the ground. The player
      must place a sample of the resource on the ground first to use as seed. After
      planting is completed, the resource will be ready to harvest some time later,
      after the plants have grown. There will be no need to forage them, as the new
      crop will simply appear in the fields.You can also bundle multiple resources
      together using this skill. The GET command can be used to unbundle such
      resources. See also the Composting skill.

      +

       
      Skill : Farming
      Domain : Gathering
      Available: Artisan Gaian Numerous Classes
      Allows : Composting, Quick Working I, Landscaping, Quick Worker I
      Allows : Master Farming
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PLANT, FARM, FARMING
      Usage : PLANT (BUNDLE [NUM]) [RESOURCE NAME]
      Example : plant berries
      Example : plant bundle 10 berries
      This skill allows the player to plant a resource into the ground. The player
      must place a sample of the resource on the ground first to use as seed. After
      planting is completed, the resource will be ready to harvest some time later,
      after the plants have grown. There will be no need to forage them, as the new
      crop will simply appear in the fields. Most foods with seeds can be grown from
      the food source, but others may require seeds, such as cotton or help, etc. You
      can also bundle multiple resources together using this skill. The GET command
      can be used to unbundle such resources. See also the Composting skill.


      Favored Enemy 1 (Ranger_Enemy1) -

      Example  : 
      As the Ranger gains knowledge of the creatures of the realm, he or she will
      gain a specific hatred and thus, an attack and damage bonus advantage against
      those creatures.

      +

      Example  :  
      As the Ranger gains knowledge of the creatures of the realm, he or she will
      gain a specific hatred and thus, an attack and damage bonus advantage against
      those creatures.


      Favored Enemy 2 (Ranger_Enemy2) -

      Example  : 
      As the Ranger gains knowledge of the creatures of the realm, he or she will
      gain a specific hatred and thus, an attack and damage bonus advantage against
      those creatures.

      +

      Example  :  
      As the Ranger gains knowledge of the creatures of the realm, he or she will
      gain a specific hatred and thus, an attack and damage bonus advantage against
      those creatures.


      Favored Enemy 3 (Ranger_Enemy3) -

      Example  : 
      As the Ranger gains knowledge of the creatures of the realm, he or she will
      gain a specific hatred and thus, an attack and damage bonus advantage against
      those creatures.

      +

      Example  :  
      As the Ranger gains knowledge of the creatures of the realm, he or she will
      gain a specific hatred and thus, an attack and damage bonus advantage against
      those creatures.


      Favored Enemy 4 (Ranger_Enemy4) -

      Example  : 
      As the Ranger gains knowledge of the creatures of the realm, he or she will
      gain a specific hatred and thus, an attack and damage bonus advantage against
      those creatures.

      +

      Example  :  
      As the Ranger gains knowledge of the creatures of the realm, he or she will
      gain a specific hatred and thus, an attack and damage bonus advantage against
      those creatures.


      Feint (Skill_Feint) -


      Skill : Feint
      Domain : Evasive
      Available: Jester Minstrel
      Allows : Evasively I
      Use Cost : Movement (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : FEINT
      Usage : FEINT
      Example : feint
      During combat, the player feints a attack in order to put his or her opponent
      off balance. The next attack then will have a much better chance of hitting.
      The feinting skill of the player increases with level.

      +

       
      Skill : Feint
      Domain : Evasive
      Available: Jester Minstrel
      Allows : Evasively I
      Use Cost : Movement (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : FEINT
      Usage : FEINT
      Example : feint
      During combat, the player feints a attack in order to put his or her opponent
      off balance. The next attack then will have a much better chance of hitting.
      The feinting skill of the player increases with level.


      Fence Loot (Thief_FenceLoot) -


      Skill : Fence Loot
      Domain : Influential
      Available: Burglar Pirate
      Allows : Influencing I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : FENCE, FENCELOOT
      Usage : FENCE [ITEM NAME] ([SHOPKEEPER NAME])
      Example : fence sword
      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.

      +

       
      Skill : Fence Loot
      Domain : Influential
      Available: Burglar Pirate
      Allows : Influencing I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : FENCE, FENCELOOT
      Usage : FENCE [ITEM NAME] ([SHOPKEEPER NAME])
      Example : fence sword
      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.


      Fierce Companions (Ranger_FierceCompanions) -


      Skill : Fierce Companions
      Domain : Animal affinity
      Available: Ranger
      Allows : Animal Affinity I
      Invoked : Automatic
      The ranger becomes an expert at fighting with animal companions. Whenever the
      ranger is in combat alongside an animal, the ranger gains attack and damage
      bonuses.

      +

       
      Skill : Fierce Companions
      Domain : Animal affinity
      Available: Ranger
      Allows : Animal Affinity I
      Invoked : Automatic
      The ranger becomes an expert at fighting with animal companions. Whenever the
      ranger is in combat alongside an animal, the ranger gains attack and damage
      bonuses.


      Fifth Totem (Druid_ShapeShift5) -


      Skill : Second Totem
      Domain : Shape shifting
      Available: Beastmaster Mer
      Allows : Shapeshifting I
      Use Cost : Mana (56)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
      Example : shapeshift 2
      Example : shapeshift lion
      Example : shapeshift cub
      Example : shapeshift 3
      Example : shapeshift 4
      As certain Druids gain in experience and skill, they may acquire new totems or
      animal forms which they may take on. By specifying the totem number or the
      name of the animal form, the druid may take on the new form. Just like the
      normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
      as the druid gains levels.

      +

       
      Skill : Second Totem
      Domain : Shape shifting
      Available: Beastmaster Mer
      Allows : Shapeshifting I
      Use Cost : Mana (56)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
      Example : shapeshift 2
      Example : shapeshift lion
      Example : shapeshift cub
      Example : shapeshift 3
      Example : shapeshift 4
      As certain Druids gain in experience and skill, they may acquire new totems or
      animal forms which they may take on. By specifying the totem number or the
      name of the animal form, the druid may take on the new form. Just like the
      normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
      as the druid gains levels.


      Fighter Honorary Degree (Skill_HonoraryDegreeFighter) -


      Skill : Fighter Honorary Degree
      Domain : Education lore
      Available: Scholar
      Requires : 'Studying'
      Allows : Educating I
      Invoked : Automatic
      Example :
      The scholar can activate an honorary degree in one of the classes whose base
      class is 'Fighter', such as Fighter, Barbarian, Ranger, Paladin, and Monk. When
      the scholar has Studied at least 4 skills qualified for by at least one of the
      qualifying classes, including those skills specified by the class, then the
      scholar will receive access to an honorary degree Title. The scholar can then
      use the TITLE command to select and use the honorary degree title. When one of
      these titles is in use, the scholar is permitted to enter areas normally only
      allowed to those of the qualifying class, and also gains the ability to pick up
      and equip items which would normally fly away from the scholars hands if
      normally attempted.

      +

       
      Skill : Fighter Honorary Degree
      Domain : Education lore
      Available: Scholar
      Requires : 'Studying'
      Allows : Educating I
      Invoked : Automatic
      Example :
      The scholar can activate an honorary degree in one of the classes whose base
      class is 'Fighter', such as Fighter, Barbarian, Ranger, Paladin, and Monk. When
      the scholar has Studied at least 4 skills qualified for by at least one of the
      qualifying classes, including those skills specified by the class, then the
      scholar will receive access to an honorary degree Title. The scholar can then
      use the TITLE command to select and use the honorary degree title. When one of
      these titles is in use, the scholar is permitted to enter areas normally only
      allowed to those of the qualifying class, and also gains the ability to pick up
      and equip items which would normally fly away from the scholars hands if
      normally attempted.

      +
      Find Home (Skill_FindHome) +

       
      Skill : Find Home
      Domain : Nature lore
      Available: Artisan Numerous Classes
      Requires : A base wisdom of at least 8.
      Allows : Nature Lore I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : FINDHOME
      Usage : FINDHOME
      Example : findhome
      The player uses their innate sense of direction to find a trail leading from
      where he or she is at present, to their nearest owned private property! When
      walking around, the player will become aware of which direction seems best.

      +
      Find Ship (Skill_FindShip) +

       
      Skill : Find Ship
      Domain : Nature lore
      Available: Artisan Pirate Sailor Numerous Classes
      Requires : A base wisdom of at least 8.
      Allows : Nature Lore I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : FINDSHIP
      Usage : FINDSHIP
      Example : findship
      The player uses their innate sense of direction to find a trail leading from
      where he or she is at present, to their nearest personally owned sailing ship!
      When walking around, the player will become aware of which direction seems
      best.


      Find Water (Ranger_FindWater) -


      Skill : Find Water
      Domain : Nature lore
      Available: Minstrel Ranger Trapper
      Allows : Nature Lore I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : FINDWATER
      Usage : FINDWATER
      Example : findwater
      The ranger attempts to find a trail leading from where he or she is at present,
      to the location of a water source (not necessarily the closest)! When walking
      around, the Ranger will become aware of which direction seems best.

      +

       
      Skill : Find Water
      Domain : Nature lore
      Available: Minstrel Ranger Trapper
      Allows : Nature Lore I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : FINDWATER
      Usage : FINDWATER
      Example : findwater
      The ranger attempts to find a trail leading from where he or she is at present,
      to the location of a water source (not necessarily the closest)! When walking
      around, the Ranger will become aware of which direction seems best.


      Fire Breathing (Skill_FireBreathing) -


      Skill : Fire Breathing
      Domain : Dirty fighting
      Available: Jester
      Allows : Combat Fluidity I, Dirty Fighting I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 5
      Commands : FIREBREATHING, FIREBREATH
      Usage : FIREBREATH [TARGET NAME]
      Example : firebreath orc
      If the player has a torch, or other burning object in his or her hands, they
      can use it to breathe fire at a target. This will destroy the torch.

      +

       
      Skill : Fire Breathing
      Domain : Dirty fighting
      Available: Jester
      Allows : Dirty Fighting I, Combat Fluidity I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 5
      Commands : FIREBREATHING, FIREBREATH
      Usage : FIREBREATH [TARGET NAME]
      Example : firebreath orc
      If the player has a torch, or other burning object in his or her hands, they
      can use it to breathe fire at a target. This will destroy the torch.


      Fire Building (FireBuilding) -


      Skill : Fire Building
      Domain : Nature lore
      Available: Numerous Classes
      Allows : Nature Lore I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : LIGHT, FIREBUILD, FIREBUILDING
      Usage : LIGHT [(FIRE) or TARGET NAME]
      Example : light fire
      : : light wood
      With this common skill, a player can start fires for light, or cooking, or
      whatever.

      If you were looking for help on the light spell, enter HELP SPELL LIGHT.

      +

       
      Skill : Fire Building
      Domain : Nature lore
      Available: Artisan Numerous Classes
      Allows : Distilling, Quick Working I, Smelting, Quick Worker I
      Allows : Nature Lore I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : LIGHT, FIREBUILD, FIREBUILDING
      Usage : LIGHT [(FIRE) or TARGET NAME]
      Example : light fire
      : : light wood
      With this common skill, a player can start fires for light, or cooking, or
      whatever.

      If you were looking for help on the light spell, enter HELP SPELL LIGHT.


      Fish Lore (FishLore) -


      Skill : Fish Lore
      Domain : Nature lore
      Available: Sailor
      Allows : Nature Lore I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : FISHLORE, FSPECULATE
      Usage : FISHLORE
      Example : fishlore
      This skill allows a player to carefully evaluate the water patterns in the
      present area, and all surrounding areas to see what fish life might be
      available for fishing or trawling.

      +

       
      Skill : Fish Lore
      Domain : Nature lore
      Available: Artisan Sailor
      Requires : 'Fishing' at 75%
      Allows : Irrigation, Trawling, Quick Working I, Quick Worker I
      Allows : Baiting, Nature Lore I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : FISHLORE, FSPECULATE
      Usage : FISHLORE
      Example : fishlore
      This skill allows a player to carefully evaluate the water patterns in the
      present area, and all surrounding areas to see what fish life might be
      available for fishing or trawling.


      Fishing (Fishing) -


      Skill : Fishing
      Domain : Gathering
      Available: Artisan Numerous Classes
      Requires : A base wisdom of at least 8.
      Allows : Master Fishing, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : FISH
      Usage : FISH (BUNDLE [NUM]) [TARGET])
      Example : fish
      Example : fish bundle 10 trout
      With this common skill, a player can catch lots of fish from a suitable
      location, assuming the fish are biting. Fishing is best done in the water. You
      can also bundle multiple resources together using this skill. The GET command
      can be used to unbundle such resources.

      +

       
      Skill : Fishing
      Domain : Gathering
      Available: Numerous Classes
      Requires : A base wisdom of at least 8.
      Allows : Master Fishing, Find Ship, Staff Proficiency, Quick Working I
      Allows : Fish Lore, Quick Worker I, MeatCuring, Speculating
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : FISH
      Usage : FISH (BUNDLE [NUM]) [TARGET])
      Example : fish
      Example : fish bundle 10 trout
      With this common skill, a player can catch lots of fish from a suitable
      location, assuming the fish are biting. Fishing is best done in the water. You
      can also bundle multiple resources together using this skill. The GET command
      can be used to unbundle such resources.


      Flailing Weapon Specialization (Specialization_FlailedWeapon)

      The player is a master of flails, gaining bonuses to attack when using a
      flailed weapon in combat. Can also allow the use of higher level weapons if
      the focus expertise is taken.


      Flank (Thief_Flank) -


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

      +

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


      Flay (Thief_Flay) -


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

      +

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


      Fletching (Fletching) -


      Skill : Fletching
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : 'Ranged Weapon Specialization', and 'Carpentry'
      Requires : A base dexterity of at least 12.
      Allows : Lethal Crafting I, Quick Worker I, Quality Crafting I
      Allows : Light Crafting I, Counterbalance Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : FLETCH, FLETCHING
      Usage : FLETCH (LIST/INFO/LEARN) [ITEM TYPE]
      Example : fletch short bow
      : : fletch list
      : : fletch list bow
      : : fletch list all
      : : fletch learn crossbow
      This skill allows a player to craft ranged wooden weapons, such as bows,
      crossbows, blowguns, slings, and the necessary arrows and bolts. The extent of
      the items which can be crafted expands as the player goes up in level. The
      player may also learn how to fletch found items, provided a blank recipe page,
      or recipe book with blank pages is in his or her inventory. To begin fletching,
      the player must have placed the wood he or she wishes to make the item from on
      the ground. The raw wood for fletching is obtained by using the Chopping skill.

      +

       
      Skill : Fletching
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : 'Ranged Weapon Specialization', and 'Carpentry'
      Requires : A base dexterity of at least 12.
      Allows : Counterbalance Crafting I, Quality Crafting I, Quality Fabricating I

      Allows : Quick Worker I, Light Crafting I, Siegecraft, Advanced Crafting I
      Allows : Quick Crafting I, Lethal Crafting I, Ranged Weapon Proficiency
      Allows : Light Fabricating I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : FLETCH, FLETCHING
      Usage : FLETCH (LIST/INFO/LEARN) [ITEM TYPE]
      Example : fletch short bow
      : : fletch list
      : : fletch list bow
      : : fletch list all
      : : fletch learn crossbow
      This skill allows a player to craft ranged wooden weapons, such as bows,
      crossbows, blowguns, slings, and the necessary arrows and bolts. The extent of
      the items which can be crafted expands as the player goes up in level. The
      player may also learn how to fletch found items, provided a blank recipe page,
      or recipe book with blank pages is in his or her inventory. To begin fletching,
      the player must have placed the wood he or she wishes to make the item from on
      the ground. The raw wood for fletching is obtained by using the Chopping skill.

      +
      Floristry (Floristry) +

       
      Skill : Floristry
      Domain : Nature lore
      Available: Gaian Numerous Classes
      Allows : Quick Working I, Quick Worker I, Master Floristry
      Allows : Nature Lore I, Plant Lore
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : FLORISTRY
      Usage : FLORISTRY [ITEM NAME]
      Example : floristry some flowers
      Without this skill, all flowers found are unknown to the player, being known
      only as "flowers". With this skill, the player may identify the flower for the
      type that it is. The flowers for floristry are obtained by using the Foraging
      skill.


      Fly Merchant Flag (Thief_MerchantFlag) -


      Skill : Fly Merchant Flag
      Domain : Sea travel
      Available: Pirate
      Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
      Allows : Ranged Sailing I
      Use Cost : Mana (35) Movement (35)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : FLYMERCHANTFLAG, MERCHANTFLAG
      Usage : FLYMERCHANTFLAG
      Example : flymerchantflag
      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.

      +

       
      Skill : Fly Merchant Flag
      Domain : Sea travel
      Available: Pirate
      Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
      Allows : Extended Sailing I
      Use Cost : Mana (35) Movement (35)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : FLYMERCHANTFLAG, MERCHANTFLAG
      Usage : FLYMERCHANTFLAG
      Example : flymerchantflag
      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.


      Flying Kick (Fighter_FlyingKick) -


      Skill : Flying Kick
      Domain : Kicking
      Available: Monk
      Requires : 'Ax Kick'
      Allows : Combat Fluidity I, Iron Kicking I
      Use Cost : Movement (62)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : FLYINGKICK, FLYKICK
      Usage : FLYING KICK [TARGET NAME]
      Example : flying kick orc
      From a range of 1 or greater, the Monk uses this skill to leap high into the
      air and land a terrific kick on the target!

      +

       
      Skill : Flying Kick
      Domain : Kicking
      Available: Monk
      Requires : 'Ax Kick'
      Allows : Iron Kicking I, Combat Fluidity I
      Use Cost : Movement (62)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : FLYINGKICK, FLYKICK
      Usage : FLYING KICK [TARGET NAME]
      Example : flying kick orc
      From a range of 1 or greater, the Monk uses this skill to leap high into the
      air and land a terrific kick on the target!


      Food Prep (FoodPrep) -


      Skill : Food Prep
      Domain : Crafting
      Available: Gaoler Numerous Classes
      Requires : 'Cooking'
      Allows : Quick Worker I, Master Food Prep, Home Cooking I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : FOODPREPPING, FPREP
      Usage : FOODPREP LIST/[CONTAINER]
      Example : foodprep bowl
      Example : foodprep list
      Example : foodprep list salad
      Example : foodprep list all
      This skill allows the player to create a more nutritious meal from basic edible
      ingredients. The ingredients must be placed in a preparation container, The
      container may be filled with water, if water is required for the recipe. The
      ingredients are best obtained through the Butchering skill and the Foraging
      skill.

      +

       
      Skill : Food Prep
      Domain : Epicurean
      Available: Artisan Gaoler Numerous Classes
      Requires : 'Cooking'
      Allows : Herbology, Quick Cooking I, Creative Food Prep I
      Allows : Quick Worker I, Home Cooking I, Advanced Cooking I
      Allows : Master Food Prep
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : FOODPREPPING, FPREP
      Usage : FOODPREP LIST/[CONTAINER]
      Example : foodprep bowl
      Example : foodprep list
      Example : foodprep list salad
      Example : foodprep list all
      This skill allows the player to create a more nutritious meal from basic edible
      ingredients. The ingredients must be placed in a preparation container, The
      container may be filled with water, if water is required for the recipe. The
      ingredients are best obtained through the Butchering skill and the Foraging
      skill.

      +
      Food Preserving (FoodPreserving) +

       
      Skill : Food Preserving
      Domain : Epicurean
      Available: Artisan Numerous Classes
      Requires : A base intelligence of at least 12.
      Allows : Distilling, Quick Cooking I, Cooking, Quick Worker I
      Allows : Advanced Cooking I, Food Prep, Baking
      Use Cost : Movement (18)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : FOODPRESERVING, FOODPRESERVE, FPRESERVING, FPRES
      Usage : FOODPRESERVE [TARGET]
      Example : foodpreserve greens
      With this skill, a player can spice or pickle in an attempt to preserve some
      amount of fruit or greens to prevent it from spoiling. The amount of time this
      takes will depend on the amount of food being preserved in a targeted bundle.
      If successful, the food bundle will never spoil. If not successful, the food
      will seem preserved for a time, but will eventually stop seeming preserved, and
      then eventually rot.


      Footlocks (Thief_Footlocks) -


      Skill : Footlocks
      Domain : Binding
      Available: Burglar
      Allows : Rope Use I
      Use Cost : Movement (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : FOOTLOCK
      Usage : FOOTLOCKS [TARGET NAME]
      Example : footlocks orc
      Using a simple piece of cloth pulled taught like a rope, and a couple of chunks
      of wood, the thief quickly constructs and deploys an ingenious device called
      the footlock. The ropes and blocks wrap loosely around the 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.

      +

       
      Skill : Footlocks
      Domain : Binding
      Available: Burglar
      Allows : Rope Use I
      Use Cost : Movement (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : FOOTLOCK
      Usage : FOOTLOCKS [TARGET NAME]
      Example : footlocks orc
      Using a simple piece of cloth pulled taught like a rope, and a couple of chunks
      of wood, the thief quickly constructs and deploys an ingenious device called
      the footlock. The ropes and blocks wrap loosely around the 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.


      Foraging (Foraging) -


      Skill : Foraging
      Domain : Gathering
      Available: Artisan Numerous Classes
      Allows : Master Foraging, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : FORAGE, FORAGING
      Usage : FORAGE (BUNDLE [NUM]) [TARGET])
      Example : forage
      Example : forage bundle 10 berries
      With this common skill, a player carefully scans an area for any naturally
      growing plants which may be edible. Foraging is best done in forests and on
      plains. You can also bundle multiple resources together using this skill. The
      GET command can be used to unbundle such resources.

      +

       
      Skill : Foraging
      Domain : Gathering
      Available: Numerous Classes
      Requires : A base wisdom of at least 9.
      Allows : Quick Working I, Quick Worker I, Master Foraging
      Allows : Wilderness Lore, Speculating, Shearing, Farming, Food Preserving
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : FORAGE, FORAGING
      Usage : FORAGE (BUNDLE [NUM]) [TARGET])
      Example : forage
      Example : forage bundle 10 berries
      With this common skill, a player carefully scans an area for any naturally
      growing plants which may be edible. Foraging is best done in forests and on
      plains. You can also bundle multiple resources together using this skill. The
      GET command can be used to unbundle such resources.


      Forest Tactics (Fighter_ForestTactics) -


      Skill : Forest Tactics
      Domain : Nature lore
      Available: Barbarian
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives the fighter an edge in attack, defence, and damage when
      fighting in forests. The fighter can also hide themselves simply by sitting
      down on the ground and staying still for a few mins.

      +

       
      Skill : Forest Tactics
      Domain : Nature lore
      Available: Barbarian
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives the fighter an edge in attack, defence, and damage when
      fighting in forests. The fighter can also hide themselves simply by sitting
      down on the ground and staying still for a few mins.


      Forgery (Thief_Forgery) -


      Skill : Forgery
      Domain : Calligraphy
      Available: Burglar
      Allows : Fine Calligraphy I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : FORGERY
      Usage : FORGERY [ROOM ID]/[SPELL NAME]/[NOTE NAME] [ITEM NAME]
      Example : forge Midgaard#3001 parchment
      Example : forge "wish" scrollpaper
      Example : forge "an Archon's Note" parchment
      The thief gains the ability to forge title's to land, spells onto scrolls (or
      at least in seeming), or payment notes. While shopkeepers will not be fooled
      by these documents, other players may well be.

      +

       
      Skill : Forgery
      Domain : Calligraphy
      Available: Burglar
      Allows : Fine Calligraphy I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : FORGERY
      Usage : FORGERY [ROOM ID]/[SPELL NAME]/[NOTE NAME] [ITEM NAME]
      Example : forge Midgaard#3001 parchment
      Example : forge "wish" scrollpaper
      Example : forge "an Archon's Note" parchment
      The thief gains the ability to forge title's to land, spells onto scrolls (or
      at least in seeming), or payment notes. While shopkeepers will not be fooled
      by these documents, other players may well be.


      Foul Weather Sailing (Skill_FoulWeatherSailing) -


      Skill : Foul Weather Sailing
      Domain : Sea travel
      Available: Pirate Sailor
      Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
      Allows : Ranged Sailing I
      Use Cost : Mana (34) Movement (34)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      This skill allows the sailor to rig their ship for sailing in torrential storms
      and other foul weather, which will eliminate any related sailing problems.

      +

       
      Skill : Foul Weather Sailing
      Domain : Sea travel
      Available: Pirate Sailor
      Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
      Allows : Extended Sailing I
      Use Cost : Mana (34) Movement (34)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      This skill allows the sailor to rig their ship for sailing in torrential storms
      and other foul weather, which will eliminate any related sailing problems.


      Fourth Totem (Druid_ShapeShift4) -


      Skill : Second Totem
      Domain : Shape shifting
      Available: Beastmaster Mer
      Allows : Shapeshifting I
      Use Cost : Mana (56)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
      Example : shapeshift 2
      Example : shapeshift lion
      Example : shapeshift cub
      Example : shapeshift 3
      Example : shapeshift 4
      As certain Druids gain in experience and skill, they may acquire new totems or
      animal forms which they may take on. By specifying the totem number or the
      name of the animal form, the druid may take on the new form. Just like the
      normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
      as the druid gains levels.

      +

       
      Skill : Second Totem
      Domain : Shape shifting
      Available: Beastmaster Mer
      Allows : Shapeshifting I
      Use Cost : Mana (56)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
      Example : shapeshift 2
      Example : shapeshift lion
      Example : shapeshift cub
      Example : shapeshift 3
      Example : shapeshift 4
      As certain Druids gain in experience and skill, they may acquire new totems or
      animal forms which they may take on. By specifying the totem number or the
      name of the animal form, the druid may take on the new form. Just like the
      normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
      as the druid gains levels.


      Fragmentation (Fighter_Fragmentation) -


      Skill : Fragmentation
      Domain : Weapon use
      Available: Barbarian
      Allows : Ranged Striking I
      Invoked : Automatic
      This awesome skill allows thrown items to be hurled with SUCH force, that they
      do TRIPLE their normal damage (depending upon proficiency). The downside is,
      however, that the weapon is destroyed on impact as the weapon fragments and
      splinters into the victim.

      +

       
      Skill : Fragmentation
      Domain : Weapon use
      Available: Barbarian
      Allows : Ranged Striking I
      Invoked : Automatic
      This awesome skill allows thrown items to be hurled with SUCH force, that they
      do TRIPLE their normal damage (depending upon proficiency). The downside is,
      however, that the weapon is destroyed on impact as the weapon fragments and
      splinters into the victim.


      Frame Mark (Thief_FrameMark) -


      Skill : Frame Mark
      Domain : Street smarts
      Available: Assassin Charlatan
      Allows : Street Lore I
      Use Cost : Mana (50)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : FRAME
      Usage : FRAME
      Example : frame
      This awesome skill allows the thief to 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.

      +

       
      Skill : Frame Mark
      Domain : Street smarts
      Available: Assassin Charlatan
      Allows : Street Lore I
      Use Cost : Mana (50)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : FRAME
      Usage : FRAME
      Example : frame
      This awesome skill allows the thief to 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.


      Freeze (Archon_Freeze) -


      Skill : Freeze
      Domain : Archon
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : FREEZE
      Usage : FREEZE [PLAYER NAME]
      Example : freeze gunther
      From anywhere on the map, the player with this skill can render the target
      mob/player unable to move. Use this skill again on the same player to release
      them. Magic won't help the player, though the TRANSFER Archon command will
      still work.

      +

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

      +
      Gaol Food (GaolFood) +

       
      Skill : Gaol Food
      Domain : Epicurean
      Available: Gaoler
      Allows : Quick Cooking I, Quick Worker I, Advanced Cooking I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : GAOLFOOD, GFOOD
      Usage : GAOLFOOD LIST/[CONTAINER]
      Example : gaolfood bowl
      Example : gaolfood list
      Example : gaolfood list moldy
      Example : gaolfood list all
      This skill allows the player to create a somewhat nutritious but disgusting
      meal from basic edible ingredients for the consumption of prisoners. The
      ingredients must be placed in a preparation container, The container may be
      filled with water, if water is required for the recipe. The ingredients are
      best obtained through the Butchering skill and the Foraging skill.

      +
      Gardening (Gardening) +

       
      Skill : Gardening
      Domain : Gathering
      Available: Artisan Numerous Classes
      Allows : Quick Working I, Quick Worker I, Master Gardening
      Allows : Master Food Prep
      Use Cost : Movement (12)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : GPLANT, GARDEN, GARDENING
      Usage : GPLANT (BUNDLE [NUM]) [RESOURCE NAME]
      Example : plant roses
      Example : plant bundle 10 roses
      This skill allows the player to plant herbs or flowers into the ground. The
      player must place a sample of the resource on the ground first to use as seed.
      After planting is completed, the resource will grow out some time later. There
      will be no need to forage them, as the new garden will simply appear.You can
      also bundle multiple resources together using this skill. The GET command can
      be used to unbundle such resources. See also the Composting skill.


      Gem Digging (Digging) -


      Skill : Master Gem Digging
      Domain : Gathering
      Available: Artisan
      Requires : 'Gem Digging' at 100%
      Requires : A base constitution of at least 16.
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MGDIG, MGDIGGING, MGEMDIGGING, MASTERGDIG, MASTERGDIGGING,
      MASTERGEMDIGGING
      Usage : MASTERGEMDIGGING (BUNDLE [NUM]) [TARGET])
      Example : mgdig
      Example : mgdig bundle 10 gems
      With this common skill, a player can perform the delicate task of mining gems
      and other precious stones. Master Gem Digging is over twice as slow as regular
      Gem Digging, but yields three times as many gems. The precious stones found
      with this skill are best hunted for in mountains or caves. Sand is best found
      in the desert. You can also bundle multiple resources together using this
      skill. The GET command can be used to unbundle such resources.

      +

       
      Skill : Master Gem Digging
      Domain : Gathering
      Available: Artisan
      Requires : 'Gem Digging' at 100%, and 'Excavation' at 75%
      Allows : Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MGDIG, MGDIGGING, MGEMDIGGING, MASTERGDIG, MASTERGDIGGING,
      MASTERGEMDIGGING
      Usage : MASTERGEMDIGGING (BUNDLE [NUM]) [TARGET])
      Example : mgdig
      Example : mgdig bundle 10 gems
      With this common skill, a player can perform the delicate task of mining gems
      and other precious stones. Master Gem Digging is over twice as slow as regular
      Gem Digging, but yields three times as many gems. The precious stones found
      with this skill are best hunted for in mountains or caves. Sand is best found
      in the desert. You can also bundle multiple resources together using this
      skill. The GET command can be used to unbundle such resources.


      Glass Blowing (GlassBlowing) -


      Skill : Glass Blowing
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : A base constitution of at least 12.
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : GLASSBLOW, GLASSBLOWING
      Usage : GLASSBLOW (LIST/INFO/LEARN) [ITEM TYPE]
      Example : glassblow pot
      : : glassblow list
      : : glassblow list wand
      : : glassblow list all
      : : glassblow learn mug
      This skill allows a player to craft glass items, such as cups and flasks. The
      extent of the items which can be crafted expands as the player goes up in
      level. The player may also learn how to make found items, provided a blank
      recipe page, or a recipe book with blank pages is in his or her inventory. To
      begin blowing glass, the player must be in a room with an open fire burning,
      and must have placed the sand he or she wishes to make the item from on the
      ground. The raw sand for glass blowing is obtained by using the Digging skill.

      +

       
      Skill : Glass Blowing
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : A base constitution of at least 12.
      Allows : Quick Worker I, Light Shaping I, Advanced Crafting I
      Allows : Quick Crafting I, Quality Shaping I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : GLASSBLOW, GLASSBLOWING
      Usage : GLASSBLOW (LIST/INFO/LEARN) [ITEM TYPE]
      Example : glassblow pot
      : : glassblow list
      : : glassblow list wand
      : : glassblow list all
      : : glassblow learn mug
      This skill allows a player to craft glass items, such as cups and flasks. The
      extent of the items which can be crafted expands as the player goes up in
      level. The player may also learn how to make found items, provided a blank
      recipe page, or a recipe book with blank pages is in his or her inventory. To
      begin blowing glass, the player must be in a room with an open fire burning,
      and must have placed the sand he or she wishes to make the item from on the
      ground. The raw sand for glass blowing is obtained by using the Digging skill.


      Golem Form (Druid_GolemForm) -


      Skill : Golem Form
      Domain : Shape shifting
      Available: Delver
      Allows : Shapeshifting I
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : GOLEMFORM
      Usage : GOLEMFORM [LIST/FORM NAME]
      Example : golemform
      Example : golemform list
      Example : golemform massive stone golem
      The druid gains the ability, through this skill, to take on the form of a stone
      golem. The form progresses as the druid gains in level, he will gain access to
      more powerful forms, each more devastating than the last, though each also a
      bit slower on the move. Golems are also unable to speak or chant.

      +

       
      Skill : Golem Form
      Domain : Shape shifting
      Available: Delver
      Allows : Shapeshifting I
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : GOLEMFORM
      Usage : GOLEMFORM [LIST/FORM NAME]
      Example : golemform
      Example : golemform list
      Example : golemform massive stone golem
      The druid gains the ability, through this skill, to take on the form of a stone
      golem. The form progresses as the druid gains in level, he will gain access to
      more powerful forms, each more devastating than the last, though each also a
      bit slower on the move. Golems are also unable to speak or chant.


      Gouge (Fighter_Gouge) -


      Skill : Gouge
      Domain : Dirty fighting
      Available: Monk
      Allows : Combat Fluidity I, Dirty Fighting I
      Use Cost : Movement (100)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : GOUGE
      Usage : GOUGE [TARGET NAME]
      Example : gouge orc
      The Fighter gouges at the eyes of the target, blinding them for a short time,
      and possibly taking out an eye in the process.

      +

       
      Skill : Gouge
      Domain : Dirty fighting
      Available: Monk
      Allows : Dirty Fighting I, Combat Fluidity I
      Use Cost : Movement (100)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : GOUGE
      Usage : GOUGE [TARGET NAME]
      Example : gouge orc
      The Fighter gouges at the eyes of the target, blinding them for a short time,
      and possibly taking out an eye in the process.


      Graffiti (Thief_Graffiti) -


      Skill : Graffiti
      Domain : Street smarts
      Available: Thief
      Allows : Street Lore I
      Use Cost : Mana (62)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : GRAFFITI
      Usage : GRAFFITI [MESSAGE]
      Example : graffiti kilroy was here
      This skill allows the thief to put graffiti on walls and on city streets.
      Others must READ the graffiti to see it, as it will not be obvious.

      +

       
      Skill : Graffiti
      Domain : Street smarts
      Available: Thief
      Allows : Street Lore I
      Use Cost : Mana (62)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : GRAFFITI
      Usage : GRAFFITI [MESSAGE]
      Example : graffiti kilroy was here
      This skill allows the thief to put graffiti on walls and on city streets.
      Others must READ the graffiti to see it, as it will not be obvious.

      +
      Groin (Skill_Groin) +

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


      Guildmaster (Skill_Guildmaster) -


      Skill : Guildmaster
      Domain : Influential
      Available: Scholar
      Allows : Influencing I
      Invoked : Automatic
      This skill allows the character to inspire the awe of pompous and self-assured
      competency to anyone of the same base class as the character, or the same base
      class of the characters exposed/honorary class. The awe will prevent any
      aggressive action from being taken against the character, unless the character
      has already started the fight.

      +

       
      Skill : Guildmaster
      Domain : Influential
      Available: Scholar
      Allows : Influencing I
      Invoked : Automatic
      This skill allows the character to inspire the awe of pompous and self-assured
      competency to anyone of the same base class as the character, or the same base
      class of the characters exposed/honorary class. The awe will prevent any
      aggressive action from being taken against the character, unless the character
      has already started the fight.


      Haggle (Skill_Haggle) -


      Skill : Haggle
      Domain : Influential
      Available: Artisan Thief Several Classes
      Allows : Influencing I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : HAGGLE
      Usage : HAGGLE BUY/SELL [ITEM NAME] ([SHOPKEEPER NAME])
      Example : haggle buy sword
      Example : haggle sell sword
      This skill allows the user to get better rates on buying and selling items by
      haggling with the shopkeeper over the price.

      +

       
      Skill : Haggle
      Domain : Influential
      Available: Thief Several Classes
      Requires : 'Marketeering' at 75%, and 'Appraise' at 75%
      Allows : Influencing I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : HAGGLE
      Usage : HAGGLE BUY/SELL [ITEM NAME] ([SHOPKEEPER NAME])
      Example : haggle buy sword
      Example : haggle sell sword
      This skill allows the user to get better rates on buying and selling items by
      haggling with the shopkeeper over the price.


      Half Attack (Skill_AttackHalf) -


      Skill : Half Attack
      Domain : Martial lore
      Available: Assassin Monk Pirate Templar
      Available: Numerous Classes Numerous Classes Several Classes
      Allows : Combat Fluidity I, Martial Lore I
      Invoked : Automatic
      Example :
      Allows the affected character to deliver a second attack during every other
      combat round. These attacks will be slightly less effective than primary
      attacks.

      +

       
      Skill : Half Attack
      Domain : Martial lore
      Available: Artisan Assassin Monk Pirate
      Available: Templar Numerous Classes Numerous Classes Several Classes
      Requires : 'Sword Proficiency' at 75%
      Allows : Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      Example :
      Allows the affected character to deliver a second attack during every other
      combat round. These attacks will be slightly less effective than primary
      attacks.

      +
      Hammer Familiarity (Familiarity_Hammer) +

       
      Skill : Hammer Familiarity
      Domain : Weapon use
      Available: Artisan
      Requires : 'Hammer Proficiency' at 100%
      Allows : HammerRing
      Invoked : Automatic
      The player is familiar with hammers they have crafted themselves, gaining an
      attack bonus from wielding the product of their own hands.


      Hammer Specialization (Specialization_Hammer) -


      Skill : Hammer Specialization
      Domain : Weapon use
      Available: Assassin Templar Numerous Classes
      Allows : Hammer Focus I, Weaponsmithing, Hammer Striking I
      Allows : Hammer Bashing I, Master Weaponsmithing
      Invoked : Automatic
      The player is a master of hammers, gaining bonuses to attack when using a
      hammer in combat. Can also allow the use of higher level hammers if the focus
      expertise is taken.

      +

       
      Skill : Hammer Specialization
      Domain : Weapon use
      Available: Assassin Templar Numerous Classes
      Allows : Hammer Striking I, Hammer Bashing I, Weaponsmithing
      Allows : Hammer Focus I
      Invoked : Automatic
      The player is a master of hammers, gaining bonuses to attack when using a
      hammer in combat. Can also allow the use of higher level hammers if the focus
      expertise is taken.

      +
      HammerRing (Fighter_HammerRing) +

       
      Skill : HammerRing
      Domain : Dirty fighting
      Available: Artisan
      Requires : 'Hammer Familiarity' at 75%
      Allows : Dirty Fighting I, Combat Fluidity I
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : HAMMERRING, HAMMERING
      Usage : HAMMERRING [TARGET NAME]
      Example : hammerring orc
      The player uses a hammer to whack the target over the head, dazing them for a
      short while and exiting combat. This is ineffective against golems, undead,
      and things without a head.


      Hand to hand combat (Specialization_Natural) -


      Skill : Hand to hand combat
      Domain : Weapon use
      Available: Assassin Templar Numerous Classes
      Allows : Unarmed Focus I, Unarmed Slicing I, Unarmed Striking I
      Allows : Weaponsmithing, Unarmed Bashing I, Unarmed Piercing I
      Allows : Master Weaponsmithing
      Invoked : Automatic
      The player becomes so specialized at hand to hand combat that they gain bonuses
      to attack when fighting unarmed. Can also allow the use of higher level
      natural weapons if the focus expertise is taken.

      +

       
      Skill : Hand to hand combat
      Domain : Weapon use
      Available: Assassin Templar Numerous Classes
      Allows : Unarmed Bashing I, Weaponsmithing, Unarmed Focus I
      Allows : Unarmed Striking I, Unarmed Slicing I, Unarmed Piercing I
      Invoked : Automatic
      The player becomes so specialized at hand to hand combat that they gain bonuses
      to attack when fighting unarmed. Can also allow the use of higher level
      natural weapons if the focus expertise is taken.


      Handcuff (Skill_HandCuff) -


      Skill : Handcuff
      Domain : Binding
      Available: Gaoler
      Allows : Rope Use I
      Use Cost : Movement (63)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : HANDCUFF, CUFF
      Usage : HANDCUFF [TARGET NAME]
      Example : cuff orc
      Allows the player to bind another mob that is sitting or lying down, and force
      them to follow them around. This skill also makes the prisoner temporarily
      not-assist in combat. This skill can only be used if the target has a warrant
      out for their arrest. See Arresting Sap for more information.

      +

       
      Skill : Handcuff
      Domain : Binding
      Available: Gaoler
      Allows : Rope Use I
      Use Cost : Movement (63)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : HANDCUFF, CUFF
      Usage : HANDCUFF [TARGET NAME]
      Example : cuff orc
      Allows the player to bind another mob that is sitting or lying down, and force
      them to follow them around. This skill also makes the prisoner temporarily
      not-assist in combat. This skill can only be used if the target has a warrant
      out for their arrest. See Arresting Sap for more information.

      +
      Hard to Port (Skill_HardToPort) +

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

      +
      Hard to Stern (Skill_HardToStern) +

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


      Healing Hands (Paladin_HealingHands) -


      Skill : Healing Hands
      Domain : Healing
      Available: Paladin
      Allows : Healing I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : HANDS
      Usage : HANDS [TARGET NAME]
      Example : hands orc
      The Paladin becomes a vessel for the healing power of his or her god.

      +

       
      Skill : Healing Hands
      Domain : Healing
      Available: Paladin
      Allows : Healing I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : HANDS
      Usage : HANDS [TARGET NAME]
      Example : hands orc
      The Paladin becomes a vessel for the healing power of his or her god.


      Herbalism (Herbalism) -


      Skill : Herbalism
      Domain : Crafting
      Available: Druid Gaian SkyWatcher
      Allows : Quick Worker I, Wise Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : HERBALISM, HERBREW, HBREW
      Usage : HBREW (LIST) [BREW NAME] [BREWING CONTAINER]
      Example : hbrew farsight flask
      : : hbrew list
      : : hbrew list harden
      : : hbrew list all
      This skill allows the player to brew a potion from one of the chants the player
      knows. To do this, the player must have a drinking container to make the
      potion out of. All of the brews require ingredients, and all require water or
      some other liquid base to start from. Also, the player must have mastered the
      chant before attempting to brew a potion from it. Lastly, the player will lose
      some experience for brewing the potion. The herbs for this skill must first be
      identified using the Herbology skill.

      +

       
      Skill : Herbalism
      Domain : Crafting
      Available: Druid Gaian SkyWatcher
      Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I
      Allows : Wise Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : HERBALISM, HERBREW, HBREW
      Usage : HBREW (LIST) [BREW NAME] [BREWING CONTAINER]
      Example : hbrew farsight flask
      : : hbrew list
      : : hbrew list harden
      : : hbrew list all
      This skill allows the player to brew a potion from one of the chants the player
      knows. To do this, the player must have a drinking container to make the
      potion out of. All of the brews require ingredients, and all require water or
      some other liquid base to start from. Also, the player must have mastered the
      chant before attempting to brew a potion from it. Lastly, the player will lose
      some experience for brewing the potion. The herbs for this skill must first be
      identified using the Herbology skill.


      Herbology (Herbology) -


      Skill : Herbology
      Domain : Nature lore
      Available: Numerous Classes
      Allows : Nature Lore I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : HERBOLOGY
      Usage : HERBOLOGY [ITEM NAME]
      Example : herbology some herbs
      Without this skill, all herbs found through foraging are unknown to the player,
      being known only as "herbs". With this skill, the player may identify the herb
      for the type that it is. This skill is quite necessary for Druids who wish to
      use their Herbalism skill, or Cooks who need particular herbs for recipes, but
      is fairly unnecessary for others. The raw herbs for herbology are obtained by
      using the Foraging skill.

      +

       
      Skill : Herbology
      Domain : Nature lore
      Available: Numerous Classes
      Allows : Master Distilling, Quick Working I, Quick Worker I
      Allows : Gardening, Floristry, Master Foraging, Nature Lore I
      Allows : Smoke Rings, Plant Lore, Master Herbology
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : HERBOLOGY
      Usage : HERBOLOGY [ITEM NAME]
      Example : herbology some herbs
      Without this skill, all herbs found through foraging are unknown to the player,
      being known only as "herbs". With this skill, the player may identify an herb
      for the type that it is. This skill is quite necessary for Druids who wish to
      use their Herbalism skill, or Cooks who need particular herbs for recipes, but
      is fairly unnecessary for others. The raw herbs for herbology are obtained by
      using the Foraging skill.


      Heroism (Fighter_Heroism) -


      Skill : Heroism
      Domain : Martial lore
      Available: Fighter
      Allows : Combat Fluidity I, Martial Lore I
      Invoked : Automatic
      Example :
      As the power and noteriety of the fighter grows, his or her ability to resist
      certain demeaning blows (such as Coup De Graces, kicks, whomps, bashes, dirt
      kicks, trips, etc..) grows.

      +

       
      Skill : Heroism
      Domain : Martial lore
      Available: Fighter
      Allows : Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      Example :
      As the power and noteriety of the fighter grows, his or her ability to resist
      certain demeaning blows (such as Coup De Graces, kicks, whomps, bashes, dirt
      kicks, trips, etc..) grows.


      Hide (Thief_Hide) -


      Skill : Hide
      Domain : Stealthy
      Available: Gaoler Monk Several Classes Several Classes
      Allows : Improved Hiding, Stealthy I, Shadow I
      Use Cost : Mana (25) Movement (25)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : HIDE
      Usage : HIDE
      Example : hide
      The thief attempts to creep into some shadowy corner and remain perfectly
      still. Doing this makes them invisible to any other creatures in the room.
      Making any moves or sounds will negate the hidden advantage. The quality of
      the hide against other players depends in part on the thieves stealth
      expertise. The thief can use the VISIBLE command to make themself visible
      again.

      +

       
      Skill : Hide
      Domain : Stealthy
      Available: Gaoler Monk Several Classes Several Classes
      Allows : Shadow I, Improved Hiding, Stealthy I
      Use Cost : Mana (25) Movement (25)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : HIDE
      Usage : HIDE
      Example : hide
      The thief attempts to creep into some shadowy corner and remain perfectly
      still. Doing this makes them invisible to any other creatures in the room.
      Making any moves or sounds will negate the hidden advantage. The quality of
      the hide against other players depends in part on the thieves stealth
      expertise. The thief can use the VISIBLE command to make themself visible
      again.


      Hide In Plain Sight (Thief_HideInPlainSight) -


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

      +

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


      Hide Other (Thief_HideOther) -


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

      +

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


      Hide Ship (Thief_HideShip) -


      Skill : Hide Ship
      Domain : Stealthy
      Available: Pirate
      Allows : Stealthy I
      Use Cost : Mana (37) Movement (37)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : SHIPHIDE
      Usage : SHIPHIDE
      Example : shiphide
      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.

      +

       
      Skill : Hide Ship
      Domain : Stealthy
      Available: Pirate
      Allows : Stealthy I
      Use Cost : Mana (37) Movement (37)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : SHIPHIDE
      Usage : SHIPHIDE
      Example : shiphide
      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 (Thief_Hideout) -


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

      +

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


      High Marks (Thief_HighMarks) -


      Skill : High Marks
      Domain : Combat lore
      Available: Assassin
      Requires : 'Mark'
      Allows : Combat Lore I
      Invoked : Automatic
      Example :
      proficiency in this skill allows the thief to Mark higher level persons and
      creatures.

      +

       
      Skill : High Marks
      Domain : Combat lore
      Available: Assassin
      Requires : 'Mark'
      Allows : Combat Lore I
      Invoked : Automatic
      Proficiency in this skill allows the thief to Mark higher level persons and
      creatures.


      Hills Tactics (Fighter_HillsTactics) -


      Skill : Hills Tactics
      Domain : Nature lore
      Available: Barbarian
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives the fighter an edge in attack, defence, and damage when
      fighting in hilly areas. The fighter can also hide themselves simply by sitting
      down on the ground and staying still for a few mins.

      +

       
      Skill : Hills Tactics
      Domain : Nature lore
      Available: Barbarian
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives the fighter an edge in attack, defence, and damage when
      fighting in hilly areas. The fighter can also hide themselves simply by sitting
      down on the ground and staying still for a few mins.


      Hire Crewmember (Skill_HireCrewmember) -


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

      +

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


      Hold Your Liquor (Thief_HoldYourLiquor) -


      Skill : Hold Your Liquor
      Domain : Fitness
      Available: Pirate
      Allows : Fitness I
      Invoked : Automatic
      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.

      +

       
      Skill : Hold Your Liquor
      Domain : Fitness
      Available: Pirate
      Allows : Fitness I
      Invoked : Automatic
      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.


      Holy Strike (Paladin_HolyStrike) -


      Skill : Holy Strike
      Domain : Martial lore
      Available: Paladin
      Allows : Combat Fluidity I, Martial Lore I
      Use Cost : Mana (27) Movement (27)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : HOLYSTRIKE
      Usage : HOLYSTRIKE [TARGET]
      Example : holystrike
      Wielding his trusty sword, the paladin calls down the power of his or her god
      into a mighty sword swing for devastating damage on evil targets

      +

       
      Skill : Holy Strike
      Domain : Martial lore
      Available: Paladin
      Allows : Martial Lore I, Combat Fluidity I
      Use Cost : Mana (27) Movement (27)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : HOLYSTRIKE
      Usage : HOLYSTRIKE [TARGET]
      Example : holystrike
      Wielding his trusty sword, the paladin calls down the power of his or her god
      into a mighty sword swing for devastating damage on evil targets


      Hunters Endurance (Ranger_HuntersEndurance) -


      Skill : Hunters Endurance
      Domain : Fitness
      Available: Ranger
      Allows : Fitness I
      Invoked : Automatic
      Whenever the ranger is tracking, all fatigue, hunger, and thirst disappears.
      Also, all movement is instantly and constantly restored. When tracking
      concludes, or combat begins, the rangers previous state resumes.

      +

       
      Skill : Hunters Endurance
      Domain : Fitness
      Available: Ranger
      Allows : Fitness I
      Invoked : Automatic
      Whenever the ranger is tracking, all fatigue, hunger, and thirst disappears.
      Also, all movement is instantly and constantly restored. When tracking
      concludes, or combat begins, the rangers previous state resumes.


      Hunting (Hunting) -


      Skill : Hunting
      Domain : Gathering
      Available: Artisan Numerous Classes
      Requires : A base wisdom of at least 8.
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : HUNT, HUNTING
      Usage : HUNT
      Example : hunt
      With this common skill, a player checks carefully for the tracks of any game
      which may be nearby. When the tracks are found, the player needs to check
      nearby rooms for the animal and attack it to complete the hunt. Hunting can be
      done almost anywhere, though Forests, Jungles, and Plains are best.

      +

       
      Skill : Hunting
      Domain : Gathering
      Available: Numerous Classes
      Requires : A base wisdom of at least 8.
      Allows : Taxidermy, Quick Working I, Quick Worker I, Cage Building
      Allows : Speculating, Leather Working
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : HUNT, HUNTING
      Usage : HUNT
      Example : hunt
      With this common skill, a player checks carefully for the tracks of any game
      which may be nearby. When the tracks are found, the player needs to check
      nearby rooms for the animal and attack it to complete the hunt. Hunting can be
      done almost anywhere, though Forests, Jungles, and Plains are best.


      Hush (Archon_Hush) -


      Skill : Hush
      Domain : Archon
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : HUSH
      Usage : HUSH [PLAYER NAME]
      Example : hush gunther
      From anywhere on the map, the player with this skill can render the target
      mob/player unable to communicate on any channels, or use the tell command. Use
      this skill again on the same player to release them.

      +

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


      Identify Bombs (Thief_IdentifyBombs) -


      Skill : Identify Bombs
      Domain : Find/remove traps
      Available: Trapper
      Allows : Trap Disabling I
      Invoked : Automatic
      Example :
      The thief can sense bombs just by looking at them, or looking at those who
      might be bearing them.

      +

       
      Skill : Identify Bombs
      Domain : Find/remove traps
      Available: Trapper
      Allows : Trap Disabling I
      Invoked : Automatic
      Example :
      The thief can sense bombs just by looking at them, or looking at those who
      might be bearing them.


      Identify Poison (Skill_IdentifyPoison) -


      Skill : Identify Poison
      Domain : Poisoning
      Available: Assassin Barbarian Jester Several Classes
      Requires : 'Apothecary'
      Allows : Poisoning I
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : IDPOISON, IDENTIFYPOISON
      Usage : IDPOISON [ITEM NAME]
      Example : idpoison orc
      This skill allows the player to sniff and taste a potentially poisoned item
      (like a drink, or a sword) and tell what kind of poison (if any) is on the
      item.

      +

       
      Skill : Identify Poison
      Domain : Poisoning
      Available: Assassin Barbarian Jester Several Classes
      Requires : 'Apothecary'
      Allows : Poisoning I
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : IDPOISON, IDENTIFYPOISON
      Usage : IDPOISON [ITEM NAME]
      Example : idpoison orc
      This skill allows the player to sniff and taste a potentially poisoned item
      (like a drink, or a sword) and tell what kind of poison (if any) is on the
      item.


      Identify Traps (Thief_IdentifyTraps) -


      Skill : Identify Traps
      Domain : Alert
      Available: Trapper
      Requires : 'Detect Traps'
      Allows : Vigilantly I
      Use Cost : Mana (55)
      Quality : Circumstantial
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : IDENTIFYTRAPS, IDTRAP
      Usage : IDENTIFYTRAPS
      Example : identifytraps east
      Example : identifytraps chest
      The thief can take a careful look at an item, container, or door to see if it
      is trapped, and then identify its type and quality level.

      +

       
      Skill : Identify Traps
      Domain : Alert
      Available: Trapper
      Requires : 'Detect Traps'
      Allows : Vigilantly I
      Use Cost : Mana (55)
      Quality : Circumstantial
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : IDENTIFYTRAPS, IDTRAP
      Usage : IDENTIFYTRAPS
      Example : identifytraps east
      Example : identifytraps chest
      The thief can take a careful look at an item, container, or door to see if it
      is trapped, and then identify its type and quality level.


      Imitate (Skill_Imitation) -


      Skill : Imitate
      Domain : Deceptive
      Available: Charlatan
      Allows : Deceptive I
      Invoked : Automatic
      Usage : IMITATE [SPELL NAME] [TARGET NAME]
      Example : imitate Fireball Orc
      This strange pseudo-magical skill allows spells, prayers, songs, and chants
      learned through Spellcraft, Prayercraft, etc to be faked at a later time. The
      spell or skill will not yield any actual results (no damage or benefits from
      casting), but will enable the character to deceive others into believing that
      he can use that type of magic.

      +

       
      Skill : Imitate
      Domain : Deceptive
      Available: Charlatan
      Allows : Deceptive I
      Use Cost : Movement (57)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : IMITATE
      Usage : IMITATE [SPELL NAME] [TARGET NAME]
      Example : imitate Fireball Orc
      This strange pseudo-magical skill allows spells, prayers, songs, and chants
      learned through Spellcraft, Prayercraft, etc to be faked at a later time. The
      spell or skill will not yield any actual results (no damage or benefits from
      casting), but will enable the character to deceive others into believing that
      he can use that type of magic.


      Improved Boarding (Thief_ImprovedBoarding) -


      Skill : Improved Boarding
      Domain : Fitness
      Available: Pirate
      Allows : Fitness I
      Invoked : Automatic
      The thief has an improved ability to board ships from the water. If the thief
      has sufficient proficiency, the player no longer needs a row boat to board a
      ship from the water, and will automatically sneak when boarding a ship from the
      water.

      +

       
      Skill : Improved Boarding
      Domain : Fitness
      Available: Pirate
      Requires : 'Climb'
      Allows : Fitness I
      Invoked : Automatic
      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 Distraction (Thief_ImprovedDistraction) -


      Skill : Improved Distraction
      Domain : Deceptive
      Available: Thief
      Requires : 'Distract'
      Allows : Deceptive I
      Invoked : Automatic
      Example :
      proficiency in this skill allows the thief to distract higher and higher level
      opponents.

      +

       
      Skill : Improved Distraction
      Domain : Deceptive
      Available: Thief
      Requires : 'Distract'
      Allows : Deceptive I
      Invoked : Automatic
      Example :
      proficiency in this skill allows the thief to distract higher and higher level
      opponents.


      Improved Hiding (Thief_ImprovedHiding) -


      Skill : Improved Hiding
      Domain : Stealthy
      Available: Burglar
      Requires : 'Hide'
      Allows : Stealthy I
      Invoked : Automatic
      Example :
      The thief has become so adept at remaining hidden that he or she is able to
      speak and make other noises while remaining hidden.

      +

       
      Skill : Improved Hiding
      Domain : Stealthy
      Available: Burglar
      Requires : 'Hide'
      Allows : Stealthy I
      Invoked : Automatic
      Example :
      The thief has become so adept at remaining hidden that he or she is able to
      speak and make other noises while remaining hidden.


      Improved Peek (Thief_ImprovedPeek) -


      Skill : Improved Peek
      Domain : Stealing
      Available: Burglar
      Requires : 'Peek'
      Allows : Theft Mastery I
      Invoked : Automatic
      Example :
      proficiency in this skill allows the thief to peek into the inventories of
      higher level persons and creatures.

      +

       
      Skill : Improved Peek
      Domain : Stealing
      Available: Burglar
      Requires : 'Peek'
      Allows : Theft Mastery I
      Invoked : Automatic
      Example :
      proficiency in this skill allows the thief to peek into the inventories of
      higher level persons and creatures.


      Improved Shield Defence (Fighter_ImprovedShieldDefence) -


      Skill : Improved Shield Defence
      Domain : Shield use
      Available: Fighter
      Allows : Shield Using I
      Invoked : Automatic
      Example :
      As the fighter gains proficiency with shield use, he becomes better able to use
      a shield to enhance his armor.

      +

       
      Skill : Improved Shield Defence
      Domain : Shield use
      Available: Fighter
      Allows : Shield Using I
      Invoked : Automatic
      Example :
      As the fighter gains proficiency with shield use, he becomes better able to use
      a shield to enhance his armor.


      Improved Steal (Thief_ImprovedSteal) -


      Skill : Improved Steal
      Domain : Stealing
      Available: Burglar
      Requires : 'Steal'
      Allows : Theft Mastery I
      Invoked : Automatic
      Example :
      Proficiency in this skill allows the thief to steal from the inventories of
      higher level persons and creatures. See help on STEAL.

      +

       
      Skill : Improved Steal
      Domain : Stealing
      Available: Burglar
      Requires : 'Steal'
      Allows : Theft Mastery I
      Invoked : Automatic
      Example :
      Proficiency in this skill allows the thief to steal from the inventories of
      higher level persons and creatures. See help on STEAL.


      Improved Swipe (Thief_ImprovedSwipe) -


      Skill : Improved Swipe
      Domain : Stealing
      Available: Burglar
      Requires : 'Swipe gold'
      Allows : Theft Mastery I
      Invoked : Automatic
      Example :
      proficiency in this skill allows the thief to swipe the gold of higher level
      persons and creatures.

      +

       
      Skill : Improved Swipe
      Domain : Stealing
      Available: Burglar
      Requires : 'Swipe gold'
      Allows : Theft Mastery I
      Invoked : Automatic
      Example :
      proficiency in this skill allows the thief to swipe the gold of higher level
      persons and creatures.


      Improved Throwing (Fighter_ImprovedThrowing) -


      Skill : Improved Throwing
      Domain : Weapon use
      Available: Barbarian
      Allows : Ranged Striking I
      Invoked : Automatic
      As the fighter gains proficiency in this skill, he or she hits more accurately
      with thrown weapons, and does up to double damage.

      +

       
      Skill : Improved Throwing
      Domain : Weapon use
      Available: Barbarian
      Allows : Ranged Striking I
      Invoked : Automatic
      As the fighter gains proficiency in this skill, he or she hits more accurately
      with thrown weapons, and does up to double damage.


      Infect (Archon_Infect) -


      Skill : Infect
      Domain : Archon
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : INFECT
      Usage : INFECT [PLAYER/MOB NAME] [DISEASE NAME]
      Example : infect gunther flu
      The player with this skill can cause the target to become infected with a given
      disease.

      +

       
      Skill : Infect
      Domain : Archon
      Use Cost : Movement (50)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : INFECT
      Usage : INFECT [PLAYER/MOB NAME] [DISEASE NAME]
      Example : infect gunther flu
      The player with this skill can cause the target to become infected with a given
      disease.


      Injure (Archon_Injure) -


      Skill : Injure
      Domain : Archon
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : INJURE
      Usage : INJURE [PLAYER NAME] [body part]
      Example : injure gunther left hand
      From anywhere on the map, the player with this skill can cause the target to
      have one of their body parts instantly injured by 20%.

      +

       
      Skill : Injure
      Domain : Archon
      Use Cost : Movement (50)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : INJURE
      Usage : INJURE [PLAYER NAME] [body part]
      Example : injure gunther left hand
      From anywhere on the map, the player with this skill can cause the target to
      have one of their body parts instantly injured by 20%.


      Instrument Bash (Skill_InstrumentBash) -


      Skill : Instrument Bash
      Domain : Dirty fighting
      Available: Minstrel
      Allows : Combat Fluidity I, Dirty Fighting I
      Use Cost : Movement (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : INSTRUMENTBASH, IBASH
      Usage : IBASH [TARGET NAME]
      Example : ibash orc
      The bard uses their instrument as a weapon, delivering an otherwise additional
      blow to the target in combat.

      +

       
      Skill : Instrument Bash
      Domain : Dirty fighting
      Available: Minstrel
      Allows : Dirty Fighting I, Combat Fluidity I
      Use Cost : Movement (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : INSTRUMENTBASH, IBASH
      Usage : IBASH [TARGET NAME]
      Example : ibash orc
      The bard uses their instrument as a weapon, delivering an otherwise additional
      blow to the target in combat.


      Instrument Making (InstrumentMaking) -


      Skill : Instrument Making
      Domain : Crafting
      Available: Artisan Minstrel
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : INSTRUMENTMAKING, INSTRUMENTMAKE
      Usage : INSTRUMENTMAKE (LIST/INFO/LEARN) [ITEM TYPE]
      Example : instrumentmake piccolo
      : : instrumentmake list
      : : instrumentmake list piccolo
      : : instrumentmake list all
      : : instrumentmake learn flute
      This skill allows a player to craft musical instruments, such as flutes and
      guitars. The extent of the items which can be crafted expands as the player
      goes up in level. The player may also learn to make new found instruments,
      provided a blank recipe page or a recipe book with blank pages is in his or her
      inventory. To begin making a new item, the player must have placed the material
      he or she wishes to make the item from on the ground. Instruments crafted with
      balsa can be done with half the required wood listed, while instruments crafted
      with ironwood will require twice the required wood listed.

      +

       
      Skill : Instrument Making
      Domain : Crafting
      Available: Artisan Minstrel
      Requires : 'Carpentry' at 75%
      Allows : Quality Fabricating I, Quick Worker I, Advanced Crafting I
      Allows : Quick Crafting I, Light Fabricating I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : INSTRUMENTMAKING, INSTRUMENTMAKE
      Usage : INSTRUMENTMAKE (LIST/INFO/LEARN) [ITEM TYPE]
      Example : instrumentmake piccolo
      : : instrumentmake list
      : : instrumentmake list piccolo
      : : instrumentmake list all
      : : instrumentmake learn flute
      This skill allows a player to craft musical instruments, such as flutes and
      guitars. The extent of the items which can be crafted expands as the player
      goes up in level. The player may also learn to make new found instruments,
      provided a blank recipe page or a recipe book with blank pages is in his or her
      inventory. To begin making a new item, the player must have placed the material
      he or she wishes to make the item from on the ground. Instruments crafted with
      balsa can be done with half the required wood listed, while instruments crafted
      with ironwood will require twice the required wood listed.


      Intercept Ship (Skill_InterceptShip) -


      Skill : Intercept Ship
      Domain : Sea travel
      Available: Pirate Sailor
      Requires : 'Sea Charting' at 50%
      Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
      Allows : Ranged Sailing I
      Use Cost : Mana (536870912) Movement (536870912)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : INTERCEPT, INTERCEPTSHIP
      Usage : INTERCEPT [SHIP NAME]
      Example : intercept pirate
      This powerful skill allows the sailor to use their superior sailing ability to
      quickly intercept a potential enemy ship of the given name. The sailor's ship
      or boat's speed is enhanced while following the interception course.

      +

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


      Intimidation (Fighter_Intimidate) -


      Skill : Intimidation
      Domain : Influential
      Available: Barbarian Beastmaster Burglar Doomsayer
      Allows : Influencing I
      Invoked : Automatic
      Example :
      This skill makes the player naturally intimidating to lower level creatures,
      making them less likely to be able to initiate an attack.

      +

       
      Skill : Intimidation
      Domain : Influential
      Available: Barbarian Beastmaster Burglar Doomsayer
      Allows : Influencing I
      Invoked : Automatic
      Example :
      This skill makes the player naturally intimidating to lower level creatures,
      making them less likely to be able to initiate an attack.


      Invisibility to Mark (Thief_MarkInvisibility) -


      Skill : Invisibility to Mark
      Domain : Stealthy
      Available: Assassin
      Allows : Stealthy I
      Invoked : Automatic
      Example :
      The thief is considered completely invisible whenever the mark is in the room,
      due to their extreme ability to go unnoticed when their energy is focused (as
      when the mark is present). See the MARK ability for more information.

      +

       
      Skill : Invisibility to Mark
      Domain : Stealthy
      Available: Assassin
      Allows : Stealthy I
      Invoked : Automatic
      Example :
      The thief is considered completely invisible whenever the mark is in the room,
      due to their extreme ability to go unnoticed when their energy is focused (as
      when the mark is present). See the MARK ability for more information.


      Irrigation (Irrigation) -


      Skill : Irrigation
      Domain : Building
      Available: Artisan Numerous Classes
      Requires : 'Drilling'
      Requires : A base constitution of at least 15.
      Allows : Quick Worker I
      Use Cost : Movement (15)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : IRRIGATE, IRRIGATION
      Usage : IRRIGATE [LIST/[PROJECT NAME]] [DIRECTION]
      Example : irrigate barrier north
      : : irrigate list
      : : irrigate sea
      : : irrigate title A messy room.
      : : irrigate desc east This is my favorite sea.
      : : irrigate desc room This is a watery place.
      : : irrigate help Bob
      : : irrigate demolish west
      : : irrigate demolish room
      This skill allows a player to irrigate an area into a new type on an outdoor
      property the player owns. This skill also allows the demolition of unwanted
      barriers and rooms, and the giving of a title and description to a room. The
      parameters also allow more than one person to assist in a irrigation project.
      Irrigation also allows the creation of water currents, which will cause things
      in the room to drift in a given direction over time.

      +

       
      Skill : Irrigation
      Domain : Building
      Available: Artisan Numerous Classes
      Requires : 'Drilling'
      Requires : A base constitution of at least 15.
      Allows : Quick Building I, Quick Worker I, Ingenious Engineering I
      Use Cost : Movement (15)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : IRRIGATE, IRRIGATION
      Usage : IRRIGATE [LIST/INFO/[PROJECT NAME]] [DIRECTION]
      Example : irrigate barrier north
      : : irrigate list
      : : irrigate info wall
      : : irrigate sea
      : : irrigate title A messy room.
      : : irrigate desc east This is my favorite sea.
      : : irrigate desc room This is a watery place.
      : : irrigate help Bob
      : : irrigate demolish west
      : : irrigate demolish room
      This skill allows a player to irrigate an area into a new type on an outdoor
      property the player owns. This skill also allows the demolition of unwanted
      barriers and rooms, and the giving of a title and description to a room. The
      parameters also allow more than one person to assist in a irrigation project.
      Irrigation also allows the creation of water currents, which will cause things
      in the room to drift in a given direction over time.


      Jail Key (Skill_JailKey) -


      Skill : Jail Key
      Domain : Legal
      Available: Gaoler
      Allows : Legal Lore I
      Use Cost : Mana (37) Movement (37)
      Quality : Circumstantial
      Targets : Exits
      Range : Touch, or not applicable
      Commands : JAILKEY, JKEY
      Usage : JAILKEY [DIRECTION]
      Example : jailkey north
      Allows the player to lock or unlock any door to a jail room in the area.

      +

       
      Skill : Jail Key
      Domain : Legal
      Available: Gaoler
      Allows : Legal Lore I
      Use Cost : Mana (37) Movement (37)
      Quality : Circumstantial
      Targets : Exits
      Range : Touch, or not applicable
      Commands : JAILKEY, JKEY
      Usage : JAILKEY [DIRECTION]
      Example : jailkey north
      Allows the player to lock or unlock any door to a jail room in the area.


      Jewel Making (JewelMaking) -


      Skill : Jewel Making
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : 'Blacksmithing', and 'Pottery'
      Requires : A base wisdom of at least 16.
      Allows : Quick Worker I, Quality Crafting I, Light Crafting I
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : JEWEL, JEWELMAKING
      Usage : JEWEL (LIST/INFO/MEND/REFIT/LEARN/MOUNT (GEM)/ENCRUST (GEM)) [ITEM
      TYPE]
      Example : jewel ring
      : : jewel list
      : : jewel list ring
      : : jewel list all
      : : jewel encrust "a diamond" backpack
      : : jewel mount "a diamond" sword
      : : jewel mend ring
      : : jewel refit crown
      : : jewel scan
      : : jewel scan bob
      : : jewel learn brooch
      This skill allows a player to craft jewelry, such as rings, earrings,
      necklaces, and bracelets, or to mount or encrust bits of precious jewels onto
      other items. The extent of the items which can be newly crafted expands as the
      player goes up in level. The player may also learn to make new found jewelry,
      provided a blank recipe page, or a recipe book with blank pages is in his or
      her inventory. To begin crafting, the player must be in a room with an open
      fire burning, and must have placed the metal he or she wishes to make the item
      from on the ground, along with any precious gems. which may be mounted in the
      jewelry. The raw gems for jewel making are found using the Digging skill. The
      metal is obtained using the Mining skill.

      +

       
      Skill : Jewel Making
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : 'Blacksmithing', and 'Pottery'
      Requires : A base wisdom of at least 16.
      Allows : Light Metalworking I, Durable Metalworking I, Quality Crafting I
      Allows : Quick Worker I, Light Crafting I, Advanced Crafting I
      Allows : Quick Crafting I, Lacquering, Appraise, Quality Metalworking I
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : JEWEL, JEWELMAKING
      Usage : JEWEL (LIST/INFO/MEND/REFIT/LEARN/MOUNT (GEM)/ENCRUST (GEM)) [ITEM
      TYPE]
      Example : jewel ring
      : : jewel list
      : : jewel list ring
      : : jewel list all
      : : jewel encrust "a diamond" backpack
      : : jewel mount "a diamond" sword
      : : jewel mend ring
      : : jewel refit crown
      : : jewel scan
      : : jewel scan bob
      : : jewel learn brooch
      This skill allows a player to craft jewelry, such as rings, earrings,
      necklaces, and bracelets, or to mount or encrust bits of precious jewels onto
      other items. The extent of the items which can be newly crafted expands as the
      player goes up in level. The player may also learn to make new found jewelry,
      provided a blank recipe page, or a recipe book with blank pages is in his or
      her inventory. To begin crafting, the player must be in a room with an open
      fire burning, and must have placed the metal he or she wishes to make the item
      from on the ground, along with any precious gems. which may be mounted in the
      jewelry. The raw gems for jewel making are found using the Digging skill. The
      metal is obtained using the Mining skill.


      Joke (Skill_Joke) -


      Skill : Joke
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Use Cost : Mana (60)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : JOKE
      Usage : JOKE [TARGET NAME]
      Example : joke orc
      This will cause the player to tell a random joke to the target. The joke has a
      75% chance of giving the target the giggles, and a 25% chance of putting them
      under the spell of Laughter.

      +

       
      Skill : Joke
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Use Cost : Mana (60)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : JOKE
      Usage : JOKE [TARGET NAME]
      Example : joke orc
      This will cause the player to tell a random joke to the target. The joke has a
      75% chance of giving the target the giggles, and a 25% chance of putting them
      under the spell of Laughter.


      Juggle (Skill_Juggle) -


      Skill : Juggle
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Use Cost : Movement (51)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : JUGGLE
      Usage : JUGGLE [ITEM NAME]
      Example : juggle all
      Example : juggle dagger
      Example : juggle
      This will cause the player to begin juggling one or more items. The number of
      items the player may juggle is limited by level. Entering juggle without an
      item name will stop juggling. GETting an item being juggled will also remove
      that item from the juggle list. During combat, the juggler will be able to
      throw one item per 5 levels per combat round for a little extra damage.

      +

       
      Skill : Juggle
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Use Cost : Movement (51)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : JUGGLE
      Usage : JUGGLE [ITEM NAME]
      Example : juggle all
      Example : juggle dagger
      Example : juggle
      This will cause the player to begin juggling one or more items. The number of
      items the player may juggle is limited by level. Entering juggle without an
      item name will stop juggling. GETting an item being juggled will also remove
      that item from the juggle list. During combat, the juggler will be able to
      throw one item per 5 levels per combat round for a little extra damage.


      Jungle Tactics (Fighter_JungleTactics) -


      Skill : Jungle Tactics
      Domain : Nature lore
      Available: Barbarian
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives the fighter an edge in attack, defence, and damage when
      fighting in jungles. The fighter can also hide themselves simply by sitting
      down on the ground and staying still for a few mins.

      +

       
      Skill : Jungle Tactics
      Domain : Nature lore
      Available: Barbarian
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives the fighter an edge in attack, defence, and damage when
      fighting in jungles. The fighter can also hide themselves simply by sitting
      down on the ground and staying still for a few mins.


      Kamikaze (Thief_Kamikaze) -


      Skill : Kamikaze
      Domain : Criminal
      Available: Trapper
      Allows : Criminal Deviousness I
      Use Cost : Mana (75)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : KAMIKAZE
      Usage : KAMIKAZE [TARGET NAME] [DIRECTION(S)]
      Example : kamikaze orc east
      Example : kamikaze orc 2e 3n e e e n w d
      The thief pays the target a sufficient amount of money for them to follow the
      directions given, drop any bombs (see Make Bombs) being carried, and blow them
      all up.

      +

       
      Skill : Kamikaze
      Domain : Criminal
      Available: Trapper
      Allows : Criminal Deviousness I
      Use Cost : Mana (75)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : KAMIKAZE
      Usage : KAMIKAZE [TARGET NAME] [DIRECTION(S)]
      Example : kamikaze orc east
      Example : kamikaze orc 2e 3n e e e n w d
      The thief pays the target a sufficient amount of money for them to follow the
      directions given, drop any bombs (see Make Bombs) being carried, and blow them
      all up.


      Ki Strike (Fighter_KiStrike) -


      Skill : Ki Strike
      Domain : Punching
      Available: Monk
      Allows : Combat Fluidity I, Iron Punching I
      Use Cost : Movement (67)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : KISTRIKE, KI
      Usage : KISTRIKE
      Example : kistrike
      Short(s) : ki
      The Monk summons up his or her inner power and focuses it into a single,
      terrifying attack. This skill will allow the next blow that lands to have that
      little, extra, well, KI.

      +

       
      Skill : Ki Strike
      Domain : Punching
      Available: Monk
      Allows : Iron Punching I, Combat Fluidity I
      Use Cost : Movement (67)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : KISTRIKE, KI
      Usage : KISTRIKE
      Example : kistrike
      Short(s) : ki
      The Monk summons up his or her inner power and focuses it into a single,
      terrifying attack. This skill will allow the next blow that lands to have that
      little, extra, well, KI.


      Kick (Fighter_Kick) -


      Skill : Kick
      Domain : Kicking
      Available: Monk Dancer Several Classes
      Allows : Combat Fluidity I, Iron Kicking I, Ax Kick
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : KICK
      Usage : KICK [TARGET NAME]
      Example : kick orc
      The fighter uses his or her feet to deliver an extra bit of pain in combat.

      +

       
      Skill : Kick
      Domain : Kicking
      Available: Artisan Monk Dancer Several Classes
      Requires : 'Natural Weapon Proficiency' at 75%
      Allows : Ax Kick, Iron Kicking I, Combat Fluidity I
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : KICK
      Usage : KICK [TARGET NAME]
      Example : kick orc
      The fighter uses his or her feet to deliver an extra bit of pain in combat.


      Kill Log (Thief_KillLog) -


      Skill : Kill Log
      Domain : Combat lore
      Available: Assassin
      Allows : Combat Lore I
      Invoked : Automatic
      Uage : KILLLOG
      Example : killlog
      The thief has the ability to keep track of their kill percentage on creatures
      which they have marked using the Mark still. The player may use the KILLLOG
      command to review the log of kills. Every new and unique creature added to the
      kill log will result in a small experience bonus.

      +

       
      Skill : Kill Log
      Domain : Combat lore
      Available: Assassin
      Allows : Combat Lore I
      Use Cost : Mana (53)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : KILLLOG
      Uage : KILLLOG
      Example : killlog
      The thief has the ability to keep track of their kill percentage on creatures
      which they have marked using the Mark still. The player may use the KILLLOG
      command to review the log of kills. Every new and unique creature added to the
      kill log will result in a small experience bonus.


      Knife Hand (Fighter_KnifeHand) -


      Skill : Knife Hand
      Domain : Punching
      Available: Monk
      Requires : 'Monkey Punch'
      Allows : Combat Fluidity I, Iron Punching I
      Invoked : Automatic
      Example :
      So long as the Monk is unarmed, he or she has this ability to deliver an extra
      attack per round using a pointed, swift strike.

      +

       
      Skill : Knife Hand
      Domain : Punching
      Available: Monk
      Requires : 'Monkey Punch'
      Allows : Iron Punching I, Combat Fluidity I
      Invoked : Automatic
      Example :
      So long as the Monk is unarmed, he or she has this ability to deliver an extra
      attack per round using a pointed, swift strike.


      Know Plants (Druid_KnowPlants) -


      Skill : Know Plants
      Domain : Nature lore
      Available: Several Classes
      Allows : Nature Lore I
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : KNOWPLANT
      Usage : KNOWPLANT [ITEM NAME]
      Example : knowplant flowers
      This skill allows a player to gain knowledge about a plant, or an item made
      from plant material. If the plant was summoned by a druid, it will give the
      name of the druid who summoned it as well.

      +

       
      Skill : Know Plants
      Domain : Nature lore
      Available: Several Classes
      Allows : Nature Lore I
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : KNOWPLANT
      Usage : KNOWPLANT [ITEM NAME]
      Example : knowplant flowers
      This skill allows a player to gain knowledge about a plant, or an item made
      from plant material. If the plant was summoned by a druid, it will give the
      name of the druid who summoned it as well.


      Labeling (Labeling) -


      Skill : Labeling
      Domain : Calligraphy
      Available: Scholar
      Allows : Quick Worker I, Fine Calligraphy I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : LABELING, LABEL
      Usage : LABEL (REMOVE) (REPLACE) [ITEM NAME]
      Example : label sword
      : : label remove sword
      : : label replace sword
      The character labels an item with a numbered tag specific to him. The label
      tag can be used by other skills to help locate or sort the item. Use the
      'remove' command to completely delete a tag. Use the 'replace' command to
      replace the label tag with a new one.

      +

       
      Skill : Labeling
      Domain : Calligraphy
      Available: Scholar
      Allows : Fine Calligraphy I, Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : LABELING, LABEL
      Usage : LABEL (REMOVE) (REPLACE) [ITEM NAME]
      Example : label sword
      : : label remove sword
      : : label replace sword
      The character labels an item with a numbered tag specific to him. The label
      tag can be used by other skills to help locate or sort the item. Use the
      'remove' command to completely delete a tag. Use the 'replace' command to
      replace the label tag with a new one.


      Lacquering (Lacquerring) -


      Skill : Lacquering
      Domain : Artistic
      Available: Artisan Numerous Classes
      Requires : A base charisma of at least 8.
      Allows : Artsy I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : LACQUERING, LACQUER
      Usage : LACQUER [ITEM NAME] [COLOR]
      Example : lacquer shirt blue
      This skill allows the player to lacquer a qualifying item a different color.
      Lacquer only works on metal, wood, and stone items.

      +

       
      Skill : Lacquering
      Domain : Artistic
      Available: Artisan Numerous Classes
      Requires : A base charisma of at least 8.
      Allows : Quick Working I, Quick Worker I, Artsy I, Painting
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : LACQUERING, LACQUER
      Usage : LACQUER LIST/[ITEM NAME] [COLOR]
      Example : lacquer list
      Example : lacquer shirt blue
      This skill allows the player to lacquer a qualifying item a different color.
      Lacquer only works on metal, wood, and stone items.


      Landscaping (Landscaping) -


      Skill : Landscaping
      Domain : Building
      Available: Artisan Numerous Classes
      Requires : 'Farming'
      Requires : A base constitution of at least 15.
      Allows : Quick Worker I
      Use Cost : Movement (15)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : LANDSCAPE, LANDSCAPING
      Usage : LANDSCAPE [LIST/[PROJECT NAME]] [DIRECTION]
      Example : landscape barrier north
      : : landscape list
      : : landscape desert
      : : landscape title A messy room.
      : : landscape desc east This is my favorite path.
      : : landscape desc room This is a messy place.
      : : landscape help Bob
      : : landscape demolish west
      : : landscape demolish room
      This skill allows a player to landscape an area into a new type on an outdoor
      property the player owns. This skill also allows the demolition of unwanted
      barriers and rooms, and the giving of a title and description to a room. The
      parameters also allow more than one person to assist in a landscaping project.
      The raw material for landscaping is found using the Digging, Mining, Foraging,
      and other skills.

      +

       
      Skill : Landscaping
      Domain : Building
      Available: Artisan Numerous Classes
      Requires : 'Farming'
      Requires : A base constitution of at least 15.
      Allows : Quick Building I, Quick Worker I, Ingenious Engineering I
      Allows : Master Farming
      Use Cost : Movement (15)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : LANDSCAPE, LANDSCAPING
      Usage : LANDSCAPE [LIST/INFO/[PROJECT NAME]] [DIRECTION]
      Example : landscape barrier north
      : : landscape list
      : : landscape info wall
      : : landscape desert
      : : landscape title A messy room.
      : : landscape desc east This is my favorite path.
      : : landscape desc room This is a messy place.
      : : landscape help Bob
      : : landscape demolish west
      : : landscape demolish room
      This skill allows a player to landscape an area into a new type on an outdoor
      property the player owns. This skill also allows the demolition of unwanted
      barriers and rooms, and the giving of a title and description to a room. The
      parameters also allow more than one person to assist in a landscaping project.
      The raw material for landscaping is found using the Digging, Mining, Foraging,
      and other skills.


      Lay Minor Traps (Thief_MinorTrap) -


      Skill : Lay Minor Traps
      Domain : Trapping
      Available: Jester
      Allows : Trapping I
      Use Cost : Mana (28) Movement (28)
      Quality : Malicious
      Targets : Items Exits Rooms
      Range : Touch, or not applicable
      Commands : MTRAP, MINORTRAP
      Usage : MTRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]
      Example : mtrap list
      Example : mtrap east noise
      Example : mtrap chest needle
      The thief attempts to lay some sort of trap upon the item, door, room,
      entryway, or container specified. The trap may be gaseous, needles, blades, or
      pits, and may be triggered by unlocking, opening, getting, or moving through in
      the case of entryways, or entering in the case of rooms. The thief who sets
      the trap may not trigger the trap. The number of traps available to the thief
      will go up as the thief advances in level, so trap list may be used to see what
      new traps are available as the thief advances. Not all traps may be set on all
      items, however. Lay Minor traps only allows a small subset of the traps
      avaiailable from the full Lay Traps skill. Traps are temporary, but reset if
      sprung after a time. Setting the same trap on the same object will reset the
      trap early.

      +

       
      Skill : Lay Minor Traps
      Domain : Trapping
      Available: Jester
      Allows : Trapping I
      Use Cost : Mana (28) Movement (28)
      Quality : Malicious
      Targets : Items Exits Rooms
      Range : Touch, or not applicable
      Commands : MTRAP, MINORTRAP
      Usage : MTRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]
      Example : mtrap list
      Example : mtrap east noise
      Example : mtrap chest needle
      The thief attempts to lay some sort of trap upon the item, door, room,
      entryway, or container specified. The trap may be gaseous, needles, blades, or
      pits, and may be triggered by unlocking, opening, getting, or moving through in
      the case of entryways, or entering in the case of rooms. The thief who sets
      the trap may not trigger the trap. The number of traps available to the thief
      will go up as the thief advances in level, so trap list may be used to see what
      new traps are available as the thief advances. Not all traps may be set on all
      items, however. Lay Minor traps only allows a small subset of the traps
      avaiailable from the full Lay Traps skill. 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 (Thief_Trap) -


      Skill : Lay Traps
      Domain : Trapping
      Available: Assassin Thief Trapper
      Allows : Trapping I
      Use Cost : Mana (29) Movement (29)
      Quality : Malicious
      Targets : Items Exits Rooms
      Range : Touch, or not applicable
      Commands : TRAP
      Usage : TRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]
      Example : trap list
      Example : trap east noise
      Example : trap chest needle
      The thief attempts to lay some sort of trap upon the item, door, room,
      entryway, or container specified. The trap may be gaseous, needles, blades, or
      pits, and may be triggered by unlocking, opening, getting, or moving through in
      the case of entryways, or entering in the case of rooms. The thief who sets
      the trap may not trigger the trap. The number of traps available to the thief
      will go up as the thief advances in level, so trap list may be used to see what
      new traps are available as the thief advances. Not all traps may be set on all
      items, however. Traps are temporary, but reset if sprung after a time.
      Setting the same trap on the same object will reset the trap early.

      +

       
      Skill : Lay Traps
      Domain : Trapping
      Available: Assassin Thief Trapper
      Allows : Trapping I
      Use Cost : Mana (29) Movement (29)
      Quality : Malicious
      Targets : Items Exits Rooms
      Range : Touch, or not applicable
      Commands : TRAP
      Usage : TRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]
      Example : trap list
      Example : trap east noise
      Example : trap chest needle
      The thief attempts to lay some sort of trap upon the item, door, room,
      entryway, or container specified. The trap may be gaseous, needles, blades, or
      pits, and may be triggered by unlocking, opening, getting, or moving through in
      the case of entryways, or entering in the case of rooms. The thief who sets
      the trap may not trigger the trap. The number of traps available to the thief
      will go up as the thief advances in level, so trap list may be used to see what
      new traps are available as the thief advances. Not all traps may be set on all
      items, however. Traps are temporary, but reset if sprung after a time.
      Setting the same trap on the same object will reset the trap early.


      Leather Working (LeatherWorking) -


      Skill : Leather Working
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : A base constitution of at least 10.
      Allows : Cobbling, Quick Worker I, Durable Crafting I, Quality Crafting I
      Allows : Light Crafting I, Master Leather Working
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : LEATHERWORK, LEATHERWORKING
      Usage : LEATHERWORK (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM
      TYPE]
      Example : leatherwork pot
      : : leatherwork bundle 100 leather
      : : leatherwork list
      : : leatherwork list hard
      : : leatherwork list all
      : : leatherwork mend vest
      : : leatherwork refit sleeves
      : : leatherwork scan
      : : leatherwork scan bob
      : : leatherwork learn gloves
      This skill allows a player to craft leather items, such as armor, clothing, and
      even whips. The extent of the items which can be crafted expands as the player
      goes up in level. This command also allows the player to mend any damaged
      leather items, get info on a list item, refit any armor which may be the wrong
      size, or learn how to make an item he or she has found, provided a blank recipe
      page or a recipe book with blank pages is in his or her inventory. To begin
      crafting a new item, the player must have placed the leather he or she wishes
      to make the item from on the ground. The player may also scan the room or other
      players for equipment that may be mended by this skill, using the scan
      parameter. The raw leather for leather working is found using the Butchering
      skill.

      +

       
      Skill : Leather Working
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : A base constitution of at least 10.
      Allows : Light Sewing I, Quality Crafting I, Durable Sewing I
      Allows : Quick Worker I, Durable Crafting I, Cobbling, Light Crafting I
      Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I
      Allows : Scrapping, Master Leather Working
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : LEATHERWORK, LEATHERWORKING
      Usage : LEATHERWORK (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM
      TYPE]
      Example : leatherwork pot
      : : leatherwork bundle 100 leather
      : : leatherwork list
      : : leatherwork list hard
      : : leatherwork list all
      : : leatherwork mend vest
      : : leatherwork refit sleeves
      : : leatherwork scan
      : : leatherwork scan bob
      : : leatherwork learn gloves
      This skill allows a player to craft leather items, such as armor, clothing, and
      even whips. The extent of the items which can be crafted expands as the player
      goes up in level. This command also allows the player to mend any damaged
      leather items, get info on a list item, refit any armor which may be the wrong
      size, or learn how to make an item he or she has found, provided a blank recipe
      page or a recipe book with blank pages is in his or her inventory. To begin
      crafting a new item, the player must have placed the leather he or she wishes
      to make the item from on the ground. The player may also scan the room or other
      players for equipment that may be mended by this skill, using the scan
      parameter. The raw leather for leather working is found using the Butchering
      skill.


      Lecturing (Lecturing) -


      Skill : Lecturing
      Domain : Education lore
      Available: Scholar
      Allows : Educating I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : LECTURE, LECTURING
      Usage : LECTURE [SKILL NAME]
      Example : lecture fireball
      This skill allows the player to give a lecture to 3 or more students about a
      particular skill that the player knows more about than the students. At the
      end of the long lecture, the students will gain up to 5% increase in
      proficiency, even if they are already at or above 75%. The player will receive
      experience for giving the lecture. The students must already know the skill
      before the lecture begins in order to qualify as a student.

      +

       
      Skill : Lecturing
      Domain : Education lore
      Available: Scholar
      Allows : Quick Working I, Educating I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : LECTURE, LECTURING
      Usage : LECTURE [SKILL NAME]
      Example : lecture fireball
      This skill allows the player to give a lecture to 3 or more students about a
      particular skill that the player knows more about than the students. At the
      end of the long lecture, the students will gain up to 5% increase in
      proficiency, even if they are already at or above 75%. The player will receive
      experience for giving the lecture. The students must already know the skill
      before the lecture begins in order to qualify as a student.


      Leeching (Skill_Leeching) -


      Skill : Leeching
      Domain : Anatomy
      Available: Gaoler
      Allows : Anatomy I
      Use Cost : Mana (67)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : LEECH, LEECHING
      Usage : LEECHING [TARGET NAME]
      Example : leech Sophie
      The player is able to apply leeches to the target. The target will be unable
      to heal, but will have any poisons removed for the duration of the leeches
      presence.

      +

       
      Skill : Leeching
      Domain : Anatomy
      Available: Gaoler
      Allows : Anatomy I
      Use Cost : Mana (67)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : LEECH, LEECHING
      Usage : LEECHING [TARGET NAME]
      Example : leech Sophie
      The player is able to apply leeches to the target. The target will be unable
      to heal, but will have any poisons removed for the duration of the leeches
      presence.

      +
      Legendary Weaponsmithing (LegendaryWeaponsmithing) +

       
      Skill : Legendary Weaponsmithing
      Domain : Crafting
      Available: Artisan
      Requires : 'Master Weaponsmithing' at 100%
      Allows : Counterbalance Crafting I, Quality Crafting I, Quick Worker I
      Allows : Light Crafting I, Advanced Crafting I, Quick Crafting I
      Allows : Lethal Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : LWEAPONSMITH, LEGENDWEAPONSMITHING, LEGENDARYWEAPONSMITHING
      Usage : LWEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]
      Example : lweaponsmith twohanded sword
      : : lweaponsmith list
      : : lweaponsmith list sword
      : : lweaponsmith list blunt
      : : lweaponsmith list all
      : : lweaponsmith scan
      : : lweaponsmith scan bob
      : : lweaponsmith learn axe
      This skill allows a player to craft legendary-level weapons (level 61 and up)
      from metal. This skill requires Blacksmithing and Master Weaponsmithing in
      order to learn it. It also requires specialization in the weapon type the
      player wishes to make. The extent of the weapons which can be crafted expands
      as the player goes up in level. To begin smithing, the player must be in a
      room with an open fire burning, and must have placed the metal he or she wishes
      to make the weapon from on the ground. The player may also scan the room or
      other players for equipment that may be mended by this skill, using the scan
      parameter, or learn how to smith an item he or she has found, provided a blank
      recipe page or a recipe book with blank pages is in his or her inventory. The
      metal for weaponsmithing is obtained using the Mining skill, or better metals
      from the Smelting skill. Using better materials will increase both the strength
      and the required level of the crafted item.


      Lightning Strike (Fighter_LightningStrike) -


      Skill : Lightning Strike
      Domain : Martial lore
      Available: Monk
      Allows : Combat Fluidity I, Martial Lore I
      Use Cost : Movement (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : LIGHTNINGSTRIKE, LSTRIKE
      Usage : LIGHTNINGSTRIKE [TARGET NAME]
      Example : lightningstrike orc
      Short(s) : lstrike
      This most powerful of Monk abilities allows him or her to deliver as many
      unarmed blows in a single round as he or she has Monk levels. After this
      exhausting exchange, the Monk will collapse for many rounds of needed rest.

      +

       
      Skill : Lightning Strike
      Domain : Martial lore
      Available: Monk
      Allows : Martial Lore I, Combat Fluidity I
      Use Cost : Movement (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : LIGHTNINGSTRIKE, LSTRIKE
      Usage : LIGHTNINGSTRIKE [TARGET NAME]
      Example : lightningstrike orc
      Short(s) : lstrike
      This most powerful of Monk abilities allows him or her to deliver as many
      unarmed blows in a single round as he or she has Monk levels. After this
      exhausting exchange, the Monk will collapse for many rounds of needed rest.


      Linguistic Comprehension (Thief_Comprehension) -


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

      +

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


      Listen (Thief_Listen) -


      Skill : Listen
      Domain : Alert
      Available: Burglar Monk Trapper Several Classes
      Allows : Vigilantly I, Wilderness Sounds
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : LISTEN
      Usage : LISTEN [DIRECTION NAME]
      Example : listen north
      Example : listen
      The thief listens a particular direction for signs of movement (life). A very
      proficient thief may also tell the number of creatures, and may be able to
      listen in on private conversations and whispering that may be going on in the
      room. You may only listen to the room you are in, or to an adjacent indoor
      room. How well the thief can hear will depend on proficiency, how much higher
      in level than the thief those being listened to are, and alertness expertise.

      +

       
      Skill : Listen
      Domain : Alert
      Available: Burglar Monk Trapper Several Classes
      Allows : Wilderness Sounds, Vigilantly I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : LISTEN
      Usage : LISTEN [DIRECTION NAME]
      Example : listen north
      Example : listen
      The thief listens a particular direction for signs of movement (life). A very
      proficient thief may also tell the number of creatures, and may be able to
      listen in on private conversations and whispering that may be going on in the
      room. You may only listen to the room you are in, or to an adjacent indoor
      room. How well the thief can hear will depend on proficiency, how much higher
      in level than the thief those being listened to are, and alertness expertise.

      +
      Lobotomizing (Skill_Lobotomizing) +

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


      Locate Alcohol (Thief_LocateAlcohol) -


      Skill : Locate Alcohol
      Domain : Divination
      Available: Pirate
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (26) Movement (26)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : LOCATEALCOHOL
      Usage : LOCATEALCOHOL
      Example : locatealcohol
      The player uses their superior sense of smell and their strong motivation to
      locate the nearest source of liquor.

      +

       
      Skill : Locate Alcohol
      Domain : Divination
      Available: Pirate
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (26) Movement (26)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : LOCATEALCOHOL
      Usage : LOCATEALCOHOL
      Example : locatealcohol
      The player uses their superior sense of smell and their strong motivation to
      locate the nearest source of liquor.


      Locksmithing (LockSmith) -


      Skill : Locksmithing
      Domain : Building
      Available: Artisan Gaoler Numerous Classes
      Requires : 'Blacksmithing'
      Requires : A base dexterity of at least 14.
      Allows : Quick Worker I
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : LOCKSMITH, LOCKSMITHING
      Usage : LOCKSMITH (BOLTLOCK) (DELOCK) (LABEL [NAME]) [ITEM/DIRECTION]
      Example : locksmith chest
      : : locksmith south
      : : locksmith boltlock south
      : : locksmith delock south
      This skill allows a player to craft keys and locks for items and doors. If the
      item or door specified already has a lock, the proper key will be built for it
      (assuming a level check). If the item or door does not have a lock, and the
      skill user is the owner, then a lock will be built, along with a key. If a
      lock is being made for a door, and the word BOLTLOCK is specified, then the
      lock will ONLY be on that side of the door. If a key is being made, the LABEL
      parameter can be used to add a description for the key (such as House for a
      house key, etc). A lock can be removed from a door using the DELOCK parameter.
      This skill requires metal from which to make the lock and/or key.

      +

       
      Skill : Locksmithing
      Domain : Building
      Available: Artisan Gaoler Numerous Classes
      Requires : 'Blacksmithing'
      Requires : A base dexterity of at least 14.
      Allows : Quick Building I, Quick Worker I
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : LOCKSMITH, LOCKSMITHING
      Usage : LOCKSMITH (BOLTLOCK) (DELOCK) (LABEL [NAME]) [ITEM/DIRECTION]
      Example : locksmith chest
      : : locksmith south
      : : locksmith boltlock south
      : : locksmith delock south
      This skill allows a player to craft keys and locks for items and doors. If the
      item or door specified already has a lock, the proper key will be built for it
      (assuming a level check). If the item or door does not have a lock, and the
      skill user is the owner, then a lock will be built, along with a key. If a
      lock is being made for a door, and the word BOLTLOCK is specified, then the
      lock will ONLY be on that side of the door. If a key is being made, the LABEL
      parameter can be used to add a description for the key (such as House for a
      house key, etc). A lock can be removed from a door using the DELOCK parameter.
      This skill requires metal from which to make the lock and/or key.


      Lore (Thief_Lore) -


      Skill : Lore
      Domain : Arcane lore
      Available: Arcanist Artisan Bard Burglar
      Available: Dancer Scholar Thief
      Allows : Arcane Lore I
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : LORE
      Usage : LORE [ITEM NAME]
      Example : lore sword
      The bard carefully examines the item, using his extensive knowledge of magical
      lore to determine the items magical properties, if any.

      +

       
      Skill : Lore
      Domain : Arcane lore
      Available: Arcanist Artisan Bard Burglar
      Available: Dancer Scholar Thief
      Requires : 'Encrypted Writing' at 75%, and 'Paper Making' at 75%
      Allows : Arcane Lore I, Rodsmithing, Staff Making, Wand Making
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : LORE
      Usage : LORE [ITEM NAME]
      Example : lore sword
      The bard carefully examines the item, using his extensive knowledge of magical
      lore to determine the items magical properties, if any.


      Lure (Thief_Lure) -


      Skill : Lure
      Domain : Deceptive
      Available: Trapper
      Allows : Deceptive I
      Use Cost : Mana (32) Movement (32)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : LURE
      Usage : LURE [ITEM NAME]
      Example : lure monster east
      The thief gains the ability to lure a creature in the direction they want, when
      not in combat.

      +

       
      Skill : Lure
      Domain : Deceptive
      Available: Trapper
      Allows : Deceptive I
      Use Cost : Mana (32) Movement (32)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : LURE
      Usage : LURE [TARGET NAME]
      Example : lure monster east
      The thief gains the ability to lure a creature in the direction they want, when
      not in combat.


      Mage Honorary Degree (Skill_HonoraryDegreeMage) -


      Skill : Mage Honorary Degree
      Domain : Education lore
      Available: Scholar
      Requires : 'Studying'
      Allows : Educating I
      Invoked : Automatic
      Example :
      The scholar can activate an honorary degree in one of the classes whose base
      class is 'Mage', such as Mage, Abjurer, Alterer, Conjurer, Diviner, Enchanter,
      Evoker, Illusionist, and Transmuter. When the scholar has Studied at least 4
      skills qualified for by at least one of the qualifying classes, including those
      spells specified by the class, then the scholar will receive access to an
      honorary degree Title. The scholar can then use the TITLE command to select
      and use the honorary degree title. When one of these titles is in use, the
      scholar is permitted to enter areas normally only allowed to those of the
      qualifying class, and also gains the ability to pick up and equip items which
      would normally fly away from the scholars hands if normally attempted.

      +

       
      Skill : Mage Honorary Degree
      Domain : Education lore
      Available: Scholar
      Requires : 'Studying'
      Allows : Educating I
      Invoked : Automatic
      Example :
      The scholar can activate an honorary degree in one of the classes whose base
      class is 'Mage', such as Mage, Abjurer, Alterer, Conjurer, Diviner, Enchanter,
      Evoker, Illusionist, and Transmuter. When the scholar has Studied at least 4
      skills qualified for by at least one of the qualifying classes, including those
      spells specified by the class, then the scholar will receive access to an
      honorary degree Title. The scholar can then use the TITLE command to select
      and use the honorary degree title. When one of these titles is in use, the
      scholar is permitted to enter areas normally only allowed to those of the
      qualifying class, and also gains the ability to pick up and equip items which
      would normally fly away from the scholars hands if normally attempted.


      Make Bombs (Thief_MakeBomb) -


      Skill : Make Bombs
      Domain : Trapping
      Available: Trapper
      Allows : Trapping I
      Use Cost : Mana (33) Movement (33)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : BOMB
      Usage : BOMB [ITEM] [BOMB NAME]
      Example : bomb list
      Example : bomb waterskin water bomb
      The thief attempts to make some sort of bomb from the item, or container
      specified. The bomb may be of any of the listed sort. The thief who makes the
      bomb may activate it by HOLDING the item. Once the item is held, the thief has
      but a few seconds to drop, throw, or do whatever they need to before the bomb
      goes off. The number of bombs available to the thief will go up as the thief
      advances in level, so bomb list may be used to see what new bombs are available
      as the thief advances. Not all bombs may be set on all items, however.

      +

       
      Skill : Make Bombs
      Domain : Trapping
      Available: Trapper
      Allows : Trapping I
      Use Cost : Mana (33) Movement (33)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : BOMB
      Usage : BOMB [ITEM] [BOMB NAME]
      Example : bomb list
      Example : bomb waterskin water bomb
      The thief attempts to make some sort of bomb from the item, or container
      specified. The bomb may be of any of the listed sort. The thief who makes the
      bomb may activate it by HOLDING the item. Once the item is held, the thief has
      but a few seconds to drop, throw, or do whatever they need to before the bomb
      goes off. The number of bombs available to the thief will go up as the thief
      advances in level, so bomb list may be used to see what new bombs are available
      as the thief advances. Not all bombs may be set on all items, however.


      Make Maps (Skill_Map) -


      Skill : Make Maps
      Domain : Calligraphy
      Available: Burglar Several Classes
      Allows : Fine Calligraphy I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MAP
      Usage : MAP [PAPER NAME]
      Example : map parchment
      Allows you to begin mapping on the targeted piece of paper. As you walk around
      the parchment will be filled with a pictoral map of the rooms you walk through.

      +

       
      Skill : Make Maps
      Domain : Calligraphy
      Available: Burglar Several Classes
      Allows : Fine Calligraphy I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MAP
      Usage : MAP [PAPER NAME]
      Example : map parchment
      Allows you to begin mapping on the targeted piece of paper. As you walk around
      the parchment will be filled with a pictoral map of the rooms you walk through.


      Make Pub Contacts (Thief_PubContacts) -


      Skill : Make Pub Contacts
      Domain : Influential
      Available: Pirate
      Allows : Influencing I
      Use Cost : Mana (33) Movement (33)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : MAKEPUBCONTACTS, PUBCONTACTS
      Usage : MAKEPUBCONTACTS
      Example : makepubcontacts
      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.

      +

       
      Skill : Make Pub Contacts
      Domain : Influential
      Available: Pirate
      Allows : Influencing I
      Use Cost : Mana (33) Movement (33)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : MAKEPUBCONTACTS, PUBCONTACTS
      Usage : MAKEPUBCONTACTS
      Example : makepubcontacts
      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.


      Make Sea Maps (Skill_SeaMapping) -


      Skill : Make Sea Maps
      Domain : Calligraphy
      Available: Several Classes
      Allows : Fine Calligraphy I
      Use Cost : Mana (58)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SEAMAPPING, SEAMAP
      Usage : SEAMAP [PAPER NAME]
      Example : seamap parchment
      Allows you to begin mapping the seas on the targeted piece of paper. As you
      sail around the parchment will be filled with a map of the waves you sail over.

      +

       
      Skill : Make Sea Maps
      Domain : Calligraphy
      Available: Several Classes
      Allows : Fine Calligraphy I
      Use Cost : Mana (58)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SEAMAPPING, SEAMAP
      Usage : SEAMAP [PAPER NAME]
      Example : seamap parchment
      Allows you to begin mapping the seas on the targeted piece of paper. As you
      sail around the parchment will be filled with a map of the waves you sail over.


      Mark (Thief_Mark) -


      Skill : Mark
      Domain : Combat lore
      Available: Assassin Charlatan Scholar
      Allows : Marker Spying, Combat Lore I, High Marks
      Invoked : Automatic
      Usage : MARK [TARGET NAME]
      Example : mark orc
      The player marks the target for death. Once done, the player will remember who
      they have marked until the death of the mark is witnessed, or the mark is
      changed. The ability of the player to kill the mark will go up the longer the
      player has to "observe" the mark. The mark is observed whenever the player is
      in the same room as the mark and can see him, but the mark cannot see the
      player. Marking for death is also useful for certain higher level assassin
      skills. You can issue a Mark a second time against the same target to remove
      the mark.

      +

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


      Mark Disguise (Skill_MarkDisguise) -


      Skill : Mark Disguise
      Domain : Deceptive
      Available: Charlatan
      Allows : Deceptive I
      Use Cost : Mana (75)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : MARKDISGUISE
      Usage : MARKDISGUISE (!)
      Example : markdisguise
      Example : markdisguise !
      This powerful ability allows the bard to disguise him or herself to be
      identical to his or her mark. The bard must first mark a target using the Mark
      skill. After that, the bard must observe the mark from a hidden position for
      an amount of time. After sufficient time, the bard may use this skill to take
      on the apperance of the mark through disguise. Entering the command word again
      will remove the disguise. The optional ! parameter may be given for the bard
      to disguise him or herself as the same person they did before, regardless of
      whether they are presently marked.

      +

       
      Skill : Mark Disguise
      Domain : Deceptive
      Available: Charlatan
      Allows : Deceptive I
      Use Cost : Mana (75)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : MARKDISGUISE
      Usage : MARKDISGUISE (!)
      Example : markdisguise
      Example : markdisguise !
      This powerful ability allows the bard to disguise him or herself to be
      identical to his or her mark. The bard must first mark a target using the Mark
      skill. After that, the bard must observe the mark from a hidden position for
      an amount of time. After sufficient time, the bard may use this skill to take
      on the apperance of the mark through disguise. Entering the command word again
      will remove the disguise. The optional ! parameter may be given for the bard
      to disguise him or herself as the same person they did before, regardless of
      whether they are presently marked.

      +
      Mark OOC (Archon_MarkOOC) +

      Usage    : MARKOOC [PLAYER NAME] 
      Example : MARKOOC gunther
      From anywhere on the map, the player with this skill can render the target
      mob/player unable to receive any further RolePlay experience. Use this skill
      again on the same player to release them.


      Mark Trapped (Thief_MarkTrapped) -


      Skill : Mark Trapped
      Domain : Find/remove traps
      Available: Trapper
      Allows : AutoMark Traps, Trap Disabling I
      Use Cost : Mana (28) Movement (28)
      Quality : Circumstantial
      Targets : Items Exits Rooms
      Range : Touch, or not applicable
      Commands : MARKTRAPPED
      Usage : MARKTRAPPED [ITEM/DIRECTION/HERE]
      Example : marktrapped north
      Example : marktrapped chest
      The thief places an easily recognizable marker upon the target which all will
      recognize as meaning that it is trapped. This can serve as a nice warning to
      team members that stumble that way, or a confusing countermeasure to force
      other thieves to be extra careful. The skill can be used again to remove such
      marks. Marks last quite a long time, though each thief is limited in the
      number that may be marked.

      +

       
      Skill : Mark Trapped
      Domain : Find/remove traps
      Available: Trapper
      Allows : AutoMark Traps, Trap Disabling I
      Use Cost : Mana (28) Movement (28)
      Quality : Circumstantial
      Targets : Items Exits Rooms
      Range : Touch, or not applicable
      Commands : MARKTRAPPED
      Usage : MARKTRAPPED [ITEM/DIRECTION/HERE]
      Example : marktrapped north
      Example : marktrapped chest
      The thief places an easily recognizable marker upon the target which all will
      recognize as meaning that it is trapped. This can serve as a nice warning to
      team members that stumble that way, or a confusing countermeasure to force
      other thieves to be extra careful. The skill can be used again to remove such
      marks. Marks last quite a long time, though each thief is limited in the
      number that may be marked.


      Marker Spying (Thief_MarkerSpying) -


      Skill : Marker Spying
      Domain : Stealthy
      Available: Assassin
      Requires : 'Mark', and 'Spying'
      Allows : Stealthy I
      Use Cost : Mana (35) Movement (35)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : MARKERSPYING, MARKSPY
      Usage : MARKER SPYING [TARGET]
      Example : markerspying
      The thief has become adept at rummaging through the papers of his marks. Until
      this skill is disengaged, he will remember those parts of the papers of those
      he Marks that the marks themselves read, regardless of where they are in the
      world.

      This skill is identical to SPYING, but does not require that the thief and the
      one 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.

      +

       
      Skill : Marker Spying
      Domain : Stealthy
      Available: Assassin
      Requires : 'Mark', and 'Spying'
      Allows : Stealthy I
      Use Cost : Mana (35) Movement (35)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : MARKERSPYING, MARKSPY
      Usage : MARKER SPYING [TARGET]
      Example : markerspying
      The thief has become adept at rummaging through the papers of his marks. Until
      this skill is disengaged, he will remember those parts of the papers of those
      he Marks that the marks themselves read, regardless of where they are in the
      world.

      This skill is identical to SPYING, but does not require that the thief and the
      one 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.


      Marketeering (Merchant) -


      Skill : Marketeering
      Domain : Influential
      Available: Artisan
      Allows : Influencing I, Quick Worker I
      Invoked : Automatic
      Usage : MARKET ([LIST/REMOVE]) [ITEM NAME] ([PRICE])
      Example : market list
      : : market shoe 500
      : : market all.shoe
      : : market remove shoe
      This skill allows a player to behave like a shopkeeper, allowing other players
      to LIST, BUY, and VIEW items which the player has put up for sale. The player
      may add any item in their inventory to their items for sale, and set a price
      for the item. The remove command may be used to take items of that name off
      the market.

      +

       
      Skill : Marketeering
      Domain : Influential
      Available: Artisan
      Requires : 'Engraving' at 75%, and 'Embroidering' at 75%
      Allows : Haggle, Quick Working I, Quick Worker I, Influencing I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : MARKET
      Usage : MARKET ([LIST/REMOVE]) [ITEM NAME] ([PRICE])
      Example : market list
      : : market shoe 500
      : : market all.shoe
      : : market remove shoe
      This skill allows a player to behave like a shopkeeper, allowing other players
      to LIST, BUY, and VIEW items which the player has put up for sale. The player
      may add any item in their inventory to their items for sale, and set a price
      for the item. The remove command may be used to take items of that name off
      the market.


      Masonry (Masonry) -


      Skill : Masonry
      Domain : Building
      Available: Artisan Numerous Classes
      Requires : 'Sculpting'
      Requires : A base constitution of at least 12.
      Allows : Quick Worker I, Ingenious Engineering I
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MASONRY
      Usage : MASONRY [LIST/[PROJECT NAME]] [DIRECTION]
      Example : masonry wall north
      : : masonry list
      : : masonry roof
      : : masonry title A messy room.
      : : masonry desc east This is my favorite Door.
      : : masonry desc room This is a messy room.
      : : masonry stairs
      : : masonry help Bob
      : : masonry demolish west
      : : masonry demolish room
      This skill allows a player to construct a building or other structures on a
      property the player owns. Walls or Stairs may be built following the
      construction of roof and framework. This skill also allows the demolition of
      unwanted walls and structures, upstairs rooms, and the giving of a title and
      description to a room. The parameters also allow more than one person to assist
      in a masonry project. All of the structures made with this skill are made of
      stone. The raw stone for masonry is found using the Digging or Mining skills.

      +

       
      Skill : Masonry
      Domain : Building
      Available: Artisan Numerous Classes
      Requires : 'Sculpting'
      Requires : A base constitution of at least 12.
      Allows : Quick Building I, Quick Worker I, Ingenious Engineering I
      Allows : Find Home, Excavation
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MASONRY
      Usage : MASONRY [LIST/INFO/[PROJECT NAME]] [DIRECTION]
      Example : masonry wall north
      : : masonry list
      : : masonry info wall
      : : masonry roof
      : : masonry title A messy room.
      : : masonry desc east This is my favorite Door.
      : : masonry desc room This is a messy room.
      : : masonry stairs
      : : masonry help Bob
      : : masonry demolish west
      : : masonry demolish room
      This skill allows a player to construct a building or other structures on a
      property the player owns. Walls or Stairs may be built following the
      construction of roof and framework. This skill also allows the demolition of
      unwanted walls and structures, upstairs rooms, and the giving of a title and
      description to a room. The parameters also allow more than one person to assist
      in a masonry project. All of the structures made with this skill are made of
      stone. The raw stone for masonry is found using the Digging or Mining skills.


      Mast Shot (Thief_MastShot) -


      Skill : Mast Shot
      Domain : Influential
      Available: Pirate
      Allows : Influencing I
      Use Cost : Movement (73)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : MASTSHOT
      Usage : MASTSHOT [WEAPON NAME]
      Example : mastshot catapult
      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.

      +

       
      Skill : Mast Shot
      Domain : Influential
      Available: Pirate
      Allows : Influencing I
      Use Cost : Movement (73)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : MASTSHOT
      Usage : MASTSHOT [WEAPON NAME]
      Example : mastshot catapult
      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.


      Master Armorsmithing (MasterArmorsmithing) -


      Skill : Master Armorsmithing
      Domain : Crafting
      Available: Artisan
      Requires : 'Armorsmithing' at 100%
      Requires : A base strength of at least 16.
      Allows : Quick Worker I, Durable Crafting I, Quality Crafting I
      Allows : Light Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MARMORSMITH, MASTERARMORSMITHING
      Usage : MARMORSMITH (LIST/INFO/MEND/SCAN/LEARN) [ARMOR TYPE]
      Example : marmorsmith chainmail
      : : marmorsmith list
      : : marmorsmith list chain
      : : marmorsmith list all
      : : marmorsmith scan
      : : marmorsmith scan bob
      : : marmorsmith learn helmet
      This skill allows a player to craft master-level armors from metal. This skill
      requires Blacksmithing and Armorsmithing in order to learn it. The extent of
      the armor which can be crafted expands as the player goes up in level. To
      begin smithing, the player must be in a room with an open fire burning, and
      must have placed the metal he or she wishes to make the armor from on the
      ground. The player may also scan the room or other players for equipment that
      may be mended by this skill, using the scan parameter, or learn how to smith an
      item he or she has found, provided a blank recipe page or a recipe book with
      blank pages is in his or her inventory. The metal for armorsmithing is obtained
      using the Mining skill, or better metals from the Smelting skill. Using better
      materials will increase both the strength and the required level of the crafted
      item.

      +

       
      Skill : Master Armorsmithing
      Domain : Crafting
      Available: Artisan
      Requires : 'Armorsmithing' at 100%, and 'Scrapping' at 75%
      Allows : Light Metalworking I, Durable Metalworking I, Quality Crafting I
      Allows : Quick Worker I, Durable Crafting I, Light Crafting I
      Allows : Advanced Crafting I, Quick Crafting I, Quality Metalworking I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MARMORSMITH, MASTERARMORSMITHING
      Usage : MARMORSMITH (LIST/INFO/MEND/SCAN/LEARN) [ARMOR TYPE]
      Example : marmorsmith chainmail
      : : marmorsmith list
      : : marmorsmith list chain
      : : marmorsmith list left wrist
      : : marmorsmith list all
      : : marmorsmith scan
      : : marmorsmith scan bob
      : : marmorsmith learn helmet
      This skill allows a player to craft master-level armors from metal. This skill
      requires Blacksmithing and Armorsmithing in order to learn it. The extent of
      the armor which can be crafted expands as the player goes up in level. To
      begin smithing, the player must be in a room with an open fire burning, and
      must have placed the metal he or she wishes to make the armor from on the
      ground. The player may also scan the room or other players for equipment that
      may be mended by this skill, using the scan parameter, or learn how to smith an
      item he or she has found, provided a blank recipe page or a recipe book with
      blank pages is in his or her inventory. The metal for armorsmithing is obtained
      using the Mining skill, or better metals from the Smelting skill. Using better
      materials will increase both the strength and the required level of the crafted
      item.


      Master Baking (MasterBaking) -


      Skill : Master Baking
      Domain : Crafting
      Available: Artisan
      Requires : 'Baking' at 100%
      Requires : A base constitution of at least 16.
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MBAKE, MBAKING, MASTERBAKE, MASTERBAKING
      Usage : MASTERBAKE LIST/[BAKING CONTAINER]
      Example : masterbake list
      Example : masterbake list oven
      Example : masterbake list all
      Example : masterbake oven
      This skill allows the player to create a more nutritious meal from basic edible
      ingredients. The player must be near a fire over which the meal can be cooked.
      The ingredients must be placed in a fire-safe container, that is closeable,
      and is closed. The container may be filled with water, if water is required
      for the recipe. Master Baking takes a bit longer than regular Baking, but
      yields more food for the same ingredients, and allows you to bake multiple
      things at the same time, so long as they are in different containers. The
      ingredients for cooking are best obtained through the Butchering skill and the
      Foraging skill.

      +

       
      Skill : Master Baking
      Domain : Epicurean
      Available: Artisan
      Requires : 'Baking' at 100%, and 'Master Farming' at 75%
      Allows : Quick Cooking I, Fortified Baking I, Quick Worker I
      Allows : Advanced Cooking I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MBAKE, MBAKING, MASTERBAKE, MASTERBAKING
      Usage : MASTERBAKE LIST/[BAKING CONTAINER]
      Example : masterbake list
      Example : masterbake list oven
      Example : masterbake list all
      Example : masterbake oven
      This skill allows the player to create a more nutritious meal from basic edible
      ingredients. The player must be near a fire over which the meal can be cooked.
      The ingredients must be placed in a fire-safe container, that is closeable,
      and is closed. The container may be filled with water, if water is required
      for the recipe. Master Baking takes a bit longer than regular Baking, but
      yields more food for the same ingredients, and allows you to bake multiple
      things at the same time, so long as they are in different containers. The
      ingredients for cooking are best obtained through the Butchering skill and the
      Foraging skill.


      Master Butchering (MasterButchering) -


      Skill : Master Butchering
      Domain : Gathering
      Available: Artisan
      Requires : 'Butchering' at 100%
      Requires : A base strength of at least 16.
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MBUTCHERING, MASTERBUTCHERING, MSKIN, MASTERSKIN
      Usage : MBUTCHER (BUNDLE [NUM]) [TARGET BODY]
      Example : mbutcher body
      Example : mbutcher bundle 10 bones
      With this common skill, a dead body can be cut up and its useful parts
      separated. You can also bundle multiple resources together using this skill.
      The GET command can be used to unbundle such resources. This skill takes
      longer, but has much higher yield than normal butchering.

      +

       
      Skill : Master Butchering
      Domain : Gathering
      Available: Artisan
      Requires : 'Butchering' at 100%, and 'Taxidermy' at 75%
      Allows : Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MBUTCHERING, MASTERBUTCHERING, MSKIN, MASTERSKIN
      Usage : MBUTCHER (BUNDLE [NUM]) [TARGET BODY]
      Example : mbutcher body
      Example : mbutcher bundle 10 bones
      With this common skill, a dead body can be cut up and its useful parts
      separated. You can also bundle multiple resources together using this skill.
      The GET command can be used to unbundle such resources. This skill takes
      longer, but has much higher yield than normal butchering.


      Master Cooking (MasterCooking) -


      Skill : Master Cooking
      Domain : Crafting
      Available: Artisan
      Requires : 'Cooking' at 100%
      Requires : A base intelligence of at least 16.
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MCOOK, MCOOKING, MASTERCOOK, MASTERCOOKING
      Usage : MASTERCOOK LIST/[COOKING CONTAINER]
      Example : mastercook list
      Example : mastercook list stew
      Example : mastercook list all
      Example : mastercook pot
      This skill allows the player to create a more nutritious meal from basic edible
      ingredients. The player must be near a fire over which the meal can be cooked.
      The ingredients must be placed in a fire-safe container, like a pot or pan. A
      pot may be filled with water, if water is required for the recipe. Master
      cooking takes a bit longer than regular cooking, but the yield per pound of
      ingredients is higher, and you are capable of cooking multiple dishes at the
      same time (so long as they use different containers). The ingredients for
      cooking are best obtained through the Butchering skill and the Foraging skill,
      and some Food Prep may be necessary for some dishes.

      +

       
      Skill : Master Cooking
      Domain : Epicurean
      Available: Artisan
      Requires : 'Cooking' at 100%, and 'Master Foraging' at 75%
      Allows : Quick Cooking I, Quick Worker I, Advanced Cooking I
      Allows : Master Herbology, Vigorous Cooking I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MCOOK, MCOOKING, MASTERCOOK, MASTERCOOKING
      Usage : MASTERCOOK LIST/[COOKING CONTAINER]
      Example : mastercook list
      Example : mastercook list stew
      Example : mastercook list all
      Example : mastercook pot
      This skill allows the player to create a more nutritious meal from basic edible
      ingredients. The player must be near a fire over which the meal can be cooked.
      The ingredients must be placed in a fire-safe container, like a pot or pan. A
      pot may be filled with water, if water is required for the recipe. Master
      cooking takes a bit longer than regular cooking, but the yield per pound of
      ingredients is higher, and you are capable of cooking multiple dishes at the
      same time (so long as they use different containers). The ingredients for
      cooking are best obtained through the Butchering skill and the Foraging skill,
      and some Food Prep may be necessary for some dishes.


      Master Costuming (MasterCostuming) -


      Skill : Master Costuming
      Domain : Crafting
      Available: Artisan
      Requires : 'Costuming' at 100%
      Requires : A base intelligence of at least 16.
      Allows : Quick Worker I, Durable Crafting I, Quality Crafting I
      Allows : Light Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MASTERCOSTUME, MCOSTUME, MCOSTUMING, MASTERCOSTUMING
      Usage : MCOSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE]
      Example : mcostume shirt
      : : mcostume list
      : : mcostume list shirt
      : : mcostume list all
      : : mcostume mend shirt
      : : mcostume refit shirt
      : : mcostume scan
      : : mcostume scan bob
      : : mcostume learn shirt
      This skill allows a player to knit masterful specialized clothing, such as
      children's clothing and culture-based clothing. The extent of the items which
      can be costumed expands as the player goes up in level. This command also
      allows the player to mend any damaged clothing, get info on a list item, refit
      any clothes which are the wrong size, or learn to how to knit a found item,
      provided a blank recipe page, or recipe book with blank pages is in his or her
      inventory. To begin costuming a new item, the player must have placed the cloth
      he or she wishes to make the clothing from on the ground. The player may also
      scan the room or other players for equipment that may be mended by this skill,
      using the scan parameter. The raw cloth for costuming is found using the
      Butchering, Shearing, or Foraging skills.

      +

       
      Skill : Master Costuming
      Domain : Crafting
      Available: Artisan Charlatan
      Requires : 'Costuming' at 100%, and 'Master Tailoring' at 75%
      Allows : Light Sewing I, Quality Crafting I, Quick Worker I
      Allows : Durable Crafting I, Light Crafting I, Advanced Crafting I
      Allows : Quick Crafting I, Quality Sewing I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MASTERCOSTUME, MCOSTUME, MCOSTUMING, MASTERCOSTUMING
      Usage : MCOSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE]
      Example : mcostume shirt
      : : mcostume list
      : : mcostume list shirt
      : : mcostume list all
      : : mcostume mend shirt
      : : mcostume refit shirt
      : : mcostume scan
      : : mcostume scan bob
      : : mcostume learn shirt
      This skill allows a player to fabricate higher level paper clothing that can be
      worn over most other clothing so as to produce a different display, but not
      interfere with the function of the underlying clothing and armor. In order to
      use this skill, the costumer must first acquire the desired item they wish to
      base the pattern off of, and then deconstruct that item into a costuming recipe
      with the COSTUME LEARN command provided a blank recipe page, or recipe book
      with blank pages is in his or her inventory. This command also allows the
      player to mend any damaged paper clothing, get info on a list item, or refit
      any paper clothes which are the wrong size. To begin costuming a new item, the
      player must have placed the bolt of paper he or she wishes to make the clothing
      from on the ground. The player may also scan the room or other players for
      equipment that may be mended by this skill, using the scan parameter. The raw
      materials for costuming are created using the Papermake skill.


      Master Distilling (MasterDistilling) -


      Skill : Master Distilling
      Domain : Crafting
      Available: Artisan
      Requires : 'Distilling' at 100%
      Requires : A base charisma of at least 16.
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MDISTILLING, MASTERDISTILLING
      Usage : MASTERDISTILL LIST/[BREWING CONTAINER]
      Example : masterdistill pot
      : : masterdistill list
      : : masterdistill list whiskey
      : : masterdistill list all
      This skill allows the player to create a beer and other liquors from basic
      ingredients. The player must be near a fire over which the alcohol can be
      brewed. The ingredients must be placed in a fire-safe container, like a pot or
      pan. A pot must be filled with water or other liquids required by the recipe.
      Master Distilling requires a bit more time than normal distilling, but yields
      more liquor for the same ingredients, and allows you to prepare multiple
      liquors at the same time. The ingredients for cooking are best obtained through
      the Foraging skill.

      +

       
      Skill : Master Distilling
      Domain : Epicurean
      Available: Artisan
      Requires : 'Distilling' at 100%, and 'Herbology' at 75%
      Allows : Quick Cooking I, Quick Worker I, Imbued Distilling I
      Allows : Advanced Cooking I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MDISTILLING, MASTERDISTILLING
      Usage : MASTERDISTILL LIST/[BREWING CONTAINER]
      Example : masterdistill pot
      : : masterdistill list
      : : masterdistill list whiskey
      : : masterdistill list all
      This skill allows the player to create a beer and other liquors from basic
      ingredients. The player must be near a fire over which the alcohol can be
      brewed. The ingredients must be placed in a fire-safe container, like a pot or
      pan. A pot must be filled with water or other liquids required by the recipe.
      Master Distilling requires a bit more time than normal distilling, but yields
      more liquor for the same ingredients, and allows you to prepare multiple
      liquors at the same time. The ingredients for cooking are best obtained through
      the Foraging skill.


      Master Drilling (MasterDrilling) -


      Skill : Master Drilling
      Domain : Gathering
      Available: Artisan
      Requires : 'Drilling' at 100%
      Requires : A base intelligence of at least 16.
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MDRILL, MDRILLING, MASTERDRILL, MASTERDRILLING
      Usage : MASTERDRILL (BUNDLE [NUM]) [TARGET CONTAINER]
      Example : masterdrill pot
      Example : masterdrill bundle 10 "lamp oil"
      With this common skill, a player carefully pokes around, in the ground or
      trees, for useful liquids. The liquids are then placed into the liquid
      container given by the parameters. Master Drilling is over twice as slow as
      regular drilling, but yields three times as much liquid. Drilling is best done
      in forests and deserts. You can also bundle multiple resources together using
      this skill. The GET command can be used to unbundle such resources.

      +

       
      Skill : Master Drilling
      Domain : Gathering
      Available: Artisan
      Requires : 'Drilling' at 100%, and 'Speculating' at 75%
      Allows : Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MDRILL, MDRILLING, MASTERDRILL, MASTERDRILLING
      Usage : MASTERDRILL (BUNDLE [NUM]) [TARGET CONTAINER]
      Example : masterdrill pot
      Example : masterdrill bundle 10 "lamp oil"
      With this common skill, a player carefully pokes around, in the ground or
      trees, for useful liquids. The liquids are then placed into the liquid
      container given by the parameters. Master Drilling is over twice as slow as
      regular drilling, but yields three times as much liquid. Drilling is best done
      in forests and deserts. You can also bundle multiple resources together using
      this skill. The GET command can be used to unbundle such resources.


      Master Farming (MasterFarming) -


      Skill : Master Farming
      Domain : Gathering
      Available: Artisan
      Requires : 'Farming' at 100%
      Requires : A base wisdom of at least 16.
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MPLANT, MFARM, MFARMING, MASTERPLANT, MASTERFARM, MASTERFARMING
      Usage : MASTERPLANT (BUNDLE [NUM]) [RESOURCE NAME]
      Example : masterplant berries
      Example : masterplant bundle 10 berries
      This skill allows the player to plant a resource into the ground. The player
      must place a sample of the resource on the ground first to use as seed. After
      planting is completed, the resource will be ready to harvest some time later,
      after the plants have grown. Master Farming is over twice as slow as regular
      farming, but yields three times as much produce. You can also bundle multiple
      resources together using this skill. The GET command can be used to unbundle
      such resources.

      +

       
      Skill : Master Farming
      Domain : Gathering
      Available: Artisan
      Requires : 'Landscaping' at 75%, and 'Farming' at 100%
      Allows : Master Baking, Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MPLANT, MFARM, MFARMING, MASTERPLANT, MASTERFARM, MASTERFARMING
      Usage : MASTERPLANT (BUNDLE [NUM]) [RESOURCE NAME]
      Example : masterplant berries
      Example : masterplant bundle 10 berries
      This skill allows the player to plant a resource into the ground. The player
      must place a sample of the resource on the ground first to use as seed. After
      planting is completed, the resource will be ready to harvest some time later,
      after the plants have grown. Master Farming is over twice as slow as regular
      farming, but yields three times as much produce. You can also bundle multiple
      resources together using this skill. The GET command can be used to unbundle
      such resources.


      Master Fishing (MasterFishing) -


      Skill : Master Fishing
      Domain : Gathering
      Available: Artisan Sailor
      Requires : 'Fishing' at 100%
      Requires : A base dexterity of at least 16.
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MFISH, MASTERFISH
      Usage : MASTERFISH (BUNDLE [NUM]) [TARGET])
      Example : masterfish
      Example : masterfish bundle 10 trout
      With this common skill, a player can catch lots of fish from a suitable
      location, assuming the fish are biting. Master Fishing is over twice as slow
      as regular Fishing, but yields three times as many fish. Fishing it best done
      in the water. You can also bundle multiple resources together using this skill.
      The GET command can be used to unbundle such resources.

      +

       
      Skill : Master Fishing
      Domain : Gathering
      Available: Artisan Sailor
      Requires : 'Fishing' at 100%, and 'Baiting' at 75%
      Allows : Quick Working I, Quick Worker I, Master Trawling
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MFISH, MASTERFISH
      Usage : MASTERFISH (BUNDLE [NUM]) [TARGET])
      Example : masterfish
      Example : masterfish bundle 10 trout
      With this common skill, a player can catch lots of fish from a suitable
      location, assuming the fish are biting. Master Fishing is over twice as slow
      as regular Fishing, but yields three times as many fish. Fishing it best done
      in the water. You can also bundle multiple resources together using this skill.
      The GET command can be used to unbundle such resources.

      +
      Master Floristry (MasterFloristry) +

       
      Skill : Master Floristry
      Domain : Nature lore
      Available: Artisan Gaian Numerous Classes
      Requires : 'Floristry' at 100%
      Requires : A base intelligence of at least 12.
      Allows : Quick Working I, Quick Worker I, Nature Lore I
      Use Cost : Movement (29)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MFLORISTRY, MASTERFLOR, MASTERFLORISTRY, MFLOR
      Usage : MFLOR [ITEM NAME]
      Example : mflor some flowers
      Master Floristry is identical to Floristry, except that it is able to identify
      every herb in a bundle, or in a large group of herbs in the florists inventory.
      Like Floristry, the player may use this skill to identify flowers for the
      types that they are. The flowers for floristry are obtained by using the
      Foraging skill.


      Master Food Prep (MasterFoodPrep) -


      Skill : Master Food Prep
      Domain : Crafting
      Available: Artisan
      Requires : 'Food Prep' at 100%
      Requires : A base dexterity of at least 16.
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MFOODPREPPING, MFPREP, MASTERFOODPREPPING, MASTERFPREP
      Usage : MASTERFOODPREP LIST/[CONTAINER]
      Example : masterfoodprep bowl
      Example : masterfoodprep list
      Example : masterfoodprep list salad
      Example : masterfoodprep list all
      This skill allows the player to create a more nutritious meal from basic edible
      ingredients. The ingredients must be placed in a preparation container, The
      container may be filled with water, if water is required for the recipe.
      Master Food Prep takes a bit longer than regular Food Prep, but yields more
      food than normal, and permits you to prepare multiple things at the same time.
      The ingredients are best obtained through the Butchering skill and the Foraging
      skill.

      +

       
      Skill : Master Food Prep
      Domain : Epicurean
      Available: Artisan
      Requires : 'Food Prep' at 100%, and 'Gardening' at 75%
      Allows : Quick Cooking I, Creative Food Prep I, Quick Worker I
      Allows : Master Gardening, Advanced Cooking I, Master Herbology
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MFOODPREPPING, MFPREP, MASTERFOODPREPPING, MASTERFPREP
      Usage : MASTERFOODPREP LIST/[CONTAINER]
      Example : masterfoodprep bowl
      Example : masterfoodprep list
      Example : masterfoodprep list salad
      Example : masterfoodprep list all
      This skill allows the player to create a more nutritious meal from basic edible
      ingredients. The ingredients must be placed in a preparation container, The
      container may be filled with water, if water is required for the recipe.
      Master Food Prep takes a bit longer than regular Food Prep, but yields more
      food than normal, and permits you to prepare multiple things at the same time.
      The ingredients are best obtained through the Butchering skill and the Foraging
      skill.


      Master Foraging (MasterForaging) -


      Skill : Master Foraging
      Domain : Gathering
      Available: Artisan
      Requires : 'Foraging' at 100%
      Requires : A base charisma of at least 16.
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MFORAGE, MFORAGING, MASTERFORAGE, MASTERFORAGING
      Usage : MASTERFORAGE (BUNDLE [NUM]) [TARGET])
      Example : masterforage
      Example : masterforage bundle 10 berries
      With this common skill, a player carefully scans an area for any naturally
      growing plants which may be edible. Master Foraging is over twice as slow as
      regular Foraging, but yields three times as much produce. Foraging is best done
      in forests and on plains. You can also bundle multiple resources together using
      this skill. The GET command can be used to unbundle such resources.

      +

       
      Skill : Master Foraging
      Domain : Gathering
      Available: Artisan
      Requires : 'Foraging' at 100%, 'Distilling' at 75%, and 'Herbology' at 75%
      Allows : Master Cooking, Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MFORAGE, MFORAGING, MASTERFORAGE, MASTERFORAGING
      Usage : MASTERFORAGE (BUNDLE [NUM]) [TARGET])
      Example : masterforage
      Example : masterforage bundle 10 berries
      With this common skill, a player carefully scans an area for any naturally
      growing plants which may be edible. Master Foraging is over twice as slow as
      regular Foraging, but yields three times as much produce. Foraging is best done
      in forests and on plains. You can also bundle multiple resources together using
      this skill. The GET command can be used to unbundle such resources.

      +
      Master Gardening (MasterGardening) +

       
      Skill : Master Gardening
      Domain : Gathering
      Available: Artisan
      Requires : 'Gardening' at 100%, and 'Master Food Prep' at 75%
      Allows : Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MGPLANT, MASTERGARDEN, MASTERGARDENING, MGARDEN, MGARDENING
      Usage : MASTERGARDEN (BUNDLE [NUM]) [RESOURCE NAME]
      Example : mastergarden roses
      Example : mastergarden bundle 10 roses
      This skill allows the player to plant herbs or flowers into the ground. The
      player must place a sample of the resource on the ground first to use as seed.
      After planting is completed, the resource will be grow some time later. Master
      Gardening is over twice as slow as regular gardening, but yields three times as
      many plants. You can also bundle multiple resources together using this skill.
      The GET command can be used to unbundle such resources.


      Master Gem Digging (MasterDigging) -


      Skill : Master Gem Digging
      Domain : Gathering
      Available: Artisan
      Requires : 'Gem Digging' at 100%
      Requires : A base constitution of at least 16.
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MGDIG, MGDIGGING, MGEMDIGGING, MASTERGDIG, MASTERGDIGGING,
      MASTERGEMDIGGING
      Usage : MASTERGEMDIGGING (BUNDLE [NUM]) [TARGET])
      Example : mgdig
      Example : mgdig bundle 10 gems
      With this common skill, a player can perform the delicate task of mining gems
      and other precious stones. Master Gem Digging is over twice as slow as regular
      Gem Digging, but yields three times as many gems. The precious stones found
      with this skill are best hunted for in mountains or caves. Sand is best found
      in the desert. You can also bundle multiple resources together using this
      skill. The GET command can be used to unbundle such resources.

      +

       
      Skill : Master Gem Digging
      Domain : Gathering
      Available: Artisan
      Requires : 'Gem Digging' at 100%, and 'Excavation' at 75%
      Allows : Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MGDIG, MGDIGGING, MGEMDIGGING, MASTERGDIG, MASTERGDIGGING,
      MASTERGEMDIGGING
      Usage : MASTERGEMDIGGING (BUNDLE [NUM]) [TARGET])
      Example : mgdig
      Example : mgdig bundle 10 gems
      With this common skill, a player can perform the delicate task of mining gems
      and other precious stones. Master Gem Digging is over twice as slow as regular
      Gem Digging, but yields three times as many gems. The precious stones found
      with this skill are best hunted for in mountains or caves. Sand is best found
      in the desert. You can also bundle multiple resources together using this
      skill. The GET command can be used to unbundle such resources.

      +
      Master Herbology (MasterHerbology) +

       
      Skill : Master Herbology
      Domain : Nature lore
      Available: Artisan Numerous Classes
      Requires : 'Herbology' at 100%
      Requires : A base intelligence of at least 12.
      Allows : Quick Working I, Quick Worker I, Nature Lore I
      Use Cost : Movement (29)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MHERBOLOGY, MASTERHERB, MASTERHERBOLOGY, MHERB
      Usage : MHERB [ITEM NAME]
      Example : mherb some herbs
      Master Herbology is identical to Herbology, except that it is able to identify
      every herb in a bundle, or in a large group of herbs in the herbologists
      inventory. Like Herbology, the player may use this skill to identify herbs for
      the types that they are. This skill is quite necessary for Druids who wish to
      use their Herbalism skill, or Cooks who need particular herbs for recipes, but
      is fairly unnecessary for others. The raw herbs for herbology are obtained by
      using the Foraging skill.


      Master Leather Working (MasterLeatherWorking) -


      Skill : Master Leather Working
      Domain : Crafting
      Available: Artisan
      Requires : 'Leather Working' at 100%
      Requires : A base constitution of at least 16.
      Allows : Quick Worker I, Durable Crafting I, Quality Crafting I
      Allows : Light Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MASTERLEATHERWORKING, MLEATHERWORK, MLEATHERWORKING
      Usage : MLEATHERWORK (LIST/INFO/MEND/REFIT/LEARN/SCAN) (BUNDLE [NUM]) [ITEM]
      Example : mleatherwork vest
      : : mleatherwork bundle 100 leather
      : : mleatherwork list
      : : mleatherwork list vest
      : : mleatherwork list all
      : : mleatherwork mend vest
      : : mleatherwork refit sleeves
      : : mleatherwork scan
      : : mleatherwork scan bob
      : : mleatherwork learn gloves
      This skill allows a player to craft masterful leather items, such as armor,
      clothing, and even whips. The extent of the items which can be crafted expands
      as the player goes up in level. This command also allows the player to mend
      any damaged leather items, get info on a list item, refit any armor which may
      be the wrong size, or learn how to make an item he or she has found, provided a
      blank recipe page or a recipe book with blank pages is in his or her inventory.
      To begin crafting a new item, the player must have placed the leather he or she
      wishes to make the item from on the ground. The player may also scan the room
      or other players for equipment that may be mended by this skill, using the scan
      parameter. The raw leather for leather working is found using the Butchering
      skill.

      +

       
      Skill : Master Leather Working
      Domain : Crafting
      Available: Artisan
      Requires : 'Leather Working' at 100%, and 'Scrapping' at 75%
      Allows : Light Sewing I, Quality Crafting I, Durable Sewing I
      Allows : Quick Worker I, Durable Crafting I, Light Crafting I
      Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MASTERLEATHERWORKING, MLEATHERWORK, MLEATHERWORKING
      Usage : MLEATHERWORK (LIST/INFO/MEND/REFIT/LEARN/SCAN) (BUNDLE [NUM]) [ITEM]

      Example : mleatherwork vest
      : : mleatherwork bundle 100 leather
      : : mleatherwork list
      : : mleatherwork list vest
      : : mleatherwork list all
      : : mleatherwork mend vest
      : : mleatherwork refit sleeves
      : : mleatherwork scan
      : : mleatherwork scan bob
      : : mleatherwork learn gloves
      This skill allows a player to craft masterful leather items, such as armor,
      clothing, and even whips. The extent of the items which can be crafted expands
      as the player goes up in level. This command also allows the player to mend
      any damaged leather items, get info on a list item, refit any armor which may
      be the wrong size, or learn how to make an item he or she has found, provided a
      blank recipe page or a recipe book with blank pages is in his or her inventory.
      To begin crafting a new item, the player must have placed the leather he or she
      wishes to make the item from on the ground. The player may also scan the room
      or other players for equipment that may be mended by this skill, using the scan
      parameter. The raw leather for leather working is found using the Butchering
      skill.


      Master Mining (MasterMining) -


      Skill : Master Mining
      Domain : Gathering
      Available: Artisan
      Requires : 'Mining' at 100%
      Requires : A base strength of at least 16.
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MMINE, MMINING, MASTERMINE, MASTERMINING
      Usage : MASTERMINE (BUNDLE [NUM]) [TARGET]
      Example : mastermine
      Example : mastermine bundle 10 stone
      With this common skill, a player whacks at rock and ground looking to uncover
      metals, and uncommon stones. Master Mining is over twice as slow as regular
      Mining, but yields three times the amount of stone or metals. Mining is best
      done in caves and mountains. You can also bundle multiple resources together
      using this skill. The GET command can be used to unbundle such resources.

      +

       
      Skill : Master Mining
      Domain : Gathering
      Available: Artisan
      Requires : 'Mining' at 100%, and 'Excavation' at 75%
      Allows : Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MMINE, MMINING, MASTERMINE, MASTERMINING
      Usage : MASTERMINE (BUNDLE [NUM]) [TARGET]
      Example : mastermine
      Example : mastermine bundle 10 stone
      With this common skill, a player whacks at rock and ground looking to uncover
      metals, and uncommon stones. Master Mining is over twice as slow as regular
      Mining, but yields three times the amount of stone or metals. Mining is best
      done in caves and mountains. You can also bundle multiple resources together
      using this skill. The GET command can be used to unbundle such resources.


      Master Shearing (MasterShearing) -


      Skill : Master Shearing
      Domain : Animal affinity
      Available: Artisan
      Requires : 'Shearing' at 100%
      Requires : A base wisdom of at least 16.
      Allows : Quick Worker I, Animal Affinity I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MSHEAR, MSHEARING, MASTERSHEAR, MASTERSHEARING
      Usage : MASTERSHEAR [TARGET]
      Example : mastershear sheep
      With this common skill, you can shear the wool off of a sheeps body, or at
      least as much of it as you can. Master Shearing is over twice as slow as
      regular Shearing, but yields three times as much wool.

      +

       
      Skill : Master Shearing
      Domain : Animal affinity
      Available: Artisan
      Requires : 'Shearing' at 100%, and 'Animal Husbandry' at 75%
      Allows : Animal Affinity I, Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MSHEAR, MSHEARING, MASTERSHEAR, MASTERSHEARING
      Usage : MASTERSHEAR [TARGET]
      Example : mastershear sheep
      With this common skill, you can shear the wool off of a sheeps body, or at
      least as much of it as you can. Master Shearing is over twice as slow as
      regular Shearing, but yields three times as much wool.


      Master Tailoring (MasterTailoring) -


      Skill : Master Tailoring
      Domain : Crafting
      Available: Artisan
      Requires : 'Tailoring' at 100%
      Requires : A base dexterity of at least 16.
      Allows : Quick Worker I, Durable Crafting I, Quality Crafting I
      Allows : Light Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MASTERKNIT, MKNIT, MTAILOR, MTAILORING, MASTERTAILOR,
      MASTERTAILORING
      Usage : MKNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
      Example : mknit shirt
      : : mknit bundle 100 cotton
      : : mknit list
      : : mknit list vest
      : : mknit list all
      : : mknit mend vest
      : : mknit refit sleeves
      : : mknit scan
      : : mknit scan bob
      : : mknit learn shirt
      This skill allows a player to knit masterful clothing, such as dresses and
      suits. The extent of the items which can be knitted expands as the player goes
      up in level. This command also allows the player to mend any damaged clothing,
      refit any clothes which are the wrong size, or learn how to knit an item he or
      she has found, provided a blank recipe page or a recipe book with blank pages
      is in his or her inventory. To begin knitting a new item, the player must have
      placed the cloth he or she wishes to make the clothing from on the ground. The
      player may also scan the room or other players for equipment that may be mended
      by this skill, using the scan parameter. The raw cloth for knitting is found
      using the Butchering, Shearing, or Foraging skills.

      +

       
      Skill : Master Tailoring
      Domain : Crafting
      Available: Artisan
      Requires : 'Tailoring' at 100%, and 'Scrapping' at 75%
      Allows : Light Sewing I, Quality Crafting I, Durable Sewing I
      Allows : Quick Worker I, Durable Crafting I, Light Crafting I
      Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I
      Allows : Master Costuming
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MASTERKNIT, MKNIT, MTAILOR, MTAILORING, MASTERTAILOR,
      MASTERTAILORING
      Usage : MKNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]
      Example : mknit shirt
      : : mknit bundle 100 cotton
      : : mknit list
      : : mknit list vest
      : : mknit list all
      : : mknit mend vest
      : : mknit refit sleeves
      : : mknit scan
      : : mknit scan bob
      : : mknit learn shirt
      This skill allows a player to knit masterful clothing, such as dresses and
      suits. The extent of the items which can be knitted expands as the player goes
      up in level. This command also allows the player to mend any damaged clothing,
      refit any clothes which are the wrong size, or learn how to knit an item he or
      she has found, provided a blank recipe page or a recipe book with blank pages
      is in his or her inventory. To begin knitting a new item, the player must have
      placed the cloth he or she wishes to make the clothing from on the ground. The
      player may also scan the room or other players for equipment that may be mended
      by this skill, using the scan parameter. The raw cloth for knitting is found
      using the Butchering, Shearing, or Foraging skills.


      Master Trawling (MasterTrawling) -


      Skill : Master Trawling
      Domain : Gathering
      Available: Sailor
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MTRAWL, MASTERTRAWL
      Usage : MASTERTRAWL (BUNDLE [NUM]) [TARGET])
      Example : mastertrawl
      Example : mastertrawl bundle 10 trout
      With this common skill, a player can catch lots of fish from the deck of a
      large sailing ship by casting nets into the water, assuming there are enough
      fish around to fill up the nets. You can also bundle multiple resources
      together using this skill. The GET command can be used to unbundle such
      resources.

      +

       
      Skill : Master Trawling
      Domain : Gathering
      Available: Artisan Sailor
      Requires : 'Trawling' at 100%, 'Master Fishing' at 75%, and 'Stability' at 75%
      Allows : Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MTRAWL, MASTERTRAWL
      Usage : MASTERTRAWL (BUNDLE [NUM]) [TARGET])
      Example : mastertrawl
      Example : mastertrawl bundle 10 trout
      With this common skill, a player can catch lots of fish from the deck of a
      large sailing ship by casting nets into the water, assuming there are enough
      fish around to fill up the nets. You can also bundle multiple resources
      together using this skill. The GET command can be used to unbundle such
      resources.


      Master Weaponsmithing (MasterWeaponsmithing) -


      Skill : Master Weaponsmithing
      Domain : Crafting
      Available: Artisan
      Requires : 'Weaponsmithing' at 100%, and (One of: 'Armor Specialization', 'Axe
      Specialization', 'Blunt Weapon Specialization', 'Bow Specialization', 'Dagger
      Specialization', 'Edged Weapon Specialization', 'Flailing Weapon
      Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm
      Specialization', 'Ranged Weapon Specialization', 'Shield Specialization',
      'Siege Weapon Specialization', 'Staff Specialization', 'Sword Specialization',
      or 'Weapon Specialization')
      Requires : A base strength of at least 16.
      Allows : Lethal Crafting I, Quick Worker I, Quality Crafting I
      Allows : Light Crafting I, Counterbalance Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MWEAPONSMITH, MASTERWEAPONSMITHING
      Usage : MWEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]
      Example : mweaponsmith twohanded sword
      : : mweaponsmith list
      : : mweaponsmith list all
      : : mweaponsmith list sword
      : : mweaponsmith scan
      : : mweaponsmith scan bob
      : : mweaponsmith learn axe
      This skill allows a player to craft master-level weapons from metal. This
      skill requires Blacksmithing and Weaponsmithing in order to learn it. It also
      requires specialization in the weapon type the player wishes to make. The
      extent of the weapons which can be crafted expands as the player goes up in
      level. To begin smithing, the player must be in a room with an open fire
      burning, and must have placed the metal he or she wishes to make the weapon
      from on the ground. The player may also scan the room or other players for
      equipment that may be mended by this skill, using the scan parameter, or learn
      how to smith an item he or she has found, provided a blank recipe page or a
      recipe book with blank pages is in his or her inventory. The metal for
      weaponsmithing is obtained using the Mining skill, or better metals from the
      Smelting skill. Using better materials will increase both the strength and the
      required level of the crafted item.

      +

       
      Skill : Master Weaponsmithing
      Domain : Crafting
      Available: Artisan
      Requires : 'Weaponsmithing' at 100%, and 'Sword Familiarity' at 75%
      Allows : Counterbalance Crafting I, Legendary Weaponsmithing
      Allows : Quality Crafting I, Quick Worker I, Light Crafting I
      Allows : Advanced Crafting I, Quick Crafting I, Lethal Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MWEAPONSMITH, MASTERWEAPONSMITHING
      Usage : MWEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]
      Example : mweaponsmith twohanded sword
      : : mweaponsmith list
      : : mweaponsmith list sword
      : : mweaponsmith list blunt
      : : mweaponsmith list all
      : : mweaponsmith scan
      : : mweaponsmith scan bob
      : : mweaponsmith learn axe
      This skill allows a player to craft master-level weapons (levels 31-60) from
      metal. This skill requires Blacksmithing and Weaponsmithing in order to learn
      it. It also requires specialization in the weapon type the player wishes to
      make. The extent of the weapons which can be crafted expands as the player
      goes up in level. To begin smithing, the player must be in a room with an open
      fire burning, and must have placed the metal he or she wishes to make the
      weapon from on the ground. The player may also scan the room or other players
      for equipment that may be mended by this skill, using the scan parameter, or
      learn how to smith an item he or she has found, provided a blank recipe page or
      a recipe book with blank pages is in his or her inventory. The metal for
      weaponsmithing is obtained using the Mining skill, or better metals from the
      Smelting skill. Using better materials will increase both the strength and the
      required level of the crafted item.


      Master Wood Chopping (MasterChopping) -


      Skill : Master Wood Chopping
      Domain : Gathering
      Available: Artisan
      Requires : 'Wood Chopping' at 100%
      Requires : A base strength of at least 16.
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MCHOP, MASTERCHOP, MCHOPPING, MASTERCHOPPING
      Usage : MASTERCHOP (BUNDLE [NUM]) [TARGET])
      Example : masterchop
      Example : masterchop bundle 10 oak
      With this common skill, a player can find good trees, chop a few down, and the
      chop up the wood for carrying. Master Wood Chopping is over twice as slow as
      regular Chopping, but yields three times more wood. Trees for chopping are best
      found in forests. You can also bundle multiple resources together using this
      skill. The GET command can be used to unbundle such resources.

      +

       
      Skill : Master Wood Chopping
      Domain : Gathering
      Available: Artisan
      Requires : 'Wood Chopping' at 100%, 'Siegecraft' at 75%, and 'Boatwrighting' at
      75%
      Allows : Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MCHOP, MASTERCHOP, MCHOPPING, MASTERCHOPPING
      Usage : MASTERCHOP (BUNDLE [NUM]) [TARGET])
      Example : masterchop
      Example : masterchop bundle 10 oak
      With this common skill, a player can find good trees, chop a few down, and the
      chop up the wood for carrying. Master Wood Chopping is over twice as slow as
      regular Chopping, but yields three times more wood. Trees for chopping are best
      found in forests. You can also bundle multiple resources together using this
      skill. The GET command can be used to unbundle such resources.


      Matrix Possess (Archon_MatrixPossess) -


      Skill : Matrix Possess
      Domain : Archon
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : MPOSSESS
      Usage : MPOSSESS [PLAYER NAME]
      Example : mpossess bob
      This skill will allow you automatically possess a new mob in the same room as
      the target player whenever the target moves to a new room. Just like possess,
      use QUIT to shut it down.

      +

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


      MeatCuring (MeatCuring) -


      Skill : MeatCuring
      Domain : Epicurean
      Available: Numerous Classes
      Allows : Quick Worker I
      Use Cost : Movement (7)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MEATCURING, MEATCURE, MCURING, MCURE
      Usage : MCURE [TARGET]
      Example : mcure carp
      With this skill, a player can carefully apply spices in an attempt to cure some
      amount of meat to prevent it from spoiling. The amount of time this takes will
      depend on the amount of meat being cured in a targeted bundle. If successful,
      the meat bundle will never spoil. If not successful, the meat will seem cured
      for a time, but will eventually stop seeming cured, and then eventually spoil.

      +

       
      Skill : MeatCuring
      Domain : Epicurean
      Available: Artisan Numerous Classes
      Requires : A base intelligence of at least 8.
      Allows : Quick Cooking I, Quick Worker I, Advanced Cooking I
      Use Cost : Movement (7)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MEATCURING, MEATCURE, MCURING, MCURE
      Usage : MCURE [TARGET]
      Example : mcure carp
      With this skill, a player can carefully apply spices in an attempt to cure some
      amount of meat to prevent it from spoiling. The amount of time this takes will
      depend on the amount of meat being cured in a targeted bundle. If successful,
      the meat bundle will never spoil. If not successful, the meat will seem cured
      for a time, but will eventually stop seeming cured, and then eventually spoil.


      Meditation (Skill_Meditation) -


      Skill : Meditation
      Domain : Fitness
      Available: Shaman SkyWatcher Numerous Classes
      Allows : Fitness I
      Use Cost : Mana (66)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : MEDITATE
      Usage : MEDITATE
      Example : meditate
      If the mage is in a quiet, sitting position, this skill will allow him or her
      to gain mana back at an accellerated rate.

      +

       
      Skill : Meditation
      Domain : Fitness
      Available: Shaman SkyWatcher Numerous Classes
      Allows : Fitness I
      Use Cost : Mana (66)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : MEDITATE
      Usage : MEDITATE
      Example : meditate
      If the mage is in a quiet, sitting position, this skill will allow him or her
      to gain mana back at an accellerated rate.


      Memorize (Skill_ScrollCopy) -


      Skill : Memorize
      Domain : Calligraphy
      Available: Numerous Classes
      Allows : Fine Calligraphy I
      Use Cost : Mana (5)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : MEMORIZE
      Usage : MEMORIZE [SPELL NAME] [SCROLL SOURCE NAME]
      Example : memorize magic missile scroll
      By spending the necessary practice points or trains, a Mage may use this
      command to gain the ability to learn some spell that is written on a scroll.
      If the memorization is successful, the spell may be practiced and cast as
      normal, and the mage will gain experience based on the level of himself and the
      spell learned.

      +

       
      Skill : Memorize
      Domain : Calligraphy
      Available: Numerous Classes
      Allows : Fine Calligraphy I
      Use Cost : Mana (5)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : MEMORIZE
      Usage : MEMORIZE [SPELL NAME] [SCROLL SOURCE NAME]
      Example : memorize magic missile scroll
      By spending the necessary practice points or trains, a Mage may use this
      command to gain the ability to learn some spell that is written on a scroll.
      If the memorization is successful, the spell may be practiced and cast as
      normal, and the mage will gain experience based on the level of himself and the
      spell learned.


      Metacrafting (Archon_Metacraft) -

      Usage    : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
      [FILENAME])
      Usage : METACRAFT ALL [SKILL NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
      [FILENAME])
      Example : metacraft wagon oak
      Example : metacraft wagon
      Example : metacraft "every sword" bronze
      Example : metacraft "every sword"
      Example : metacraft "every sword" iron to file /items.cmare
      Example : metacraft "all carpentry"
      This skill will allow you to create any item that is craftable from the
      numerous common skills. The item created may be made of a material specified,
      or automatically crafted by a random material valid to the appropriate skill.
      You can also specify the destination of the items, whether it be the room, your
      inventory, or an xml file.

      +

      Usage    : METACRAFT (EVERY) [ITEM NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
      [FILENAME])
      Usage : METACRAFT ALL [SKILL NAME] ([MATERIAL NAME]) (TO SELF/HERE/FILE
      [FILENAME])
      Example : metacraft wagon oak
      Example : metacraft wagon
      Example : metacraft "every sword" bronze
      Example : metacraft "every sword"
      Example : metacraft "every sword" iron to file /items.cmare
      Example : metacraft "all carpentry"
      This skill will allow you to create any item that is craftable from the
      numerous common skills. The item created may be made of a material specified,
      or automatically crafted by a random material valid to the appropriate skill.
      You can also specify the destination of the items, whether it be the room, your
      inventory, or an xml file.


      Mimicry (Skill_Mimicry) -


      Skill : Mimicry
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : MIMICRY, MIMIC
      Usage : MIMICRY [TARGET NAME]
      Example : mimcry orc
      The player begins to mimic the actions of the target, thus annoying them.

      +

       
      Skill : Mimicry
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : MIMICRY, MIMIC
      Usage : MIMICRY [TARGET NAME]
      Example : mimcry orc
      The player begins to mimic the actions of the target, thus annoying them.


      Mining (Mining) -


      Skill : Mining
      Domain : Gathering
      Available: Artisan Numerous Classes
      Allows : Master Mining, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MINE, MINING
      Usage : MINE (BUNDLE [NUM]) [TARGET]
      Example : mine
      Example : mine bundle 10 stone
      With this common skill, a player whacks at rock and ground looking to uncover
      metals, and uncommon stones. Mining is best done in caves and mountains. You
      can also bundle multiple resources together using this skill. The GET command
      can be used to unbundle such resources.

      +

       
      Skill : Mining
      Domain : Gathering
      Available: Artisan Numerous Classes
      Requires : A base strength of at least 9.
      Allows : Quick Working I, Smelting, Quick Worker I, Master Mining
      Allows : Masonry, Speculating, Sculpting
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : MINE, MINING
      Usage : MINE (BUNDLE [NUM]) [TARGET]
      Example : mine
      Example : mine bundle 10 stone
      With this common skill, a player whacks at rock and ground looking to uncover
      metals, and uncommon stones. Mining is best done in caves and mountains. You
      can also bundle multiple resources together using this skill. The GET command
      can be used to unbundle such resources.


      Monkey Punch (Fighter_MonkeyPunch) -


      Skill : Monkey Punch
      Domain : Punching
      Available: Monk
      Allows : Combat Fluidity I, Iron Punching I, Knife Hand
      Invoked : Automatic
      Example :
      So long as the Monk is unarmed, he or she has this ability to deliver an extra
      attack per round using a swift, closed fist.

      +

       
      Skill : Monkey Punch
      Domain : Punching
      Available: Monk
      Allows : Knife Hand, Iron Punching I, Combat Fluidity I
      Invoked : Automatic
      Example :
      So long as the Monk is unarmed, he or she has this ability to deliver an extra
      attack per round using a swift, closed fist.


      Monologue (Skill_Monologue) -


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

      +

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


      Morse Code (Skill_MorseCode) -


      Skill : Morse Code
      Domain : Sea travel
      Available: Sailor Scholar
      Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
      Allows : Ranged Sailing I
      Invoked : Automatic
      Usage : "MORSECODE" [MESSAGE]
      Example : morsecode I'm here at on my boat!
      This skill can be used to either tap on walls or flash a held light source in
      order to send morse code signals. The distance that the signals can be
      detected increase with expertise. Only someone else with the morse code skill
      can interpret them.

      +

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


      Mountain Tactics (Fighter_MountainTactics) -


      Skill : Mountain Tactics
      Domain : Nature lore
      Available: Barbarian
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives the fighter an edge in attack, defence, and damage when
      fighting in the mountains. The fighter can also hide themselves simply by
      sitting down on the ground and staying still for a few mins.

      +

       
      Skill : Mountain Tactics
      Domain : Nature lore
      Available: Barbarian
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives the fighter an edge in attack, defence, and damage when
      fighting in the mountains. The fighter can also hide themselves simply by
      sitting down on the ground and staying still for a few mins.


      Mounted Charge (Paladin_MountedCharge) -


      Skill : Mounted Charge
      Domain : Animal affinity
      Available: Paladin
      Allows : Animal Affinity I
      Use Cost : Movement (66)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 99
      Commands : MOUNTEDCHARGE, MCHARGE
      Usage : MCHARGE [TARGET NAME]
      Example : mcharge orc
      The Paladin, from the back of a mount, rides at top speed at an target,
      delivering a deadly attack, but sacrificing armor.

      +

       
      Skill : Mounted Charge
      Domain : Animal affinity
      Available: Paladin
      Allows : Animal Affinity I
      Use Cost : Movement (66)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 99
      Commands : MOUNTEDCHARGE, MCHARGE
      Usage : MCHARGE [TARGET NAME]
      Example : mcharge orc
      The Paladin, from the back of a mount, rides at top speed at an target,
      delivering a deadly attack, but sacrificing armor.


      Mounted Combat (Skill_MountedCombat) -


      Skill : Mounted Combat
      Domain : Animal affinity
      Available: Barbarian Several Classes
      Allows : Animal Affinity I
      Invoked : Automatic
      Example :
      This skill helps negate the bad consequences of fighting from horseback or from
      a boat or other vehicle.

      +

       
      Skill : Mounted Combat
      Domain : Animal affinity
      Available: Artisan Barbarian Several Classes
      Requires : 'Animal Husbandry' at 75%
      Allows : Animal Affinity I
      Invoked : Automatic
      Example :
      This skill helps negate the bad consequences of fighting from horseback or from
      a boat or other vehicle.


      Mug (Thief_Mug) -


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

      +

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


      Multiwatch (Archon_Multiwatch) -

      Ability    : Multiwatch
      Usage : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME])
      Example : multiwatch add playerone playertwo
      Example : multiwatch auto
      Example : multiwatch stop
      Description:
      This is an archon skill to assist in determining if a set of players who are
      connected from the same ip address are the same person. It does this by
      tracking certain pieces of data which together may be taken as rather
      circumstantial evidence of someone multiplaying. The definition of the numbers
      are as follows:
      SYNC - The number of commands entered by more than one member of an IP group
      within a single 4 second period.
      SPEECH - This refers to SAY commands, broken into three sections. The first
      number represents the number of SAY commands done in the same room with a
      player who has the same IP address. The second number represents the number of
      SAY commands directed at another player. The last number is the number of SAY
      commands total.
      SOCIALS - These are also divided into three numbers where, again, the first is
      the number of socials in the same room with a player with the same IP, the
      second being socials directed at another player, and the last being the number
      of total socials.
      CMD - The number of commands entered which are different than the previous
      command entered.
      ORDER - The number of times one of the players in the group gave an ORDER to
      another player in the group. A sure sign indeed.

      +

      Ability    : Multiwatch 
      Usage : MULTIWATCH (AUTO/STOP/ADD [NAME] ... [NAME])
      Example : multiwatch add playerone playertwo
      Example : multiwatch auto
      Example : multiwatch stop
      Description:
      This is an archon skill to assist in determining if a set of players who are
      connected from the same ip address are the same person. It does this by
      tracking certain pieces of data which together may be taken as rather
      circumstantial evidence of someone multiplaying. The definition of the numbers
      are as follows:
      SYNC - The number of commands entered by more than one member of an IP group
      within a single 4 second period.
      SPEECH - This refers to SAY commands, broken into three sections. The first
      number represents the number of SAY commands done in the same room with a
      player who has the same IP address. The second number represents the number of
      SAY commands directed at another player. The last number is the number of SAY
      commands total.
      SOCIALS - These are also divided into three numbers where, again, the first is
      the number of socials in the same room with a player with the same IP, the
      second being socials directed at another player, and the last being the number
      of total socials.
      CMD - The number of commands entered which are different than the previous
      command entered.
      ORDER - The number of times one of the players in the group gave an ORDER to
      another player in the group. A sure sign indeed.


      My Plants (Druid_MyPlants) -


      Skill : My Plants
      Domain : Nature lore
      Available: Several Classes
      Allows : Nature Lore I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : MYPLANTS, PLANTS
      Usage : MYPLANTS
      Example : myplants
      A druid can, at will, become attuned to the plants which he or she has created
      through druidic magic. This ability allows the druid to perceive all of his or
      her magical plants still alive, and where they are.

      This skill is most useful for Plant Pass and for creating a druidic connection
      to an area. A druid in a rural area has placed one of his or her plants in at
      least 50% of the rooms in an area will create a druidic connection to the area.
      See also Druidic Connection for more information on this phenomenon.

      Druids also gain experience for placing their plants inside areas classified as
      cities. A certain number of plants per city per mud-month can be summoned for
      experience in this way.

      +

       
      Skill : My Plants
      Domain : Nature lore
      Available: Several Classes
      Allows : Nature Lore I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : MYPLANTS, PLANTS
      Usage : MYPLANTS
      Example : myplants
      A druid can, at will, become attuned to the plants which he or she has created
      through druidic magic. This ability allows the druid to perceive all of his or
      her magical plants still alive, and where they are.

      This skill is most useful for Plant Pass and for creating a druidic connection
      to an area. A druid in a rural area has placed one of his or her plants in at
      least 50% of the rooms in an area will create a druidic connection to the area.
      See also Druidic Connection for more information on this phenomenon.

      Druids also gain experience for placing their plants inside areas classified as
      cities. A certain number of plants per city per mud-month can be summoned for
      experience in this way.

      +
      Natural Weapon Proficiency (Proficiency_Natural) +

       
      Skill : Natural Weapon Proficiency
      Domain : Weapon use
      Available: Artisan
      Requires : 'Animal Husbandry' at 75%
      Allows : Dodge, Kick
      Invoked : Automatic
      The player is proficient with certain natural weapons, gaining the ability to
      use them even if their current class training would not make it feasible
      normally.


      Naval Tactics (Skill_NavalTactics) -


      Skill : Naval Tactics
      Domain : Sea travel
      Available: Sailor
      Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
      Allows : Ranged Sailing I
      Use Cost : Mana (71)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : NAVALTACTICS, NTACTICS
      Usage : NAVALTACTICS [TACTIC]
      Example : ntactics follow
      From the deck of a big sailing ship, and during ship combat, the sailor can
      automatically set a course on his or her ship according to a particular combat
      tactic. The tactics include:
      FOLLOW - Maintain a distance from the enemy ship equal to the current distance.
      RETREAT - Maintain a distance just outside the enemy ships gun range.
      FLEE - Flee from combat by sailing towards the closest escape route.
      APPROACH - Get as close as possible to the enemy ship.

      +

       
      Skill : Naval Tactics
      Domain : Sea travel
      Available: Sailor
      Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
      Allows : Extended Sailing I
      Use Cost : Mana (71)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : NAVALTACTICS, NTACTICS
      Usage : NAVALTACTICS [TACTIC]
      Example : ntactics follow
      From the deck of a big sailing ship, and during ship combat, the sailor can
      automatically set a course on his or her ship according to a particular combat
      tactic. The tactics include:
      FOLLOW - Maintain a distance from the enemy ship equal to the current distance.

      RETREAT - Maintain a distance just outside the enemy ships gun range.
      FLEE - Flee from combat by sailing towards the closest escape route.
      APPROACH - Get as close as possible to the enemy ship.

      +
      Nipple Twist (Skill_Nippletwist) +

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


      Nondetection (Thief_Nondetection) -


      Skill : Nondetection
      Domain : Stealthy
      Available: Thief
      Allows : Stealthy I
      Invoked : Automatic
      Example :
      The thief has so perfected his or her ability to hide that, when doing so, they
      are completely undetectable by any magical or other means.

      +

       
      Skill : Nondetection
      Domain : Stealthy
      Available: Thief
      Allows : Stealthy I
      Invoked : Automatic
      Example :
      The thief has so perfected his or her ability to hide that, when doing so, they
      are completely undetectable by any magical or other means.


      Observe (Thief_Observation) -


      Skill : Observe
      Domain : Alert
      Available: Arcanist Assassin Burglar SkyWatcher
      Available: Thief Trapper Several Classes
      Allows : Vigilantly I
      Use Cost : Mana (57)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : OBSERVE
      Usage : OBSERVE
      Example : observe
      The thief opens his or her eyes and takes careful notice of his or her
      surroundings, allowing them to spot anyone that may try to sneak into the room.

      +

       
      Skill : Observe
      Domain : Alert
      Available: Arcanist Assassin Burglar SkyWatcher
      Available: Thief Trapper Several Classes
      Allows : Vigilantly I
      Use Cost : Mana (57)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : OBSERVE
      Usage : OBSERVE
      Example : observe
      The thief opens his or her eyes and takes careful notice of his or her
      surroundings, allowing them to spot anyone that may try to sneak into the room.


      Opponent Knowledge (Fighter_SizeOpponent) -


      Skill : Opponent Knowledge
      Domain : Combat lore
      Available: Fighter
      Allows : Combat Lore I
      Use Cost : Movement (71)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SIZEUP, OPPONENT
      Usage : SIZEUP [TARGET NAME]
      Example : sizeup orc
      The fighter's experience is used to determine a more accurate survey of an
      target`s health, combat prowess, and defensive capability.

      +

       
      Skill : Opponent Knowledge
      Domain : Combat lore
      Available: Fighter
      Allows : Combat Lore I
      Use Cost : Movement (71)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SIZEUP, OPPONENT
      Usage : SIZEUP [TARGET NAME]
      Example : sizeup orc
      The fighter's experience is used to determine a more accurate survey of an
      target`s health, combat prowess, and defensive capability.


      Organizing (Organizing) -


      Skill : Organizing
      Domain : Education lore
      Available: Scholar
      Allows : Educating I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ORGANIZE, ORGANIZING
      Usage : ORGANIZE ROOM/[MOB NAME]/[CONTAINER] [SORT_BY] (DESCENDING)
      Example : organize room name
      This skill allows a player sort/organize the items in a room, in a trusting
      persons inventory, or in a specified container. Items can be sorted by value,
      crafter, level, type, name, weight, or tag (see tagging). You can also,
      optionally, append the word ascending or descending to the end.

      +

       
      Skill : Organizing
      Domain : Education lore
      Available: Scholar
      Allows : Quick Working I, Educating I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ORGANIZE, ORGANIZING
      Usage : ORGANIZE ROOM/[MOB NAME]/[CONTAINER] [SORT_BY] (DESCENDING)
      Example : organize room name
      This skill allows a player sort/organize the items in a room, in a trusting
      persons inventory, or in a specified container. Items can be sorted by value,
      crafter, level, type, name, weight, or tag (see tagging). You can also,
      optionally, append the word ascending or descending to the end.


      Pack Call (Druid_PackCall) -


      Skill : Pack Call
      Domain : Animal affinity
      Available: Beastmaster
      Allows : Animal Affinity I
      Use Cost : Mana (80)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PACKCALL
      Usage : PACKCALL
      Example : packcall
      This powerful skill allows the druid, while in their animal form, to call on
      the aid of like animals during combat. The combat aid will always arrive in
      the form of animals one-step below the druids current animal form, and always
      in numbers reflective of their level and skill, as well as reflective of the
      druids leadership abilities. These animals are able to rescue the druid from
      his or her enemies on command. To do this, the druid needs only to order them
      to 'rescue'. Like many druid abilities, the druid must be out in the wild for
      this skill to work.

      +

       
      Skill : Pack Call
      Domain : Animal affinity
      Available: Beastmaster
      Allows : Animal Affinity I
      Use Cost : Mana (80)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PACKCALL
      Usage : PACKCALL
      Example : packcall
      This powerful skill allows the druid, while in their animal form, to call on
      the aid of like animals during combat. The combat aid will always arrive in
      the form of animals one-step below the druids current animal form, and always
      in numbers reflective of their level and skill, as well as reflective of the
      druids leadership abilities. These animals are able to rescue the druid from
      his or her enemies on command. To do this, the druid needs only to order them
      to 'rescue'. Like many druid abilities, the druid must be out in the wild for
      this skill to work.


      Painting (Painting) -


      Skill : Painting
      Domain : Artistic
      Available: Artisan Numerous Classes
      Requires : A base charisma of at least 12.
      Allows : Artsy I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PAINT, PAINTING
      Usage : PAINT WALL/[ITEM NAME]
      Example : paint wall
      : : paint a sheet of canvas
      This skill allows a player to make artistic paintings on either canvas or
      silkscreen, such as those made with the Papermaking skill. The player is also
      able to create and destroy "wall" paintings in a privately owned room. "Wall"
      paintings are unlisted, ungettable items in a room which can nevertheless be
      LOOKed at.

      +

       
      Skill : Painting
      Domain : Artistic
      Available: Artisan Numerous Classes
      Requires : A base charisma of at least 12.
      Allows : Warrants, Quick Working I, Decorating, Quick Worker I
      Allows : Master Floristry, Artsy I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PAINT, PAINTING
      Usage : PAINT WALL/[ITEM NAME]
      Example : paint wall
      : : paint a sheet of canvas
      This skill allows a player to make artistic paintings on either canvas or
      silkscreen, such as those made with the Papermaking skill. The player is also
      able to create and destroy "wall" paintings in a privately owned room. "Wall"
      paintings are unlisted, ungettable items in a room which can nevertheless be
      LOOKed at.


      Paladin`s Aura (Paladin_Aura) -


      Skill : Paladin`s Aura
      Domain : Holy protection
      Available: Paladin
      Allows : Protecting I
      Invoked : Automatic
      Example :
      When the Paladin's Aura begins to exude, it will act as the cleric spell
      Protection From Evil for the paladin's group. Evil and Undead spells and
      affects will be repelled by the aura. Any evil players or creatures in the
      paladin's group will be hurt by the aura.

      +

       
      Skill : Paladin`s Aura
      Domain : Holy protection
      Available: Paladin
      Allows : Protecting I
      Invoked : Automatic
      Example :
      When the Paladin's Aura begins to exude, it will act as the cleric spell
      Protection From Evil for the paladin's group. Evil and Undead spells and
      affects will be repelled by the aura. Any evil players or creatures in the
      paladin's group will be hurt by the aura.


      Paladin`s Courage (Paladin_Courage) -


      Skill : Paladin`s Courage
      Domain : Holy protection
      Available: Paladin
      Allows : Protecting I
      Invoked : Automatic
      Example :
      When the Paladin's aura of Courage begins to exude, the paladin and other
      non-evil group members become immune to the Fear spells "Spook", "Nightmare",
      and "Fear".

      +

       
      Skill : Paladin`s Courage
      Domain : Holy protection
      Available: Paladin
      Allows : Protecting I
      Invoked : Automatic
      Example :
      When the Paladin's aura of Courage begins to exude, the paladin and other
      non-evil group members become immune to the Fear spells "Spook", "Nightmare",
      and "Fear".


      Paladin`s Goodness (Paladin_Goodness) -


      Skill : Paladin`s Goodness
      Domain : Holy protection
      Available: Paladin
      Allows : Protecting I
      Invoked : Automatic
      Example :
      When the Paladin's aura of Goodness begins to exude, it becomes almost
      impossible for evil to approach the paladin. Any evil group members or
      creatures within melee range will take severe damage from the aura of goodness,
      which grows more powerful as the Paladin gains levels.

      +

       
      Skill : Paladin`s Goodness
      Domain : Holy protection
      Available: Paladin
      Allows : Protecting I
      Invoked : Automatic
      Example :
      When the Paladin's aura of Goodness begins to exude, it becomes almost
      impossible for evil to approach the paladin. Any evil group members or
      creatures within melee range will take severe damage from the aura of goodness,
      which grows more powerful as the Paladin gains levels.


      Paladin`s Mount (Paladin_PaladinsMount) -


      Skill : Paladin`s Mount
      Domain : Animal affinity
      Available: Paladin
      Allows : Animal Affinity I
      Invoked : Automatic
      Example :
      The paladin extends his holy protection to his or her mount. When mounted on a
      horse or equine, the mount has enhanced saving throws, especially against
      disease and poison, immunity to fear attacks, and protection from evil prayers.

      +

       
      Skill : Paladin`s Mount
      Domain : Animal affinity
      Available: Paladin
      Allows : Animal Affinity I
      Invoked : Automatic
      Example :
      The paladin extends his holy protection to his or her mount. When mounted on a
      horse or equine, the mount has enhanced saving throws, especially against
      disease and poison, immunity to fear attacks, and protection from evil prayers.


      Paladin`s Purity (Paladin_Purity) -


      Skill : Paladin`s Purity
      Domain : Holy protection
      Available: Paladin
      Allows : Protecting I
      Invoked : Automatic
      Example :
      The Paladins goodness becomes capable of warding off any influence over his
      goodness that originates from an external source, such as wicked magic. The
      Paladin must remain good for the purity to endure, and the purity will not
      protect him or her from intentional acts of wickedness.

      +

       
      Skill : Paladin`s Purity
      Domain : Holy protection
      Available: Paladin
      Allows : Protecting I
      Invoked : Automatic
      Example :
      The Paladins goodness becomes capable of warding off any influence over his
      goodness that originates from an external source, such as wicked magic. The
      Paladin must remain good for the purity to endure, and the purity will not
      protect him or her from intentional acts of wickedness.


      Paladin`s Resistance (Paladin_ImprovedResists) -


      Skill : Paladin`s Resistance
      Domain : Holy protection
      Available: Paladin
      Allows : Protecting I
      Invoked : Automatic
      Example :
      As the Paladin gains in levels, he or she becomes more and more resistant to
      magical, poisonous, disease, and other magical and non-magical attacks against
      him.

      +

       
      Skill : Paladin`s Resistance
      Domain : Holy protection
      Available: Paladin
      Allows : Protecting I
      Invoked : Automatic
      Example :
      As the Paladin gains in levels, he or she becomes more and more resistant to
      magical, poisonous, disease, and other magical and non-magical attacks against
      him.


      Palm (Thief_Palm) -


      Skill : Palm
      Domain : Stealing
      Available: Burglar
      Allows : Theft Mastery I
      Use Cost : Mana (26) Movement (26)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PALM
      Usage : PALM (ALL) [ITEM NAME] ([CONTAINER NAME])
      Example : palm all dagger backpack
      Example : palm all body
      Example : palm pie
      Example : palm all
      Example : palm pie.2
      Example : palm all.pie container.3
      Short(s):
      This skill works exactly like GET except for two important advantages. One is
      that PALM is so quick that no other players in the room will see it happen. The
      other is that PALM can be done as a free action/skill during combat.

      +

       
      Skill : Palm
      Domain : Stealing
      Available: Burglar
      Allows : Theft Mastery I
      Use Cost : Mana (26) Movement (26)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PALM
      Usage : PALM (ALL) [ITEM NAME] ([CONTAINER NAME])
      Example : palm all dagger backpack
      Example : palm all body
      Example : palm pie
      Example : palm all
      Example : palm pie.2
      Example : palm all.pie container.3
      Short(s):
      This skill works exactly like GET except for two important advantages. One is
      that PALM is so quick that no other players in the room will see it happen. The
      other is that PALM can be done as a free action/skill during combat.


      Panhandling (Thief_Panhandling) -


      Skill : Panhandling
      Domain : Street smarts
      Available: Thief
      Allows : Street Lore I
      Use Cost : Mana (35) Movement (35)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PANHANDLE, PANHANDLING
      Example :
      Using this skill, a thief can sit down along a city street and beg passer-bys
      for change. Some may even hand it over.

      +

       
      Skill : Panhandling
      Domain : Street smarts
      Available: Thief
      Allows : Street Lore I
      Use Cost : Mana (35) Movement (35)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PANHANDLE, PANHANDLING
      Example :
      Using this skill, a thief can sit down along a city street and beg passer-bys
      for change. Some may even hand it over.


      Paper Making (PaperMaking) -


      Skill : Paper Making
      Domain : Crafting
      Available: Artisan Scholar Numerous Classes
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PAPERMAKE, PAPERMAKING
      Usage : PAPERMAKE (LIST) ([PAPER ITEM NAME])
      Example : papermake canvas
      : : papermake list
      : : papermake list paper
      : : papermake all
      This skill allows a player to craft papers from woods, silks, and other
      materials. The types of paper which can be crafted expands as the player goes
      up in level. Eventually, even arcane scrolls, suitable for scribing spells
      onto, can be made. Wood is obtained by the Chopping skill, and silks through
      the Foraging skill.

      +

       
      Skill : Paper Making
      Domain : Crafting
      Available: Artisan Scholar Numerous Classes
      Allows : Quality Fabricating I, Quick Worker I, Advanced Crafting I
      Allows : Quick Crafting I, Lore, Light Fabricating I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PAPERMAKE, PAPERMAKING
      Usage : PAPERMAKE (LIST) ([PAPER ITEM NAME])
      Example : papermake canvas
      : : papermake list
      : : papermake list paper
      : : papermake all
      This skill allows a player to craft papers from woods, silks, and other
      materials. The types of paper which can be crafted expands as the player goes
      up in level. Eventually, even arcane scrolls, suitable for scribing spells
      onto, can be made. Wood is obtained by the Chopping skill, and silks through
      the Foraging skill.


      Parry (Skill_Parry) -


      Skill : Parry
      Domain : Evasive
      Available: Charlatan Minstrel Templar Trapper
      Available: Several Classes Several Classes
      Allows : Evasively I
      Invoked : Automatic
      Example :
      Parrying is the ability to cancel an armed attack by an opponent using your own
      weapon. The character with this skill will parry the attacks of his or her
      armed opponents whenever possible.

      +

       
      Skill : Parry
      Domain : Evasive
      Available: Artisan Charlatan Minstrel Templar
      Available: Trapper Several Classes Several Classes
      Requires : 'Sword Proficiency' at 100%
      Allows : Evasively I
      Invoked : Automatic
      Example :
      Parrying is the ability to cancel an armed attack by an opponent using your own
      weapon. The character with this skill will parry the attacks of his or her
      armed opponents whenever possible.


      Pay Off (Thief_PayOff) -


      Skill : Pay Off
      Domain : Influential
      Available: Pirate
      Allows : Influencing I
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PAYOFF
      Usage : PAYOFF [TARGET NAME]
      Example : payoff judge
      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.

      +

       
      Skill : Pay Off
      Domain : Influential
      Available: Pirate
      Allows : Influencing I
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PAYOFF
      Usage : PAYOFF [TARGET NAME]
      Example : payoff judge
      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 (Thief_Peek) -


      Skill : Peek
      Domain : Stealing
      Available: Assassin Bard Jester Several Classes
      Allows : Theft Mastery I, Cautiously I, Improved Peek
      Use Cost : Mana (28) Movement (28)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PEEK
      Usage : PEEK [TARGET NAME]
      Example : peek orc
      The thief will attempt to sneak a look at the inventory of the target.

      +

       
      Skill : Peek
      Domain : Stealing
      Available: Assassin Bard Jester Several Classes
      Allows : Theft Mastery I, Improved Peek, Cautiously I
      Use Cost : Mana (28) Movement (28)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PEEK
      Usage : PEEK [TARGET NAME]
      Example : peek orc
      The thief will attempt to sneak a look at the inventory of the target.


      Pet Spy (Thief_PetSpy) -


      Skill : Pet Spy
      Domain : Animal affinity
      Available: Pirate
      Requires : 'Call Pirate Familiar'
      Allows : Animal Affinity I
      Invoked : Automatic
      Usage : SAYTO [PET NAME] SPY [ROOM TITLE]/[DIRECTION LIST]
      Example : sayto monkey spy the enemy fort
      Example : sayto monkey spy n n e e s s w
      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.

      +

       
      Skill : Pet Spy
      Domain : Animal affinity
      Available: Pirate
      Requires : 'Call Pirate Familiar'
      Allows : Animal Affinity I
      Invoked : Automatic
      Usage : SAYTO [PET NAME] SPY [ROOM TITLE]/[DIRECTION LIST]
      Example : sayto monkey spy the enemy fort
      Example : sayto monkey spy n n e e s s w
      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 (Thief_PetSteal) -


      Skill : Pet Steal
      Domain : Animal affinity
      Available: Pirate
      Requires : 'Call Pirate Familiar'
      Allows : Animal Affinity I
      Invoked : Automatic
      Usage : SAYTO [PET NAME] STEAL [ITEM NAME]/STOP/NOTHING
      Example : sayto monkey steal sword
      Example : sayto monkey steal stop
      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 conjuction with pet spy to
      send the pet on complex theft missions.

      +

       
      Skill : Pet Steal
      Domain : Animal affinity
      Available: Pirate
      Requires : 'Call Pirate Familiar'
      Allows : Animal Affinity I
      Invoked : Automatic
      Usage : SAYTO [PET NAME] STEAL [ITEM NAME]/STOP/NOTHING
      Example : sayto monkey steal sword
      Example : sayto monkey steal stop
      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 conjuction with pet spy to
      send the pet on complex theft missions.


      Pick Locks (Thief_Pick) -


      Skill : Pick Locks
      Domain : Criminal
      Available: Several Classes
      Allows : Safecracking, Criminal Deviousness I
      Use Cost : Mana (28) Movement (28)
      Quality : Circumstantial
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : PICK
      Usage : PICK [DIRECTION/ITEM NAME/EXIT NAME]
      Example : pick e
      The thief attempts to pick the lock on a door, or container lid. Success
      depends on the level of the thief and the level of the door or item as well as
      the thief`s proficiency. This skill can be used to lock as well as unlock.

      +

       
      Skill : Pick Locks
      Domain : Criminal
      Available: Several Classes
      Allows : Criminal Deviousness I, Safecracking
      Use Cost : Mana (28) Movement (28)
      Quality : Circumstantial
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : PICK
      Usage : PICK [DIRECTION/ITEM NAME/EXIT NAME]
      Example : pick e
      The thief attempts to pick the lock on a door, or container lid. Success
      depends on the level of the thief and the level of the door or item as well as
      the thief`s proficiency. This skill can be used to lock as well as unlock.


      Pieces of Eight (Thief_PiecesOfEight) -


      Skill : Pieces of Eight
      Domain : Deceptive
      Available: Pirate
      Requires : 'Buried Treasure'
      Allows : Deceptive I
      Use Cost : Mana (32) Movement (32)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PIECESOFEIGHT
      Usage : PIECESOFEIGHT [MONEY]
      Example : PIECESOFEIGHT 8 gold
      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.

      +

       
      Skill : Pieces of Eight
      Domain : Deceptive
      Available: Pirate
      Requires : 'Buried Treasure'
      Allows : Deceptive I
      Use Cost : Mana (32) Movement (32)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PIECESOFEIGHT
      Usage : PIECESOFEIGHT [MONEY]
      Example : PIECESOFEIGHT 8 gold
      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.


      Pin (Fighter_Pin) -


      Skill : Pin
      Domain : Grappling
      Available: Beastmaster Monk Trapper
      Allows : Combat Fluidity I, Vice-Gripping I
      Use Cost : Movement (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PIN
      Usage : PIN [TARGET NAME]
      Example : pin orc
      The fighter grabs the target and wrestles them to the ground in a strong, solid
      pin maneuver. For a short, period, both the fighter and the target are locked
      in struggle and too occupied to fight.

      +

       
      Skill : Pin
      Domain : Grappling
      Available: Beastmaster Monk Trapper
      Allows : Vice-Gripping I, Combat Fluidity I
      Use Cost : Movement (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PIN
      Usage : PIN [TARGET NAME]
      Example : pin orc
      The fighter grabs the target and wrestles them to the ground in a strong, solid
      pin maneuver. For a short, period, both the fighter and the target are locked
      in struggle and too occupied to fight.


      Plains Tactics (Fighter_PlainsTactics) -


      Skill : Plains Tactics
      Domain : Nature lore
      Available: Barbarian
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives the fighter an edge in attack, defence, and damage when
      fighting on the plains. The fighter can also hide themselves simply by sitting
      down on the ground and staying still for a few mins.

      +

       
      Skill : Plains Tactics
      Domain : Nature lore
      Available: Barbarian
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives the fighter an edge in attack, defence, and damage when
      fighting on the plains. The fighter can also hide themselves simply by sitting
      down on the ground and staying still for a few mins.


      Planar Lore (Skill_PlanarLore) -


      Skill : Planar Lore
      Domain : Education lore
      Available: Scholar
      Allows : Educating I
      Use Cost : Mana (71)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PLANARLORE, PLORE
      Usage : PLANARLORE [LIST/PLANE NAME]
      Example : planarlore list
      Example : plore astral
      Through extensive education, the player is able to recall random bits of
      information about one of the planes of existence. Each level of expertise
      enlarges the types of information that can be recalled. Failing a proficiency
      check requires a few extra seconds of remembering, however.

      +

       
      Skill : Planar Lore
      Domain : Education lore
      Available: Scholar
      Allows : Educating I
      Use Cost : Mana (71)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PLANARLORE, PLORE
      Usage : PLANARLORE [LIST/PLANE NAME] (REPORT)
      Example : planarlore list
      Example : plore astral
      Example : plore astral report
      Through extensive education, the player is able to recall random bits of
      information about one of the planes of existence. Each level of expertise
      enlarges the types of information that can be recalled. Failing a proficiency
      check requires a few extra seconds of remembering, however. The REPORT
      argument will cause the results to be recited out loud.


      Plant Form (Druid_PlantForm) -


      Skill : Plant Form
      Domain : Shape shifting
      Available: Gaian
      Allows : Shapeshifting I
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PLANTFORM
      Usage : PLANTFORM [LIST/FORM NAME]
      Example : plantform
      Example : plantform list
      Example : plantform flower
      The druid gains the ability, through this skill, to take on the form of a
      plant. The plant form progresses as the druid gains in level.

      +

       
      Skill : Plant Form
      Domain : Shape shifting
      Available: Gaian
      Allows : Shapeshifting I
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PLANTFORM
      Usage : PLANTFORM [LIST/FORM NAME]
      Example : plantform
      Example : plantform list
      Example : plantform flower
      The druid gains the ability, through this skill, to take on the form of a
      plant. The plant form progresses as the druid gains in level.


      Plant Item (Thief_PlantItem) -


      Skill : Plant Item
      Domain : Stealing
      Available: Burglar Trapper
      Allows : Theft Mastery I
      Use Cost : Mana (31) Movement (31)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PLANTITEM
      Usage : PLANTITEM [ITEM NAME] [TARGET NAME]
      Example : plantitem bomb orc
      Plant item is the ability to slip an item to another creature unaware. If
      successful, the item will be hidden in the target`s inventory.

      +

       
      Skill : Plant Item
      Domain : Stealing
      Available: Burglar Trapper
      Allows : Theft Mastery I
      Use Cost : Mana (31) Movement (31)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PLANTITEM
      Usage : PLANTITEM [ITEM NAME] [TARGET NAME]
      Example : plantitem bomb orc
      Plant item is the ability to slip an item to another creature unaware. If
      successful, the item will be hidden in the target`s inventory.


      Plant Lore (PlantLore) -


      Skill : Plant Lore
      Domain : Nature lore
      Available: Gaian Several Classes
      Allows : Nature Lore I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PLANTLORE, PSPECULATE
      Usage : PLANTLORE
      Example : plantlore
      This skill allows a player to carefully evaluate the plant growth patterns in
      the present area, and all surrounding areas to see what vegetation resources
      might be available for foraging or chopping.

      +

       
      Skill : Plant Lore
      Domain : Nature lore
      Available: Artisan Gaian Several Classes
      Requires : 'Herbology' at 75%, and 'Floristry' at 75%
      Allows : Quick Working I, Quick Worker I, Nature Lore I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PLANTLORE, PSPECULATE
      Usage : PLANTLORE
      Example : plantlore
      This skill allows a player to carefully evaluate the plant growth patterns in
      the present area, and all surrounding areas to see what vegetation resources
      might be available for foraging or chopping.

      +
      Play Instrument (PlayInstrument) +

       
      Skill : Play Instrument
      Domain : Artistic
      Available: Numerous Classes
      Requires : A base wisdom of at least 5.
      Allows : Quick Working I, Quick Worker I, Artsy I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PLAY, PLAYINSTRUMENT, PLAYSONG
      Usage : PLAYINSTRUMENT (STOP) (LIST)
      Example : playinstrument
      This skill allows a player to attempt to play a musical instrument they are
      holding or prepared to use. If done well, this might amuse an audience.
      Proficiency with each kind of musical instrument is separate, so your
      proficiency usually only reflects the last kind of instrument you played.
      Instruments can be purchased, or made with the Instrument Making skill.


      Plunder (Thief_Plunder) -


      Skill : Plunder
      Domain : Stealing
      Available: Pirate
      Allows : Theft Mastery I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PLUNDER
      Usage : PLUNDER [TARGET NAME]
      Example : plunder tailor
      The thief attempts plunder the target shopkeeper of their money. This
      immediately begins combat with the shopkeeper, or fails if fighting is
      impossible.

      +

       
      Skill : Plunder
      Domain : Stealing
      Available: Pirate
      Allows : Theft Mastery I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PLUNDER
      Usage : PLUNDER [TARGET NAME]
      Example : plunder tailor
      The thief attempts plunder the target shopkeeper of their money. This
      immediately begins combat with the shopkeeper, or fails if fighting is
      impossible.


      Point Blank Shot (Fighter_PointBlank) -


      Skill : Point Blank Shot
      Domain : Martial lore
      Available: Fighter Ranger
      Allows : Combat Fluidity I, Martial Lore I
      Invoked : Automatic
      Example :
      This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at
      very close range.

      +

       
      Skill : Point Blank Shot
      Domain : Martial lore
      Available: Fighter Ranger
      Allows : Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at
      very close range.


      Poison Immunity (Paladin_PoisonImmunity) -


      Skill : Poison Immunity
      Domain : Holy protection
      Available: Paladin
      Allows : Protecting I
      Invoked : Automatic
      Example :
      As the Paladin's proficiency grows, he or she becomes more and more immune to
      poison and poisonous affects.

      +

       
      Skill : Poison Immunity
      Domain : Holy protection
      Available: Paladin
      Allows : Protecting I
      Invoked : Automatic
      As the Paladin's proficiency grows, he or she becomes more and more immune to
      poison and poisonous affects.


      Polearm Specialization (Specialization_Polearm) -


      Skill : Polearm Specialization
      Domain : Weapon use
      Available: Assassin Templar Numerous Classes
      Allows : Polearm Slicing I, Weaponsmithing, Polearm Piercing I
      Allows : Polearm Striking I, Master Weaponsmithing, Polearm Focus I
      Invoked : Automatic
      The player is a polearm master, gaining bonuses to attack when using a polearm
      in combat. Can also allow the use of higher level polearms if the focus
      expertise is taken.

      +

       
      Skill : Polearm Specialization
      Domain : Weapon use
      Available: Assassin Templar Numerous Classes
      Allows : Polearm Striking I, Polearm Focus I, Weaponsmithing
      Allows : Polearm Slicing I, Polearm Piercing I
      Invoked : Automatic
      The player is a polearm master, gaining bonuses to attack when using a polearm
      in combat. Can also allow the use of higher level polearms if the focus
      expertise is taken.


      Pottery (Pottery) -


      Skill : Pottery
      Domain : Crafting
      Available: Artisan Numerous Classes
      Allows : Quick Worker I, Jewel Making
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : POT, POTTERY
      Usage : POT (LIST/INFO/LEARN) (BUNDLE [NUM]) [ITEM NAME]
      Example : pot pitcher
      : : pot bundle 100 clay
      : : pot list
      : : pot list pitcher
      : : pot list all
      : : pot learn pot
      This skill allows a player to craft cooked clay items, such as cups and plates.
      The extent of the items which can be crafted expands as the player goes up in
      level. The player may also learn to how to make a found item, provided a blank
      recipe page, or recipe book with blank pages is in his or her inventory. To
      begin crafting, the player must be in a room with an open fire burning, and
      must have placed the clay he or she wishes to make the item from on the ground.
      The Clay is obtained by using the Digging skill.

      +

       
      Skill : Pottery
      Domain : Crafting
      Available: Artisan Numerous Classes
      Allows : Jewel Making, Quick Worker I, Glass Blowing, Light Shaping I
      Allows : Advanced Crafting I, Quick Crafting I, Quality Shaping I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : POT, POTTERY
      Usage : POT (LIST/INFO/LEARN) (BUNDLE [NUM]) [ITEM NAME]
      Example : pot pitcher
      : : pot bundle 100 clay
      : : pot list
      : : pot list pitcher
      : : pot list all
      : : pot learn pot
      This skill allows a player to craft cooked clay items, such as cups and plates.
      The extent of the items which can be crafted expands as the player goes up in
      level. The player may also learn to how to make a found item, provided a blank
      recipe page, or recipe book with blank pages is in his or her inventory. To
      begin crafting, the player must be in a room with an open fire burning, and
      must have placed the clay he or she wishes to make the item from on the ground.
      The Clay is obtained by using the Digging skill.


      Power Grab (Thief_PowerGrab) -


      Skill : Power Grab
      Domain : Stealing
      Available: Arcanist
      Allows : Theft Mastery I
      Use Cost : Mana (32) Movement (32)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : POWERGRAB
      Usage : POWERGRAB ([CONTAINER]) ITEM
      Example : powergrab corpse sword
      The thief summons all their thiefly skill to take possession of an item that
      would otherwise be too powerful to pick up.

      +

       
      Skill : Power Grab
      Domain : Stealing
      Available: Arcanist
      Allows : Theft Mastery I
      Use Cost : Mana (32) Movement (32)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : POWERGRAB
      Usage : POWERGRAB ([CONTAINER]) ITEM
      Example : powergrab corpse sword
      The thief summons all their thiefly skill to take possession of an item that
      would otherwise be too powerful to pick up.


      Prayercraft (Skill_Prayercraft) -


      Skill : Prayercraft
      Domain : Arcane lore
      Available: Charlatan Oracle Scholar
      Allows : Arcane Lore I
      Invoked : Automatic
      Example :
      The player is so knowledgable about divine magic that he or she can identify
      prayers cast in his or her presence by name. The players ability to identify
      more powerful magic will go up in level as he or she does.

      +

       
      Skill : Prayercraft
      Domain : Arcane lore
      Available: Charlatan Oracle Scholar
      Allows : Arcane Lore I
      Invoked : Automatic
      The player is so knowledgable about divine magic that he or she can identify
      prayers cast in his or her presence by name. The players ability to identify
      more powerful magic will go up in level as he or she does.


      Pressure Points (Fighter_PressurePoints) -


      Skill : Pressure Points
      Domain : Martial lore
      Available: Monk
      Allows : Combat Fluidity I, Martial Lore I
      Invoked : Automatic
      Example :
      Gives the fighter a bonus to all damage during combat when fighting unarmed in
      melee.

      +

       
      Skill : Pressure Points
      Domain : Martial lore
      Available: Monk
      Allows : Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      Gives the fighter a bonus to all damage during combat when fighting unarmed in
      melee.

      +
      Prison Assignment (Skill_PrisonAssignment) +

       
      Skill : Prison Assignment
      Domain : Legal
      Available: Gaoler
      Allows : Legal Lore I
      Use Cost : Mana (58)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRISONASSIGNMENT, PASSIGN
      Usage : PRISONASSIGNMENT SETPRISON
      Usage : PRISONASSIGNMENT [TARGET OFFICER]
      Example :
      This skill allows the player to convince the target officer to take a prisoner
      otherwise bound for an official jail cell to instead take the prisoner to a
      cell of the players prior designation. The convincing is done by paying the
      officer a sum, and the bribe will last for at least a full day, but will need
      to be renewed after each move. Before talking to the officer, the player
      should designate a room with a locked door as a prison cell by using SETPRISON.

      +
      Prisoner Transfer (Skill_PrisonerTransfer) +

       
      Skill : Prisoner Transfer
      Domain : Legal
      Available: Gaoler
      Allows : Legal Lore I
      Use Cost : Mana (63)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRISONERTRANFER, PTRANSFER
      Usage : PRISONERTRANSFER [TARGET OFFICER]
      Example :
      This skill allows the player to convince the target officer to take a prisoner
      otherwise bound for judgement to instead take the prisoner to a the players
      location at that time. The convincing is done by paying the officer a sum, and
      the bribe will last for at least a full day, but will need to be renewed after
      each transfer.


      Publishing (Publishing) -


      Skill : Publishing
      Domain : Legal
      Available: Scholar
      Allows : Quick Worker I, Legal Lore I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PUBLISH, PUBLISHING
      Usage : PUBLISH (LIST) / [ITEM] [PRICE]
      Example : publish list
      : : publish Book 3 gold
      This skill allows a player to copyright and publish a written work to local
      book shops and libraries. A published work can not be edited, nor can it be
      re-titled, copied, duplicated, or re-named. If successfully published, the book
      will earn the author a small percentage of the publishing price every time it
      is purchased.

      The LIST argument can be used to see how many copies have been sold, and
      royalties earned. Of course, the copies sold will also decrease every time the
      book is sold back to the establishment.

      +

       
      Skill : Publishing
      Domain : Legal
      Available: Scholar
      Allows : Quick Working I, Quick Worker I, Legal Lore I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PUBLISH, PUBLISHING
      Usage : PUBLISH (LIST) / [ITEM] [PRICE]
      Example : publish list
      : : publish Book 3 gold
      This skill allows a player to copyright and publish a written work to local
      book shops and libraries. A published work can not be edited, nor can it be
      re-titled, copied, duplicated, or re-named. If successfully published, the book
      will earn the author a small percentage of the publishing price every time it
      is purchased.

      The LIST argument can be used to see how many copies have been sold, and
      royalties earned. Of course, the copies sold will also decrease every time the
      book is sold back to the establishment.


      Puppeteer (Skill_Puppeteer) -


      Skill : Puppeteer
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Use Cost : Mana (75)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PUPPETEER, PUPPET
      Usage : PUPPETEER [ITEM NAME]
      Example : puppeteer [item name]
      This skill allows the player to animate one or more puppets. While animated,
      the puppets will fight for the player. However, the player is unable to attack
      or perform many other actions while animating the puppets. Puppets may be
      created with the carpentry skill. To stop animating a puppet, the player need
      only pick it up.

      +

       
      Skill : Puppeteer
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Use Cost : Mana (75)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PUPPETEER, PUPPET
      Usage : PUPPETEER [ITEM NAME]
      Example : puppeteer [item name]
      This skill allows the player to animate one or more puppets. While animated,
      the puppets will fight for the player. However, the player is unable to attack
      or perform many other actions while animating the puppets. Puppets may be
      created with the carpentry skill. To stop animating a puppet, the player need
      only pick it up.


      QuickChange (Skill_QuickChange) -


      Skill : QuickChange
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : QUICKCHANGE
      Usage : QUICKCHANGE
      Example : quickchange
      The bard is so adept at costume changes that he can seemingly instantly remove
      all of his gear (putting it who knows where), retrieve another custome (from
      who knows where) and put it on. This skill will swap what the bard is currently
      wearing with whatever gear the bard was wearing the last time a quick change
      was done. The gear currently worn when a quick change is done is magically
      stored away, no longer consuming bag space or encumbrance weight. Even cursed
      items can be stored in this way.

      +

       
      Skill : QuickChange
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : QUICKCHANGE
      Usage : QUICKCHANGE
      Example : quickchange
      The bard is so adept at costume changes that he can seemingly instantly remove
      all of his gear (putting it who knows where), retrieve another custome (from
      who knows where) and put it on. This skill will swap what the bard is currently
      wearing with whatever gear the bard was wearing the last time a quick change
      was done. The gear currently worn when a quick change is done is magically
      stored away, no longer consuming bag space or encumbrance weight. Even cursed
      items can be stored in this way.


      Racial Lore (Skill_RacialLore) -


      Skill : Racial Lore
      Domain : Education lore
      Available: Scholar
      Allows : Educating I
      Use Cost : Mana (62)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : RACIALLORE, RLORE
      Usage : RACIALLORE [LIST/RACE NAME]
      Example : raciallore list
      Example : rlore dragon
      Through extensive education, the player is able to recall random bits of
      information about one of the many races. Each level of expertise enlarges the
      number of factoids recalled per attempt. Failing a proficiency check requires a
      few extra seconds of remembering, however.

      +

       
      Skill : Racial Lore
      Domain : Education lore
      Available: Scholar
      Allows : Educating I
      Use Cost : Mana (62)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : RACIALLORE, RLORE
      Usage : RACIALLORE [LIST/RACE NAME] (REPORT)
      Example : raciallore list
      Example : rlore dragon
      Example : rlore dragon report
      Through extensive education, the player is able to recall random bits of
      information about one of the many races. Each level of expertise enlarges the
      number of factoids recalled per attempt. Failing a proficiency check requires a
      few extra seconds of remembering, however. The REPORT argument will cause the
      results to be recited out loud.


      Racketeer (Thief_Racketeer) -


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

      +

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


      Rally Cry (Fighter_Rallycry) -


      Skill : Rally Cry
      Domain : Singing
      Available: Barbarian
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Movement (66)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : RALLYCRY
      Usage : RALLYCRY
      Example : rallycry
      The Barbarian lets out a primal call to rally, inspiring all group members to
      draw from their inner strength. Those under the affect of the cry will be able
      to take more hits. The affect wears off when battle is concluded, or if battle
      is not joined swiftly enough after the cry is made.

      +

       
      Skill : Rally Cry
      Domain : Singing
      Available: Barbarian
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Movement (66)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : RALLYCRY
      Usage : RALLYCRY
      Example : rallycry
      The Barbarian lets out a primal call to rally, inspiring all group members to
      draw from their inner strength. Those under the affect of the cry will be able
      to take more hits. The affect wears off when battle is concluded, or if battle
      is not joined swiftly enough after the cry is made.

      +
      Ranged Weapon Familiarity (Familiarity_Ranged) +

       
      Skill : Ranged Weapon Familiarity
      Domain : Weapon use
      Available: Artisan
      Requires : 'Ranged Weapon Proficiency' at 75%
      Invoked : Automatic
      The player is familiar with ranged weapons they have crafted themselves,
      gaining an attack bonus from wielding the product of their own hands.

      +
      Ranged Weapon Proficiency (Proficiency_Ranged) +

      The player is proficient with thrown and ranged weapons, gaining the ability to
      use them even if their current class training would not make it feasible
      normally.


      Ranged Weapon Specialization (Specialization_Ranged) -


      Skill : Ranged Weapon Specialization
      Domain : Weapon use
      Available: Templar Numerous Classes
      Allows : Fletching, Weaponsmithing, Ranged Focus I, Ranged Striking I
      Allows : Ranged Bashing I, Master Weaponsmithing, Ranged Piercing I
      Invoked : Automatic
      The player becomes so specialized at thrown and ranged combat that they gain
      bonuses to attack when fighting from afar. Can also allow the use of higher
      level weapons if the focus expertise is taken.

      +

       
      Skill : Ranged Weapon Specialization
      Domain : Weapon use
      Available: Templar Numerous Classes
      Allows : Weaponsmithing, Fletching, Ranged Focus I, Ranged Piercing I
      Allows : Ranged Bashing I, Ranged Striking I
      Invoked : Automatic
      The player becomes so specialized at thrown and ranged combat that they gain
      bonuses to attack when fighting from afar. Can also allow the use of higher
      level weapons if the focus expertise is taken.


      Rapid Shot (Fighter_RapidShot) -


      Skill : Rapid Shot
      Domain : Martial lore
      Available: Arcanist Fighter Ranger Thief
      Allows : Combat Fluidity I, Martial Lore I
      Invoked : Automatic
      Example :
      Rapid shot is the ability to make extra attacks per round whenever using a
      ranged weapon that requires ammunition, such as a bow or crossbow. The number
      of extra attacks will go up as the players level does.

      +

       
      Skill : Rapid Shot
      Domain : Martial lore
      Available: Arcanist Fighter Ranger Thief
      Allows : Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      Example :
      Rapid shot is the ability to make extra attacks per round whenever using a
      ranged weapon that requires ammunition, such as a bow or crossbow. The number
      of extra attacks will go up as the players level does.


      Recall (Skill_Recall) -


      Skill : Recall
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : RECALL, /
      Usage : RECALL
      Example : recall
      The player calls upon the power of the gods to return to his or her place of
      origin, along with any npc group members present with him or her. Normal
      fleeing penalties apply during combat.

      +

       
      Skill : Recall
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : RECALL, /
      Usage : RECALL
      Example : recall
      The player calls upon the power of the gods to return to his or her place of
      origin, along with any npc group members present with him or her. Normal
      fleeing penalties apply during combat.


      Recollecting (Recollecting) -


      Skill : Recollecting
      Domain : Education lore
      Available: Scholar
      Allows : Educating I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : RECOLLECT, RECOLLECTING
      Usage : RECOLLECT [WORD OR PHRASE]
      Example : recollect happy
      This skill allows a player attempt to recall where a particular word or exact
      phrase appears in a group of applicable written works, which includes recipes,
      books, journals, and paper. The books can be recalled if the works and player
      are both in the same room, which the player owns, or if the works in the room
      with the player were created by the player, or if the works are in the players
      inventory.

      +

       
      Skill : Recollecting
      Domain : Education lore
      Available: Scholar
      Allows : Quick Working I, Educating I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : RECOLLECT, RECOLLECTING
      Usage : RECOLLECT [WORD OR PHRASE]
      Example : recollect happy
      This skill allows a player attempt to recall where a particular word or exact
      phrase appears in a group of applicable written works, which includes recipes,
      books, journals, and paper. The books can be recalled if the works and player
      are both in the same room, which the player owns, or if the works in the room
      with the player were created by the player, or if the works are in the players
      inventory.


      Record (Archon_Record) -


      Skill : Record
      Domain : Archon
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : RECORD
      Usage : RECORD [PLAYER NAME]
      Example : record gunther
      From anywhere on the map, the player with this skill can begin recording all
      activity of the target to a file in the local file system as if they were
      snooping them.

      +

       
      Skill : Record
      Domain : Archon
      Use Cost : Movement (50)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : RECORD
      Usage : RECORD [PLAYER NAME]
      Example : record gunther
      From anywhere on the map, the player with this skill can begin recording all
      activity of the target to a file in the local file system as if they were
      snooping them.


      Recover Voice (Druid_RecoverVoice) -


      Skill : Recover Voice
      Domain : Fitness
      Available: SkyWatcher
      Allows : Fitness I
      Use Cost : Mana (66)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : VRECOVER, RECOVERVOICE
      Usage : RECOVERVOICE
      Example : recovervoice
      Short(s) : vrecover
      This skill allows the druid to "shake off" any magical or other affects which
      may be preventing him or her from speaking and thus chanting.

      +

       
      Skill : Recover Voice
      Domain : Fitness
      Available: SkyWatcher
      Allows : Fitness I
      Use Cost : Mana (66)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : VRECOVER, RECOVERVOICE
      Usage : RECOVERVOICE
      Example : recovervoice
      Short(s) : vrecover
      This skill allows the druid to "shake off" any magical or other affects which
      may be preventing him or her from speaking and thus chanting.


      Regional Awareness (Skill_RegionalAwareness) -


      Skill : Regional Awareness
      Domain : Nature lore
      Available: Ranger
      Allows : Nature Lore I
      Use Cost : Mana (24)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : REGION, REGIONALAWARENESS
      Usage : REGIONAL
      Example : regional
      The player scans the horizon, getting a rough estimate of the lay of the
      wilderness around him or her. The depth of the map expands as the player gains
      levels. The key to the map is as follows:
      ~ water
      T forest
      : rocks/badlands
      J jungle
      = city/street
      M mountains
      _ plains
      . desert
      * here
      x swamp
      h hills

      +

       
      Skill : Regional Awareness
      Domain : Nature lore
      Available: Ranger
      Allows : Nature Lore I
      Use Cost : Mana (24)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : REGION, REGIONALAWARENESS
      Usage : REGIONAL
      Example : regional
      The player scans the horizon, getting a rough estimate of the lay of the
      wilderness around him or her. The depth of the map expands as the player gains
      levels. The key to the map is as follows:
      ~ water
      T forest
      : rocks/badlands
      J jungle
      = city/street
      M mountains
      _ plains
      . desert
      * here
      x swamp
      h hills


      Remove Traps (Thief_RemoveTraps) -


      Skill : Remove Traps
      Domain : Find/remove traps
      Available: Arcanist Several Classes
      Allows : Trap Disabling I
      Use Cost : Mana (29) Movement (29)
      Quality : Circumstantial
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : DETRAP, UNTRAP, REMOVETRAPS
      Usage : DETRAP [ITEM, DIRECTION]
      Example : detrap east
      Example : detrap chest
      If an item is trapped, the thief can attempt to disable or safely trigger the
      trap, rendering it ineffective until it resets.

      +

       
      Skill : Remove Traps
      Domain : Find/remove traps
      Available: Arcanist Several Classes
      Allows : Trap Disabling I
      Use Cost : Mana (29) Movement (29)
      Quality : Circumstantial
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : DETRAP, UNTRAP, REMOVETRAPS
      Usage : DETRAP [ITEM, DIRECTION]
      Example : detrap east
      Example : detrap chest
      If an item is trapped, the thief can attempt to disable or safely trigger the
      trap, rendering it ineffective until it resets.


      Rend (Druid_Rend) -


      Skill : Rend
      Domain : Weapon use
      Available: Beastmaster
      Allows : Unarmed Striking I, Unarmed Piercing I
      Use Cost : Movement (75)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : REND
      Usage : REND [TARGET NAME]
      Example : rend orc
      While in his or her animal form (see ShapeShift), the Druid gains the ability
      to kick their way out of a pin, or rip open an target prone on the ground with
      his or her legs.

      +

       
      Skill : Rend
      Domain : Weapon use
      Available: Beastmaster
      Allows : Unarmed Striking I, Unarmed Piercing I
      Use Cost : Movement (75)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : REND
      Usage : REND [TARGET NAME]
      Example : rend orc
      While in his or her animal form (see ShapeShift), the Druid gains the ability
      to kick their way out of a pin, or rip open an target prone on the ground with
      his or her legs.


      Rescue (Fighter_Rescue) -


      Skill : Rescue
      Domain : Martial lore
      Available: Barbarian Minstrel Paladin Ranger
      Available: Several Classes
      Allows : Combat Fluidity I, Martial Lore I
      Use Cost : Movement (52)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : RESCUE, RES
      Usage : RESCUE [GROUP MEMBER]
      Example : rescue bob
      Allows the fighter to step forward and take all damage from an opponent, when
      fighting in a group. The person taking the opponents damage during combat is
      commonly called the "tank".

      +

       
      Skill : Rescue
      Domain : Martial lore
      Available: Barbarian Minstrel Paladin Ranger
      Available: Several Classes
      Allows : Martial Lore I, Combat Fluidity I
      Use Cost : Movement (52)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : RESCUE, RES
      Usage : RESCUE [GROUP MEMBER]
      Example : rescue bob
      Allows the fighter to step forward and take all damage from an opponent, when
      fighting in a group. The person taking the opponents damage during combat is
      commonly called the "tank".


      Resistance (Skill_Resistance) -


      Skill : Resistance
      Invoked : Automatic
      Params : see Prop_HaveResister
      Example : see Prop_HaveResister
      Desc. :
      Gives the mob skill-based resistances and immunities.

      +

       
      Skill : Resistance
      Invoked : Automatic
      Params : see Prop_HaveResister
      Example : see Prop_HaveResister
      Desc. :
      Gives the mob skill-based resistances and immunities.


      Return Projectile (Fighter_ReturnProjectile) -


      Skill : Return Projectile
      Domain : Evasive
      Available: Monk
      Allows : Evasively I
      Invoked : Automatic
      Example :
      The Monk gains the amazing ability to catch arrows, spears, and other
      projectile attacks in mid flight, and then return them right back to his or her
      opponent. The Monk requires a free hand to perform this skill.

      +

       
      Skill : Return Projectile
      Domain : Evasive
      Available: Monk
      Allows : Evasively I
      Invoked : Automatic
      Example :
      The Monk gains the amazing ability to catch arrows, spears, and other
      projectile attacks in mid flight, and then return them right back to his or her
      opponent. The Monk requires a free hand to perform this skill.


      Reveal Text (Skill_RevealText) -


      Skill : Reveal Text
      Domain : Street smarts
      Available: Scholar
      Allows : Street Lore I
      Use Cost : Mana (8)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : REVEALTEXT
      Usage : REVEALTEXT [TARGET NAME] ([PAGE NUMBER])
      Example : revealtext paper
      Example : revealtext book 3
      The player reveals any invisible writing on a book or document or other
      writing. It can be used similar to the READ command to select different pages
      of a book as well.

      +

       
      Skill : Reveal Text
      Domain : Street smarts
      Available: Scholar
      Allows : Street Lore I
      Use Cost : Mana (8)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : REVEALTEXT
      Usage : REVEALTEXT [TARGET NAME] ([PAGE NUMBER])
      Example : revealtext paper
      Example : revealtext book 3
      The player reveals any invisible writing on a book or document or other
      writing. It can be used similar to the READ command to select different pages
      of a book as well.


      Revoke (Skill_Revoke) -


      Skill : Revoke
      Domain : Neutralization
      Available: Arcanist Charlatan Paladin Ranger
      Available: Numerous Classes
      Allows : Neutralizing I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items Creatures Exits Rooms
      Range : Touch - Range 10
      Commands : REVOKE
      Usage : REVOKE [TARGET NAME]
      Example : revoke bob
      Mages, Clerics, and at later levels, Rangers and Paladins can revoke their
      magical abilities using the revoke command. Only one spell or prayer is
      revoked using this skill, usually the most recent spell.

      +

       
      Skill : Revoke
      Domain : Neutralization
      Available: Arcanist Charlatan Paladin Ranger
      Available: Numerous Classes
      Allows : Neutralizing I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items Creatures Exits Rooms
      Range : Touch - Range 10
      Commands : REVOKE
      Usage : REVOKE [TARGET NAME]
      Example : revoke bob
      Mages, Clerics, and at later levels, Rangers and Paladins can revoke their
      magical abilities using the revoke command. Only one spell or prayer is
      revoked using this skill, usually the most recent spell.


      Ride The Rigging (Thief_RideTheRigging) -


      Skill : Ride The Rigging
      Domain : Sea travel
      Available: Pirate
      Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
      Allows : Ranged Sailing I
      Use Cost : Movement (54)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : RIDERIGGING, RIDETHERIGGING
      Usage : RIDERIGGING
      Example : riderigging
      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.

      +

       
      Skill : Ride The Rigging
      Domain : Sea travel
      Available: Pirate
      Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
      Allows : Extended Sailing I
      Use Cost : Movement (54)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : RIDERIGGING, RIDETHERIGGING
      Usage : RIDERIGGING
      Example : riderigging
      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 (Thief_RammingSpeed) -


      Skill : Rig Ramming Speed
      Domain : Sea travel
      Available: Pirate Sailor
      Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
      Allows : Ranged Sailing I
      Use Cost : Mana (36) Movement (36)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : RIGRAMMINGSPEED, RIGRAMMING, RAMMINGSPEED
      Usage : RIGRAMMINGSPEED
      Example : rigrammingspeed
      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.

      +

       
      Skill : Rig Ramming Speed
      Domain : Sea travel
      Available: Pirate Sailor
      Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
      Allows : Extended Sailing I
      Use Cost : Mana (36) Movement (36)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : RIGRAMMINGSPEED, RIGRAMMING, RAMMINGSPEED
      Usage : RIGRAMMINGSPEED
      Example : rigrammingspeed
      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 (Thief_Robbery) -


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

      +

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

      +
      Rodsmithing (Rodsmithing) +

       
      Skill : Rodsmithing
      Domain : Crafting
      Available: Arcanist Artisan
      Requires : 'Wands' at 75%, and 'Lore' at 75%
      Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : RODSMITH, RODSMITHING
      Usage : RODSMITH (LIST/INFO/MEND/SCAN/LEARN) [STAFF NAME]
      Example : rodsmith rod
      : : rodsmith list
      : : rodsmith list rod
      : : rodsmith list all
      : : rodsmith scan
      : : rodsmith scan bob
      : : rodsmith learn rod
      This skill allows a player to craft rods from metal, and finials. The extent
      of the rods which can be crafted expands as the player goes up in level. To
      begin crafting, the player must have placed the metal he or she wishes to make
      the rod from on the ground. The player may also scan the room or other players
      for equipment that may be mended by this skill, using the scan parameter, or
      learn to how to make a found item, provided a blank recipe page, or recipe book
      with blank pages is in his or her inventory. The metal for rodsmithing is
      obtained using the Blacksmith skill and/or Smelting skills, though some recipes
      will require additional material obtained by other means. When the player has
      both a rod and a finial, then the finial can be put into the rod for additional
      benefits using the PUT [FINIAL] [ROD] command.


      Roll With Blows (Fighter_Roll) -


      Skill : Roll With Blows
      Domain : Evasive
      Available: Barbarian Fighter Jester Dancer
      Allows : Evasively I
      Invoked : Automatic
      Example :
      While in combat, this skill trims off some of the damage from normal melee
      hits.

      +

       
      Skill : Roll With Blows
      Domain : Evasive
      Available: Barbarian Fighter Jester Dancer
      Allows : Evasively I
      Invoked : Automatic
      Example :
      While in combat, this skill trims off some of the damage from normal melee
      hits.


      Rope Swing (Thief_RopeSwing) -


      Skill : Rope Swing
      Domain : Binding
      Available: Pirate
      Allows : Rope Use I
      Use Cost : Movement (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : ROPESWING
      Usage : ropeswing ([DISTANCE]/[TARGET NAME])
      Example : ropeswing orc
      Example : ropeswing 3
      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.

      +

       
      Skill : Rope Swing
      Domain : Binding
      Available: Pirate
      Allows : Rope Use I
      Use Cost : Movement (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : ROPESWING
      Usage : ropeswing ([DISTANCE]/[TARGET NAME])
      Example : ropeswing orc
      Example : ropeswing 3
      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 (Thief_RunningFight) -


      Skill : Running Fight
      Domain : Dirty fighting
      Available: Trapper
      Allows : Combat Fluidity I, Dirty Fighting I
      Invoked : Automatic
      Example :
      The Thief is able to maneuver his or her fighting opponent into another room by
      simply heading that way. The opponent must be in one-on-one combat with the
      thief for it to work.

      +

       
      Skill : Running Fight
      Domain : Dirty fighting
      Available: Trapper
      Allows : Dirty Fighting I, Combat Fluidity I
      Invoked : Automatic
      Example :
      The Thief is able to maneuver his or her fighting opponent into another room by
      simply heading that way. The opponent must be in one-on-one combat with the
      thief for it to work.


      Safecracking (Thief_Safecracking) -


      Skill : Safecracking
      Domain : Criminal
      Available: Burglar
      Requires : 'Pick Locks'
      Allows : Criminal Deviousness I
      Invoked : Automatic
      Example :
      This skill allows a thief the ability to pick the locks on doors which are
      normally reserved for a thief of a much higher level. It also allows the thief
      to mundanely circumvent a Wizard Lock under certain circumstances.

      +

       
      Skill : Safecracking
      Domain : Criminal
      Available: Burglar
      Requires : 'Pick Locks'
      Allows : Criminal Deviousness I
      Invoked : Automatic
      Example :
      This skill allows a thief the ability to pick the locks on doors which are
      normally reserved for a thief of a much higher level. It also allows the thief
      to mundanely circumvent a Wizard Lock under certain circumstances.


      Safehouse (Thief_Safehouse) -


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

      +

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


      Salvaging (Salvaging) -


      Skill : Salvaging
      Domain : Nature lore
      Available: Pirate Sailor
      Allows : Nature Lore I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SALVAGE, SALVAGING
      Usage : SALVAGE [SHIP NAME]
      Example : salvage jolly roger
      This skill allows a player to salvage materials from a large sunken (or
      sinking) sailing ship, which can then be used by the other common skills.

      +

       
      Skill : Salvaging
      Domain : Nature lore
      Available: Pirate Sailor
      Allows : Quick Working I, Quick Worker I, Nature Lore I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SALVAGE, SALVAGING
      Usage : SALVAGE [SHIP NAME]
      Example : salvage jolly roger
      This skill allows a player to salvage materials from a large sunken (or
      sinking) sailing ship, which can then be used by the other common skills.


      Sap (Thief_Sap) -


      Skill : Sap
      Domain : Dirty fighting
      Available: Assassin Thief Trapper
      Allows : Combat Fluidity I, Dirty Fighting I
      Use Cost : Movement (63)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SAP
      Usage : SAP [TARGET NAME]
      Example : sap orc
      The thief delivers a strong well placed blow to the target, knocking them
      unconscious for a short amount of time. Like a back-stab, the thief must not
      be visible to the target for this to work.

      +

       
      Skill : Sap
      Domain : Dirty fighting
      Available: Assassin Thief Trapper
      Allows : Dirty Fighting I, Combat Fluidity I
      Use Cost : Movement (63)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SAP
      Usage : SAP [TARGET NAME]
      Example : sap orc
      The thief delivers a strong well placed blow to the target, knocking them
      unconscious for a short amount of time. Like a back-stab, the thief must not
      be visible to the target for this to work.


      Satire (Skill_Satire) -


      Skill : Satire
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SATIRE
      Usage : SATIRE [TARGET NAME]
      Example : satire cityguard
      This ability allows the bard to playfully mock and shame an officer of the law
      satirically, to his face. Any group members (other than him or herself) wanted
      for a crim in that area may be forgiven one warrant if the satire is
      successful. Unsuccessful satire will get the bard in trouble with the law.
      Even successful satire will occasionally cause trouble for the bard, depending
      on the bard's charisma.

      +

       
      Skill : Satire
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SATIRE
      Usage : SATIRE [TARGET NAME]
      Example : satire cityguard
      This ability allows the bard to playfully mock and shame an officer of the law
      satirically, to his face. Any group members (other than him or herself) wanted
      for a crim in that area may be forgiven one warrant if the satire is
      successful. Unsuccessful satire will get the bard in trouble with the law.
      Even successful satire will occasionally cause trouble for the bard, depending
      on the bard's charisma.


      Scalping (Scalp) -


      Skill : Scalping
      Domain : Anatomy
      Available: Barbarian
      Allows : Anatomy I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SCALP, SCALPING
      Usage : SCALP [TARGET BODY]
      Example : scalp body
      With this common skill, a dead body can be scalped, removing the top part of
      its head.

      +

       
      Skill : Scalping
      Domain : Anatomy
      Available: Barbarian
      Allows : Anatomy I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SCALP, SCALPING
      Usage : SCALP [TARGET BODY]
      Example : scalp body
      With this common skill, a dead body can be scalped, removing the top part of
      its head.


      Scrapping (Scrapping) -


      Skill : Scrapping
      Domain : Nature lore
      Available: Artisan Numerous Classes
      Allows : Nature Lore I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SCRAP, SCRAPPING
      Usage : SCRAP [ITEM NAME]
      Example : scrap longsword
      This skill allows a player to scrap one or more identical items into their
      component resources, which can then be used by the other common skills. Some
      materials require that a fire be built before scrapping can begin. The yield
      on scrapping is always 1 pound of material resources per 5 pounds of items.

      +

       
      Skill : Scrapping
      Domain : Nature lore
      Available: Artisan Numerous Classes
      Requires : 'Armorsmithing' at 75%, 'Leather Working' at 75%, and 'Tailoring' at
      75%
      Allows : Quick Working I, Quick Worker I, Nature Lore I, Master Leather
      Working
      Allows : Master Tailoring, Master Armorsmithing
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SCRAP, SCRAPPING
      Usage : SCRAP [ITEM NAME]
      Example : scrap longsword
      This skill allows a player to scrap one or more identical items into their
      component resources, which can then be used by the other common skills. Some
      materials require that a fire be built before scrapping can begin. The yield
      on scrapping is always 1 pound of material resources per 5 pounds of items.


      Scratch (Thief_Scratch) -


      Skill : Scratch
      Domain : Dirty fighting
      Available: Assassin
      Allows : Combat Fluidity I, Dirty Fighting I
      Use Cost : Movement (18)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SCRATCH
      Usage : SCRATCH [TARGET NAME]
      Example : scratch orc
      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.

      +

       
      Skill : Scratch
      Domain : Dirty fighting
      Available: Assassin
      Allows : Dirty Fighting I, Combat Fluidity I
      Use Cost : Movement (18)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SCRATCH
      Usage : SCRATCH [TARGET NAME]
      Example : scratch orc
      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.


      Scrimshawing (ScrimShaw) -


      Skill : Scrimshawing
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : 'Sculpting'
      Allows : Lethal Crafting I, Quick Worker I, Quality Crafting I
      Allows : Light Crafting I, Counterbalance Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SCRIM, SCRIMSHAWING
      Usage : SCRIM (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
      Example : scrim small table
      : : scrim bundle 100 bone
      : : scrim list
      : : scrim list sword
      : : scrim list all
      : : scrim mend sword
      : : scrim refit earrings
      : : scrim scan
      : : scrim scan bob
      : : scrim learn hand
      This skill allows a player to craft bone items, such as chairs and swords. The
      extent of the items which can be crafted expands as the player goes up in
      level. This command also allows the player to repair any damaged bone weapons
      or armor, get info on a list item, refit any armor which may be the wrong size,
      or learn to how to scrim a found item, provided a blank recipe page, or recipe
      book with blank pages is in his or her inventory. To begin scrimshawing a new
      item, the player must have placed the bone he or she wishes to make the item
      from on the ground. The player may also scan the room or other players for
      equipment that may be mended by this skill, using the scan parameter. The raw
      bone for scrimshaw is found using the Butchering skill.

      +

       
      Skill : Scrimshawing
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : 'Sculpting'
      Allows : Counterbalance Crafting I, Quality Crafting I, Quick Worker I
      Allows : Light Crafting I, Light Shaping I, Durable Shaping I
      Allows : Advanced Crafting I, Quick Crafting I, Lethal Crafting I
      Allows : Quality Shaping I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SCRIM, SCRIMSHAWING
      Usage : SCRIM (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
      Example : scrim small table
      : : scrim bundle 100 bone
      : : scrim list
      : : scrim list sword
      : : scrim list all
      : : scrim mend sword
      : : scrim refit earrings
      : : scrim scan
      : : scrim scan bob
      : : scrim learn hand
      This skill allows a player to craft bone items, such as chairs and swords. The
      extent of the items which can be crafted expands as the player goes up in
      level. This command also allows the player to repair any damaged bone weapons
      or armor, get info on a list item, refit any armor which may be the wrong size,
      or learn to how to scrim a found item, provided a blank recipe page, or recipe
      book with blank pages is in his or her inventory. To begin scrimshawing a new
      item, the player must have placed the bone he or she wishes to make the item
      from on the ground. The player may also scan the room or other players for
      equipment that may be mended by this skill, using the scan parameter. The raw
      bone for scrimshaw is found using the Butchering skill.


      Scroll Scribing (ScrollScribing) -


      Skill : Scroll Scribing
      Domain : Crafting
      Available: Scholar Numerous Classes
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ENSCRIBE, SCROLLSCRIBE, SCROLLSCRIBING
      Usage : ENSCRIBE (LIST) [SPELL NAME] [BLANK SCROLL]
      Usage : ENSCRIBE [SPELL NAME] FROM [FIRST SCROLL] [OTHER SCROLL]
      Example : enscribe iron grip scroll
      : : enscribe list
      : : enscribe list all
      : : enscribe list iron
      : : enscribe iron grip from "scroll of iron grip" "a scroll"
      This skill allows the player to scribe a magic scroll from a limited list that
      must include one of the spells the player knows or to transcribe any spell from
      one scroll from to another scroll, consuming one of the charges from the source
      scroll. To do this, the player must have a piece of scroll paper with
      sufficient blank space on it to make the scroll out of. Many scrolls require
      scribing components. Also, the player must have mastered the spell before
      attempting to scribe a new scroll from it. Lastly, while the player might lose
      some mana and experience for scribing a new spell onto a scroll, transcribing a
      spell from one scroll to another is relatively free.

      +

       
      Skill : Scroll Scribing
      Domain : Crafting
      Available: Scholar Numerous Classes
      Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ENSCRIBE, SCROLLSCRIBE, SCROLLSCRIBING
      Usage : ENSCRIBE (LIST) [SPELL NAME] [BLANK SCROLL]
      Usage : ENSCRIBE [SPELL NAME] FROM [FIRST SCROLL] [OTHER SCROLL]
      Example : enscribe iron grip scroll
      : : enscribe list
      : : enscribe list all
      : : enscribe list iron
      : : enscribe iron grip from "scroll of iron grip" "a scroll"
      This skill allows the player to scribe a magic scroll from a limited list that
      must include one of the spells the player knows or to transcribe any spell from
      one scroll from to another scroll, consuming one of the charges from the source
      scroll. To do this, the player must have a piece of scroll paper with
      sufficient blank space on it to make the scroll out of. Many scrolls require
      scribing components. Also, the player must have mastered the spell before
      attempting to scribe a new scroll from it. Lastly, while the player might lose
      some mana and experience for scribing a new spell onto a scroll, transcribing a
      spell from one scroll to another is relatively free.


      Sculpting (Sculpting) -


      Skill : Sculpting
      Domain : Crafting
      Available: Numerous Classes
      Requires : A base constitution of at least 10.
      Allows : Scrimshawing, Masonry, Excavation, Quick Worker I
      Allows : Quality Crafting I, Light Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SCULPT, SCULPTING
      Usage : SCULPT (LIST/INFO/MEND/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
      (PARAMETER)
      Example : sculpt bench
      : : sculpt bundle 100 stone
      : : sculpt statue of the great Alramus
      : : sculpt list
      : : sculpt list statue
      : : sculpt list all
      : : sculpt mend avalanche
      : : sculpt scan
      : : sculpt scan bob
      : : sculpt learn throne
      This skill allows a player to sculpt stone items, such as statues and
      furniture, or mend any broken stone weapons or armor. The extent of the items
      which can be crafted expands as the player goes up in level. To begin
      crafting, the player must have placed the stone he or she wishes to make the
      item from on the ground. The player may also scan the room or other players
      for equipment that may be mended by this skill, using the scan parameter, or
      learn to how to sculpt a found item, provided a blank recipe page, or recipe
      book with blank pages is in his or her inventory. The raw stone for sculpting
      is found using the Digging or Mining skills.

      +

       
      Skill : Sculpting
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : A base constitution of at least 10.
      Allows : Quality Crafting I, Blunt Weapon Proficiency, Quick Worker I
      Allows : Light Crafting I, Light Shaping I, Excavation, Advanced Crafting I
      Allows : Quick Crafting I, Masonry, Quality Shaping I, Scrimshawing
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SCULPT, SCULPTING
      Usage : SCULPT (LIST/INFO/MEND/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
      (PARAMETER)
      Example : sculpt bench
      : : sculpt bundle 100 stone
      : : sculpt statue of the great Alramus
      : : sculpt list
      : : sculpt list statue
      : : sculpt list all
      : : sculpt mend avalanche
      : : sculpt scan
      : : sculpt scan bob
      : : sculpt learn throne
      This skill allows a player to sculpt stone items, such as statues and
      furniture, or mend any broken stone weapons or armor. The extent of the items
      which can be crafted expands as the player goes up in level. To begin
      crafting, the player must have placed the stone he or she wishes to make the
      item from on the ground. The player may also scan the room or other players
      for equipment that may be mended by this skill, using the scan parameter, or
      learn to how to sculpt a found item, provided a blank recipe page, or recipe
      book with blank pages is in his or her inventory. The raw stone for sculpting
      is found using the Digging or Mining skills.


      Scuttle (Thief_Scuttle) -


      Skill : Scuttle
      Domain : Sea travel
      Available: Pirate Sailor
      Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
      Allows : Ranged Sailing I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SCUTTLE
      Usage : SCUTTLE
      Example : scuttle
      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.

      +

       
      Skill : Scuttle
      Domain : Sea travel
      Available: Pirate Sailor
      Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
      Allows : Extended Sailing I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SCUTTLE
      Usage : SCUTTLE
      Example : scuttle
      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.


      Sea Charting (Skill_SeaCharting) -


      Skill : Sea Charting
      Domain : Sea travel
      Available: Pirate Sailor
      Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
      Allows : Ranged Sailing I, Sea Navigation, Intercept Ship
      Use Cost : Mana (30) Movement (30)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : SEACHARTING, SEACHART
      Usage : SEACHART ADD/LIST/REMOVE [NUMBER]/DISTANCE [NUMBER]
      Example : seachart add
      Example : seachart remove 1
      Example : seachart list
      Example : seachart distance 2
      This skill allows the player to keep track of various points of the sea on his
      or her nautical charts, from within a boat or sailing ship. Use the ADD
      command to add your ships current location to the list of charted points. Use
      LIST to list all previous places added. Use REMOVE followed by one of the
      numbers from the LIST to remove an old point. Use DISTANCE followed by one of
      the numbers from the LIST to see the number of sea rooms between the ships
      current location and that nautical chart point.

      +

       
      Skill : Sea Charting
      Domain : Sea travel
      Available: Pirate Sailor
      Allows : Intercept Ship, Ranged Sailing I, Reduced Sailing I
      Allows : Power Sailing I, Sea Navigation, Extended Sailing I
      Use Cost : Mana (30) Movement (30)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : SEACHARTING, SEACHART
      Usage : SEACHART ADD/LIST/REMOVE [NUMBER]/DISTANCE [NUMBER]
      Example : seachart add
      Example : seachart remove 1
      Example : seachart list
      Example : seachart distance 2
      This skill allows the player to keep track of various points of the sea on his
      or her nautical charts, from within a boat or sailing ship. Use the ADD
      command to add your ships current location to the list of charted points. Use
      LIST to list all previous places added. Use REMOVE followed by one of the
      numbers from the LIST to remove an old point. Use DISTANCE followed by one of
      the numbers from the LIST to see the number of sea rooms between the ships
      current location and that nautical chart point.


      Sea Legs (Skill_SeaLegs) -


      Skill : Sea Legs
      Domain : Sea travel
      Available: Pirate Sailor
      Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
      Allows : Ranged Sailing I
      Invoked : Automatic
      This skill allows the player to remain on his or her feet despite certain
      magical or physical attempts to get them off their feel while on the deck of
      their ship. It also provides immunity to sea sickness.

      +

       
      Skill : Sea Legs
      Domain : Sea travel
      Available: Pirate Sailor
      Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
      Allows : Extended Sailing I
      Invoked : Automatic
      This skill allows the player to remain on his or her feet despite certain
      magical or physical attempts to get them off their feel while on the deck of
      their ship. It also provides immunity to sea sickness.


      Sea Lore (Druid_SeaLore) -


      Skill : Sea Lore
      Domain : Water lore
      Available: Mer
      Allows : Water Lore I
      Invoked : Automatic
      Usage : automatic
      Example :
      So long as the Druid is in the water, he or she will have a advantage in
      attack, damage, and armor adjustements.

      +

       
      Skill : Sea Lore
      Domain : Water lore
      Available: Mer
      Allows : Water Lore I
      Invoked : Automatic
      Usage : automatic
      Example :
      So long as the Druid is in the water, he or she will have a advantage in
      attack, damage, and armor adjustements.


      Sea Maneuvers (Skill_SeaManeuvers) -


      Skill : Sea Maneuvers
      Domain : Sea travel
      Available: Sailor
      Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
      Allows : Ranged Sailing I
      Invoked : Automatic
      During ship combat, this skill will allow the player who passes their
      proficiency check to make sharper turns with their ship, even to going in an
      opposite direction at the end of a round. This allows the ship to make more
      maneuvers per combat round when changing directions.

      +

       
      Skill : Sea Maneuvers
      Domain : Sea travel
      Available: Sailor
      Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
      Allows : Extended Sailing I
      Invoked : Automatic
      During ship combat, this skill will allow the player who passes their
      proficiency check to make sharper turns with their ship, even to going in an
      opposite direction at the end of a round. This allows the ship to make more
      maneuvers per combat round when changing directions.


      Sea Navigation (Skill_SeaNavigation) -


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

      +

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


      Searching (Searching) -


      Skill : Searching
      Domain : Alert
      Available: Artisan Numerous Classes
      Allows : Vigilantly I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SEARCH, SEARCHING
      Usage : SEARCH
      Example : search
      This skill allows a player to spend some time looking around a room. For this
      duration of the search, any hidden items will become apparent to the one
      searching. Once the search is completed, hidden items or mobs still in the
      room may no longer be seen.

      +

       
      Skill : Searching
      Domain : Alert
      Available: Artisan Numerous Classes
      Allows : Quick Working I, Quick Worker I, Wilderness Lore
      Allows : Vigilantly I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SEARCH, SEARCHING
      Usage : SEARCH
      Example : search
      This skill allows a player to spend some time looking around a room. For this
      duration of the search, any hidden items will become apparent to the one
      searching. Once the search is completed, hidden items or mobs still in the
      room may no longer be seen.


      Second Attack (Skill_Attack2) -


      Skill : Second Attack
      Domain : Martial lore
      Available: Assassin Beastmaster Fighter Templar
      Available: Several Classes Numerous Classes
      Allows : Combat Fluidity I, Martial Lore I, Third Attack
      Invoked : Automatic
      Example :
      Allows the affected character to deliver a second attack during their round.
      These attacks will be slightly less effective than primary attacks.

      +

       
      Skill : Second Attack
      Domain : Martial lore
      Available: Assassin Beastmaster Fighter Templar
      Available: Several Classes Numerous Classes
      Allows : Third Attack, Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      Allows the affected character to deliver a second attack during their round.
      These attacks will be slightly less effective than primary attacks.


      Second Totem (Druid_ShapeShift2) -


      Skill : Second Totem
      Domain : Shape shifting
      Available: Beastmaster Mer
      Allows : Shapeshifting I
      Use Cost : Mana (56)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
      Example : shapeshift 2
      Example : shapeshift lion
      Example : shapeshift cub
      Example : shapeshift 3
      Example : shapeshift 4
      As certain Druids gain in experience and skill, they may acquire new totems or
      animal forms which they may take on. By specifying the totem number or the
      name of the animal form, the druid may take on the new form. Just like the
      normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
      as the druid gains levels.

      +

       
      Skill : Second Totem
      Domain : Shape shifting
      Available: Beastmaster Mer
      Allows : Shapeshifting I
      Use Cost : Mana (56)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
      Example : shapeshift 2
      Example : shapeshift lion
      Example : shapeshift cub
      Example : shapeshift 3
      Example : shapeshift 4
      As certain Druids gain in experience and skill, they may acquire new totems or
      animal forms which they may take on. By specifying the totem number or the
      name of the animal form, the druid may take on the new form. Just like the
      normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
      as the druid gains levels.


      Secret Writing (Skill_SecretWriting) -

      Skill    : SECRET WRITING
      Usage : SWRITE [ITEM] ([TEXT TO WRITE])
      Available: ALL
      Example : swrite parchment From recall, go nseeseenwesee
      This skill allows one to write invisible messages in common language onto
      ordinary paper, parchments, and similar writing material. This will fail if
      the document is already written in a language other than common.

      When writing on a journal, you need not specify any parameters when using this
      command.

      +

      Skill    : SECRET WRITING 
      Usage : SWRITE [ITEM] ([TEXT TO WRITE])
      Available: ALL
      Example : swrite parchment From recall, go nseeseenwesee
      This skill allows one to write invisible messages in common language onto
      ordinary paper, parchments, and similar writing material. This will fail if
      the document is already written in a language other than common.

      When writing on a journal, you need not specify any parameters when using this
      command.


      Sense Law (Thief_SenseLaw) -


      Skill : Sense Law
      Domain : Street smarts
      Available: Burglar
      Allows : Street Lore I
      Invoked : Automatic
      Example :
      The thief gains an uncanny ability to sense law enforcement officials in the
      same room or any adjacent room, even if they are invisible or unseen.

      +

       
      Skill : Sense Law
      Domain : Street smarts
      Available: Burglar
      Allows : Street Lore I
      Invoked : Automatic
      Example :
      The thief gains an uncanny ability to sense law enforcement officials in the
      same room or any adjacent room, even if they are invisible or unseen.


      Sense Snares and Pits (Ranger_SenseTraps) -


      Skill : Sense Snares and Pits
      Domain : Nature lore
      Available: Ranger
      Allows : Nature Lore I
      Invoked : Automatic
      Example :
      The Ranger has the natural ability to sense snares, pits, and other kinds of
      traps while roaming around outdoors.

      +

       
      Skill : Sense Snares and Pits
      Domain : Nature lore
      Available: Ranger
      Allows : Nature Lore I
      Invoked : Automatic
      Example :
      The Ranger has the natural ability to sense snares, pits, and other kinds of
      traps while roaming around outdoors.


      Set Alarm (Thief_SetAlarm) -


      Skill : Set Alarm
      Domain : Trapping
      Available: Trapper
      Allows : Trapping I
      Use Cost : Mana (35) Movement (35)
      Quality : Circumstantial
      Targets : Exits
      Range : Touch, or not applicable
      Commands : SETALARM
      Usage : SETALARM [DIRECTIONNAME]
      Example : setalarm east
      This skill allows a trap to be set on a door. Should the door be opened, an
      alarm will be set off which can be heard from many rooms away. 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.

      +

       
      Skill : Set Alarm
      Domain : Trapping
      Available: Trapper
      Allows : Trapping I
      Use Cost : Mana (35) Movement (35)
      Quality : Circumstantial
      Targets : Exits
      Range : Touch, or not applicable
      Commands : SETALARM
      Usage : SETALARM [DIRECTIONNAME]
      Example : setalarm east
      This skill allows a trap to be set on a door. Should the door be opened, an
      alarm will be set off which can be heard from many rooms away. 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 (Thief_SetDecoys) -


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

      +

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


      Set Snare (Ranger_SetSnare) -


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

      +

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


      Shadow (Thief_Shadow) -


      Skill : Shadow
      Domain : Stealthy
      Available: Arcanist Assassin Thief Trapper
      Allows : Stealthy I, Shadow I
      Use Cost : Mana (29) Movement (29)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SHADOW
      Usage : shadow [TARGET NAME]
      Example : shadow orc
      If the thief is hidden, or otherwise invisible to the target, this skill will
      allow the thief to follow them perfectly while remaining hidden. Entering
      'shadow' again will stop the shadowing.

      +

       
      Skill : Shadow
      Domain : Stealthy
      Available: Arcanist Assassin Thief Trapper
      Allows : Shadow I, Stealthy I
      Use Cost : Mana (29) Movement (29)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SHADOW
      Usage : shadow [TARGET NAME]
      Example : shadow orc
      If the thief is hidden, or otherwise invisible to the target, this skill will
      allow the thief to follow them perfectly while remaining hidden. Entering
      'shadow' again will stop the shadowing.


      Shadowpass (Thief_Shadowpass) -


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

      +

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


      Shadowstrike (Thief_Shadowstrike) -


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

      +

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

      +
      Shame (Archon_Shame) +

       
      Skill : Shame
      Domain : Archon
      Use Cost : Movement (50)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : SHAME
      Usage : SHAME [PLAYER NAME] (RL TIME)
      Example : shame gunther
      Example : shame gunther 3 hours
      From anywhere on the map, the player with this skill can shame the target
      mob/player making them unable to effectively interact with shopkeepers or to be
      spoken to or about.


      Shape Shift (Druid_ShapeShift) -


      Skill : Shape Shift
      Domain : Shape shifting
      Available: Several Classes
      Allows : Shapeshifting I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : SHAPESHIFT
      Usage : SHAPESHIFT (FORM)
      Example : shapeshift
      Example : shapeshift list
      Example : shapeshift cub
      Throughout his or her life, a Druid will have a particular creature which he or
      she may change to and from at will. By entering into this chant in any shape,
      the druid may change to their special animal form. The animal form will
      progress as the Druid gains in levels. Entering the command again allows the
      druid to revert to human form. A higher level druid may optionally specify a
      lower version of their form to assume that. Use shapeshift list to see all
      available forms.

      +

       
      Skill : Shape Shift
      Domain : Shape shifting
      Available: Several Classes
      Allows : Shapeshifting I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : SHAPESHIFT
      Usage : SHAPESHIFT (FORM)
      Example : shapeshift
      Example : shapeshift list
      Example : shapeshift cub
      Throughout his or her life, a Druid will have a particular creature which he or
      she may change to and from at will. By entering into this chant in any shape,
      the druid may change to their special animal form. The animal form will
      progress as the Druid gains in levels. Entering the command again allows the
      druid to revert to human form. A higher level druid may optionally specify a
      lower version of their form to assume that. Use shapeshift list to see all
      available forms.


      Shearing (Shearing) -


      Skill : Shearing
      Domain : Animal affinity
      Available: Artisan Numerous Classes
      Allows : Master Shearing, Quick Worker I, Animal Affinity I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SHEAR, SHEARING
      Usage : SHEAR [TARGET]
      Example : shear sheep
      With this common skill, you can shear the wool off of a sheeps body, or at
      least as much of it as you can.

      +

       
      Skill : Shearing
      Domain : Animal affinity
      Available: Numerous Classes
      Allows : Textiling, Animal Affinity I, Quick Working I, Quick Worker I
      Allows : Animal Husbandry, Master Shearing, Branding
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SHEAR, SHEARING
      Usage : SHEAR [TARGET]
      Example : shear sheep
      With this common skill, you can shear the wool off of a sheeps body, or at
      least as much of it as you can.


      Shield Bash (Skill_Bash) -


      Skill : Shield Bash
      Domain : Shield use
      Available: Templar Several Classes
      Allows : Shield Using I, AutoBash
      Use Cost : Movement (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BASH
      Usage : BASH [TARGET NAME]
      Example : bash orc
      The fighter uses their shield as a weapon, delivering an otherwise additional
      blow to the target in combat.

      +

       
      Skill : Shield Bash
      Domain : Shield use
      Available: Templar Several Classes
      Allows : Shield Using I, AutoBash
      Use Cost : Movement (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : BASH
      Usage : BASH [TARGET NAME]
      Example : bash orc
      The fighter uses their shield as a weapon, delivering an otherwise additional
      blow to the target in combat.


      Shield Block (Fighter_ShieldBlock) -


      Skill : Shield Block
      Domain : Shield use
      Available: Fighter
      Allows : Shield Using I
      Invoked : Automatic
      Example :
      So long as the Fighter is holding a shield, he has a chance to totally block
      weapon attacks coming at him or her.

      +

       
      Skill : Shield Block
      Domain : Shield use
      Available: Fighter
      Allows : Shield Using I
      Invoked : Automatic
      Example :
      So long as the Fighter is holding a shield, he has a chance to totally block
      weapon attacks coming at him or her.

      +
      Shield Familiarity (Familiarity_Shield) +

       
      Skill : Shield Familiarity
      Domain : Armor use
      Available: Artisan
      Requires : 'Carpentry' at 75%, and 'Blacksmithing' at 75%
      Allows : Armor Optimizing I
      Invoked : Automatic
      The player is familiar with shields they have crafted themselves, gaining an
      armor bonus from using the product of their own hands.


      Shield Specialization (Specialization_Shield) -


      Skill : Shield Specialization
      Domain : Weapon use
      Available: Several Classes
      Allows : Weaponsmithing, Shield Focus I, Master Weaponsmithing
      Allows : Shield Striking I
      Invoked : Automatic
      The player is adept with a shield, gaining bonuses to attack and damage when
      using a shield as a weapon in combat (such as Shield Bash). Can also allow the
      use of higher level shields if the focus expertise is taken.

      +

       
      Skill : Shield Specialization
      Domain : Weapon use
      Available: Several Classes
      Allows : Shield Striking I, Weaponsmithing, Shield Focus I
      Invoked : Automatic
      The player is adept with a shield, gaining bonuses to attack and damage when
      using a shield as a weapon in combat (such as Shield Bash). Can also allow the
      use of higher level shields if the focus expertise is taken.


      Ship Building (Shipwright) -


      Skill : Ship Building
      Domain : Crafting
      Available: Artisan Sailor Numerous Classes
      Requires : 'Carpentry'
      Requires : A base wisdom of at least 12.
      Allows : Quick Worker I, Ingenious Engineering I
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SHIPBUILD, SHIPBUILDING, SHIPWRIGHT
      Usage : SHIPWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME]
      Example : shipwright canoe
      : : shipwright list
      : : shipwright list canoe
      : : shipwright list all
      : : shipwright mend canoe
      : : shipwright scan
      : : shipwright scan bob
      : : shipwright learn boat
      : : shipwright title The Cargo Deck
      : : shipwright desc This is a beautiful cargo deck!
      : : shipwright door east
      : : shipwright demolish east
      This skill allows a player to craft wooden boats, and alter great ships they
      own. The extent of the items which can be crafted expands as the player goes
      up in level. This command also allows the player to repair any damaged wooden
      boats, or combat damage on great ships. To begin carving a new item, the
      player must have placed the wood he or she wishes to make the item from on the
      ground. Items crafted with balsa can be done with half the required wood
      listed, while items crafted with ironwood will require twice the required wood
      listed. The raw wood for building is found using the Chopping skill.

      +

       
      Skill : Ship Building
      Domain : Crafting
      Available: Artisan Sailor Numerous Classes
      Requires : 'Boatwrighting' at 100%
      Requires : A base intelligence of at least 12.
      Allows : Find Ship, Quick Worker I, Ingenious Engineering I
      Allows : Advanced Crafting I, Quick Crafting I, Ship Lore
      Use Cost : Movement (29)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SHIPBUILD, SHIPBUILDING, SHIPWRIGHT
      Usage : SHIPWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME]
      Example : shipwright cruiser
      : : shipwright list
      : : shipwright list cruiser
      : : shipwright list all
      : : shipwright mend cruiser
      : : shipwright scan
      : : shipwright scan bob
      : : shipwright title The Cargo Deck
      : : shipwright desc This is a beautiful cargo deck!
      : : shipwright door east
      : : shipwright demolish east
      This skill allows a player to craft large sailing ships, and alter great ships
      they own. The extent of the items which can be crafted expands as the player
      goes up in level. This command also allows the player to repair any combat
      damage on great ships. To begin building a new item, the player must have
      placed the wood he or she wishes to make the item from on the ground. Items
      crafted with balsa can be done with half the required wood listed, while items
      crafted with ironwood will require twice the required wood listed. The raw wood
      for building is found using the Chopping skill.

      +
      Ship Lore (Skill_ShipLore) +

       
      Skill : Ship Lore
      Domain : Water lore
      Available: Artisan Pirate Sailor
      Requires : 'Ship Building' at 75%
      Allows : Water Lore I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : SHIPLORE, SLORE
      Usage : SHIPLORE [SHIP NAME] (REPORT)
      Example : shiplore list
      Example : slore raging dragon
      Example : slore "raging dragon" report
      Through extensive education, the player is able to recall random bits of
      information about a ship they can see. Each level of expertise enlarges the
      number of factoids recalled per attempt. Failing a proficiency check requires a
      few extra seconds of remembering, however. The REPORT argument will cause the
      results to be recited out loud. An attempt to recall information about a ship
      you cannot presently see will reduce or eliminate your chances of remembering,
      depending on expertise.


      Shrug Off (Fighter_Shrug) -


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

      +

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


      Shuffle (Skill_Shuffle) -


      Skill : Shuffle
      Domain : Foolishness
      Available: Charlatan
      Allows : Foolmaking I
      Use Cost : Movement (66)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SHUFFLE
      Example :
      This strange but very useful skill allows the player to rearrange the order of
      the people in the room by running around and bumping into them.

      +

       
      Skill : Shuffle
      Domain : Foolishness
      Available: Charlatan
      Allows : Foolmaking I
      Use Cost : Movement (66)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SHUFFLE
      Example :
      This strange but very useful skill allows the player to rearrange the order of
      the people in the room by running around and bumping into them.


      Shush (Skill_Shush) -


      Skill : Shush
      Domain : Influential
      Available: Scholar
      Allows : Influencing I
      Use Cost : Mana (33) Movement (33)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : SHUSH
      Usage : SHUSH [TARGET]
      Example : shush orc
      The player is so intimidatingly adept at keeping others quiet, that he or she
      can give the universal SHUSH to a target and often make them agree to whisper
      and refrain from loud noises like spell casting for a time.

      +

       
      Skill : Shush
      Domain : Influential
      Available: Scholar
      Allows : Influencing I
      Use Cost : Mana (33) Movement (33)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : SHUSH
      Usage : SHUSH [TARGET]
      Example : shush orc
      The player is so intimidatingly adept at keeping others quiet, that he or she
      can give the universal SHUSH to a target and often make them agree to whisper
      and refrain from loud noises like spell casting for a time.


      Side Kick (Fighter_SideKick) -


      Skill : Side Kick
      Domain : Kicking
      Available: Monk
      Allows : Combat Fluidity I, Iron Kicking I
      Invoked : Automatic
      Example :
      So long as the Monk is unarmed, he or she has this ability to deliver an extra
      attack per round using a swift side kick. This attack is only delivered to a
      combatant which the monk is not currently targeting, but with whom the monk is
      in melee combat all the same.

      +

       
      Skill : Side Kick
      Domain : Kicking
      Available: Monk
      Allows : Iron Kicking I, Combat Fluidity I
      Invoked : Automatic
      Example :
      So long as the Monk is unarmed, he or she has this ability to deliver an extra
      attack per round using a swift side kick. This attack is only delivered to a
      combatant which the monk is not currently targeting, but with whom the monk is
      in melee combat all the same.


      Siege Weapon Specialization (Specialization_SiegeWeapon) -


      Skill : Siege Weapon Specialization
      Domain : Weapon use
      Available: Sailor
      Allows : Siege Bashing I, Weaponsmithing, Master Weaponsmithing
      Invoked : Automatic
      The player is a siege weapon master, gaining bonuses to damage when used during
      combat.

      +

       
      Skill : Siege Weapon Specialization
      Domain : Weapon use
      Available: Sailor
      Allows : Weaponsmithing, Siege Bashing I
      Invoked : Automatic
      The player is a siege weapon master, gaining bonuses to damage when used during
      combat.


      Siegecraft (Siegecraft) -


      Skill : Siegecraft
      Domain : Crafting
      Available: Artisan Sailor Numerous Classes
      Requires : 'Carpentry'
      Requires : A base strength of at least 12.
      Allows : Quick Worker I
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SIEGECRAFT
      Usage : SIEGECRAFT (LIST/INFO/LEARN) [ITEM TYPE]
      Example : SIEGECRAFT catapult
      : : SIEGECRAFT list
      : : SIEGECRAFT list catapult
      : : SIEGECRAFT list all
      : : SIEGECRAFT learn catapult
      This skill allows a player to craft siege weapons for ship combat, such as
      trebuchets, catapults, and ballistas, as well as the necessary ammunitions
      (shots, boulders and bolts, respectively). The extent of the items which can be
      crafted expands as the player goes up in level. To begin siegcrafting, the
      player must have placed the wood he or she wishes to make the item from on the
      ground. The raw wood and stone for siegecraft is obtained by using the Chopping
      and Mining skills. Light siege weapons are anti-personnel only, damaging a
      ship's crew, but not the ship itself, and can hold multiple rounds of
      ammunition hitting multiple targets. Heavy siege weapons have longer range and
      do more damage. The player may also learn how to craft found items, provided a
      blank recipe page, or recipe book with blank pages is in his or her inventory.
      Bear in mind that many of these weapons are constructed in-place and may be
      difficult to be picked up and moved once completed.

      +

       
      Skill : Siegecraft
      Domain : Crafting
      Available: Artisan Sailor Numerous Classes
      Requires : 'Carpentry'
      Requires : A base strength of at least 12.
      Allows : Master Wood Chopping, Quality Fabricating I, Quick Worker I
      Allows : Advanced Crafting I, Quick Crafting I, Light Fabricating I
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SIEGECRAFT
      Usage : SIEGECRAFT (LIST/INFO/LEARN) [ITEM TYPE]
      Example : SIEGECRAFT catapult
      : : SIEGECRAFT list
      : : SIEGECRAFT list catapult
      : : SIEGECRAFT list all
      : : SIEGECRAFT learn catapult
      This skill allows a player to craft siege weapons for ship combat, such as
      trebuchets, catapults, and ballistas, as well as the necessary ammunitions
      (shots, boulders and bolts, respectively). The extent of the items which can be
      crafted expands as the player goes up in level. To begin siegcrafting, the
      player must have placed the wood he or she wishes to make the item from on the
      ground. The raw wood and stone for siegecraft is obtained by using the Chopping
      and Mining skills. Light siege weapons are anti-personnel only, damaging a
      ship's crew, but not the ship itself, and can hold multiple rounds of
      ammunition hitting multiple targets. Heavy siege weapons have longer range and
      do more damage. The player may also learn how to craft found items, provided a
      blank recipe page, or recipe book with blank pages is in his or her inventory.
      Bear in mind that many of these weapons are constructed in-place and may be
      difficult to be picked up and moved once completed.


      Silent AutoGold (Thief_SilentGold) -


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

      +

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


      Silent AutoLoot (Thief_SilentLoot) -


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

      +

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


      Silent Drop (Thief_SilentDrop) -


      Skill : Silent Drop
      Domain : Stealthy
      Available: Burglar
      Allows : Stealthy I
      Use Cost : Mana (33) Movement (33)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : SILENTDROP, SDROP
      Usage : SILENTDROP [TARGET ITEM]
      Example : silentdrop gold
      This command is similar to the drop command, except that the thief is able to
      drop the item without anyone else knowing about it.

      +

       
      Skill : Silent Drop
      Domain : Stealthy
      Available: Burglar
      Allows : Stealthy I
      Use Cost : Mana (33) Movement (33)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : SILENTDROP, SDROP
      Usage : SILENTDROP [TARGET ITEM]
      Example : silentdrop gold
      This command is similar to the drop command, except that the thief is able to
      drop the item without anyone else knowing about it.


      Silent Open (Thief_SilentOpen) -


      Skill : Silent Open
      Domain : Stealthy
      Available: Burglar
      Allows : Stealthy I
      Use Cost : Mana (34) Movement (34)
      Quality : Circumstantial
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : SILENTOPEN, SOPEN
      Usage : SILENTOPEN [TARGET ITEM]
      Example : silentopen door
      This command is similar to the open command, except that the thief is able to
      open the container or door without anyone else knowing about it.

      +

       
      Skill : Silent Open
      Domain : Stealthy
      Available: Burglar
      Allows : Stealthy I
      Use Cost : Mana (34) Movement (34)
      Quality : Circumstantial
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : SILENTOPEN, SOPEN
      Usage : SILENTOPEN [TARGET ITEM]
      Example : silentopen door
      This command is similar to the open command, except that the thief is able to
      open the container or door without anyone else knowing about it.


      Silent Running (Thief_SilentRunning) -


      Skill : Silent Running
      Domain : Stealthy
      Available: Pirate
      Allows : Stealthy I
      Use Cost : Mana (40) Movement (40)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : SSNEAK, SILENTRUN
      Usage : SSNEAK ([DIRECTION] ([DIRECTION])...)
      Example : ssneak
      Example : ssneak north north east east
      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.

      +

       
      Skill : Silent Running
      Domain : Stealthy
      Available: Pirate
      Allows : Stealthy I
      Use Cost : Mana (40) Movement (40)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : SSNEAK, SILENTRUN
      Usage : SSNEAK ([DIRECTION] ([DIRECTION])...)
      Example : ssneak
      Example : ssneak north north east east
      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.


      Skillcraft (Skill_Skillcraft) -


      Skill : Skillcraft
      Domain : Street smarts
      Available: Oracle Scholar
      Allows : Street Lore I
      Invoked : Automatic
      Example :
      The player is so knowledgable about uncommon skills that he or she can identify
      skills in his or her presence by name. The players ability to identify more
      powerful skills will go up in level as he or she does.

      +

       
      Skill : Skillcraft
      Domain : Street smarts
      Available: Oracle Scholar
      Allows : Street Lore I
      Invoked : Automatic
      Example :
      The player is so knowledgable about uncommon skills that he or she can identify
      skills in his or her presence by name. The players ability to identify more
      powerful skills will go up in level as he or she does.


      Slapstick (Skill_Slapstick) -


      Skill : Slapstick
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Use Cost : Movement (54)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SLAPSTICK
      Usage : SLAPSTICK [TARGET NAME]
      Example : slapstick orc
      This will cause the player to perform some random slapstick comedy to or for
      the target. The result will be a loss of mana, which the target will not even
      feel.

      +

       
      Skill : Slapstick
      Domain : Foolishness
      Available: Jester
      Allows : Foolmaking I
      Use Cost : Movement (54)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SLAPSTICK
      Usage : SLAPSTICK [TARGET NAME]
      Example : slapstick orc
      This will cause the player to perform some random slapstick comedy to or for
      the target. The result will be a loss of mana, which the target will not even
      feel.


      Slave Trading (SlaveTrading) -


      Skill : Slave Trading
      Domain : Criminal
      Available: Gaoler
      Allows : Quick Worker I, Criminal Deviousness I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SLAVETRADING, SLAVETRADE, SLAVESELL, SSELL
      Usage : SSELL [MOB NAME] ([SHOPKEEPER NAME])
      Example : ssell boy shopkeeper
      Example : ssell boy
      This skill allows the player to sell slaves to shopkeepers who deal in them.

      +

       
      Skill : Slave Trading
      Domain : Criminal
      Available: Gaoler
      Allows : Criminal Deviousness I, Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SLAVETRADING, SLAVETRADE, SLAVESELL, SSELL
      Usage : SSELL [MOB NAME] ([SHOPKEEPER NAME])
      Example : ssell boy shopkeeper
      Example : ssell boy
      This skill allows the player to sell slaves to shopkeepers who deal in them.


      Slip Item (Thief_SlipItem) -


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

      +

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


      Slippery Mind (Thief_SlipperyMind) -


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

      +

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


      Slow Fall (Skill_SlowFall) -


      Skill : Slow Fall
      Domain : Fitness
      Available: Jester
      Allows : Fitness I
      Invoked : Automatic
      If the proficiency check is made, this player does not fall from high places,
      but floats instead.

      +

       
      Skill : Slow Fall
      Domain : Fitness
      Available: Jester
      Allows : Fitness I
      Invoked : Automatic
      If the proficiency check is made, this player does not fall from high places,
      but floats instead.


      Smelting (Smelting) -


      Skill : Smelting
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : 'Blacksmithing'
      Requires : A base constitution of at least 12.
      Allows : Quick Worker I
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SMELT, SMELTING
      Usage : SMELT (LIST) [ITEM NAME] ([MAX AMOUNT OF BASE METALS TO SMELT])
      Example : smelt steel
      : : smelt list
      : : smelt list steel
      : : smelt list all
      : : smelt bronze 10
      This skill allows a player to create metal alloys, such as steel, bronze, and
      adamantium. You can also make very strong cloths, such as spidersteel. To
      begin smelting, the player must be in a room with an open fire burning, and
      must have placed the two base metals he or she wishes to make the alloy from on
      the ground. If you have excess metals, you may specify a max amount of each
      base metal to smelt. The default is to smelt as much as possible. The raw metal
      for smelting is found using the Mining skill.

      +

       
      Skill : Smelting
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : 'Blacksmithing'
      Requires : A base constitution of at least 12.
      Allows : Quick Worker I, Advanced Crafting I, Quick Crafting I
      Allows : Blacksmithing
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SMELTING
      Usage : SMELT (LIST) [ITEM NAME] ([MAX AMOUNT OF BASE METALS TO SMELT])
      Example : smelt steel
      : : smelt list
      : : smelt list steel
      : : smelt list all
      : : smelt bronze 10
      This skill allows a player to create metal alloys, such as steel, bronze, and
      adamantium. You can also make very strong cloths, such as spidersteel. To
      begin smelting, the player must be in a room with an open fire burning, and
      must have placed the two base metals he or she wishes to make the alloy from on
      the ground. If you have excess metals, you may specify a max amount of each
      base metal to smelt. The default is to smelt as much as possible. The raw metal
      for smelting is found using the Mining skill.


      Smoke Rings (SmokeRings) -


      Skill : Smoke Rings
      Domain : Artistic
      Available: Numerous Classes
      Requires : A base charisma of at least 5.
      Allows : Artsy I, Quick Worker I
      Invoked : Automatic
      Usage : (automatic)
      This skill allows the player to produce beautiful smoke rings whenever smoking
      a pipe or cigar.

      +

       
      Skill : Smoke Rings
      Domain : Artistic
      Available: Numerous Classes
      Requires : 'Herbology' at 75%
      Requires : A base charisma of at least 5.
      Allows : Quick Working I, Quick Worker I, Artsy I
      Invoked : Automatic
      Usage : (automatic)
      This skill allows the player to produce beautiful smoke rings whenever smoking
      a pipe or cigar.


      Smoke Signals (Fighter_SmokeSignals) -


      Skill : Smoke Signals
      Domain : Nature lore
      Available: Barbarian Scholar
      Allows : Nature Lore I
      Invoked : Automatic
      Usage : "SMOKESIGNALS" [MESSAGE]
      Example : smokesignals I'm here at the temple!
      This skill requires a fire to be built in the area, and it must be performed
      outdoors. This skill sends a smoke signal viewable throughout the entire area
      by those outside. Those with the smoke signal skill will be able to read the
      message in the signal.

      +

       
      Skill : Smoke Signals
      Domain : Nature lore
      Available: Barbarian Scholar
      Allows : Nature Lore I
      Use Cost : Movement (55)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SMOKESIGNALS, SMOKESIGNAL
      Usage : "SMOKESIGNALS" [MESSAGE]
      Example : smokesignals I'm here at the temple!
      This skill requires a fire to be built in the area, and it must be performed
      outdoors. This skill sends a smoke signal viewable throughout the entire area
      by those outside. Those with the smoke signal skill will be able to read the
      message in the signal.


      Smugglers Hold (Thief_SmugglersHold) -


      Skill : Smugglers Hold
      Domain : Stealthy
      Available: Pirate
      Allows : Stealthy I
      Use Cost : Mana (36) Movement (36)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : BUILDHOLD, SMUGGLERSHOLD
      Usage : BUILDSMUGGLERSHOLD [DIRECTION]
      Example : buildsmugglershold below
      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.

      +

       
      Skill : Smugglers Hold
      Domain : Stealthy
      Available: Pirate
      Allows : Stealthy I
      Use Cost : Mana (36) Movement (36)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : BUILDHOLD, SMUGGLERSHOLD
      Usage : BUILDSMUGGLERSHOLD [DIRECTION]
      Example : buildsmugglershold below
      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 (Thief_Sneak) -


      Skill : Sneak
      Domain : Stealthy
      Available: Jester Monk Trapper Several Classes
      Allows : Stealthy I, AutoSneak, Shadow I
      Use Cost : Movement (54)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : SNEAK
      Usage : SNEAK [DIRECTION]
      Example : sneak e
      The thief attempts to sneak in the indicated direction. If successful, he or
      she will not be seen when entering the room. Also, a sneak attempt
      automatically invokes a hide attempt. The success of a sneak attempt can
      depend on the level of the mobs in the room the thief is trying to sneak into,
      and on the thiefs stealth expertise.

      +

       
      Skill : Sneak
      Domain : Stealthy
      Available: Jester Monk Trapper Several Classes
      Allows : Shadow I, AutoSneak, Stealthy I
      Use Cost : Movement (54)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : SNEAK
      Usage : SNEAK [DIRECTION]
      Example : sneak e
      The thief attempts to sneak in the indicated direction. If successful, he or
      she will not be seen when entering the room. Also, a sneak attempt
      automatically invokes a hide attempt. The success of a sneak attempt can
      depend on the level of the mobs in the room the thief is trying to sneak into,
      and on the thiefs stealth expertise.


      Sneak Attack (Thief_SneakAttack) -


      Skill : Sneak Attack
      Domain : Dirty fighting
      Available: Assassin Thief Trapper
      Allows : Combat Fluidity I, Dirty Fighting I
      Invoked : Automatic
      Example :
      This skill allows the thief to deliver a more accurate attack and extra damage
      when attacking from a hidden position.

      +

       
      Skill : Sneak Attack
      Domain : Dirty fighting
      Available: Assassin Thief Trapper
      Allows : Dirty Fighting I, Combat Fluidity I
      Invoked : Automatic
      Example :
      This skill allows the thief to deliver a more accurate attack and extra damage
      when attacking from a hidden position.


      Snipe (Thief_Snipe) -


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

      +

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


      Song Write (Skill_SongWrite) -

      Usage    : SONGWRITE [SPELL NAME] [TARGET NAME] 
      Example : songwrite "rage" scroll
      This skill allows the bard to place any song he or she knows onto a scroll.
      Once placed on the scroll, the song may be sung off it. Song Writing is very
      draining on the bard however. The bard will lose some experience points for
      using this skill. Song Writing also requires that the caster be at full mana.

      +

      Usage    : SONGWRITE [SPELL NAME] [TARGET NAME]  
      Example : songwrite "rage" scroll
      This skill allows the bard to place any song he or she knows onto a scroll.
      Once placed on the scroll, the song may be sung off it. Song Writing is very
      draining on the bard however. The bard will lose some experience points for
      using this skill. Song Writing also requires that the caster be at full mana.


      Songcraft (Skill_Songcraft) -


      Skill : Songcraft
      Domain : Arcane lore
      Available: Charlatan Scholar
      Allows : Arcane Lore I
      Invoked : Automatic
      Example :
      The player is so knowledgable about bardic magic that he or she can identify
      magical songs sung in his or her presence by name. The players ability to
      identify more powerful magic will go up in level as he or she does.

      +

       
      Skill : Songcraft
      Domain : Arcane lore
      Available: Charlatan Scholar
      Allows : Arcane Lore I
      Invoked : Automatic
      Example :
      The player is so knowledgable about bardic magic that he or she can identify
      magical songs sung in his or her presence by name. The players ability to
      identify more powerful magic will go up in level as he or she does.


      Speculating (Speculate) -


      Skill : Speculating
      Domain : Nature lore
      Available: Artisan Numerous Classes
      Requires : A base wisdom of at least 10.
      Allows : Nature Lore I, Quick Worker I
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SPECULATE, SPECULATING
      Usage : SPECULATE
      Example : speculate
      This skill allows a player to carefully evaluate the present area, and all
      surrounding to see what resources might be available for hunting, fishing,
      foraging, chopping, mining, digging, etc..

      +

       
      Skill : Speculating
      Domain : Nature lore
      Available: Artisan Numerous Classes
      Requires : A base wisdom of at least 10.
      Allows : Quick Working I, Quick Worker I, Nature Lore I
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SPECULATE, SPECULATING
      Usage : SPECULATE
      Example : speculate
      This skill allows a player to carefully evaluate the present area, and all
      surrounding to see what resources might be available for hunting, fishing,
      foraging, chopping, mining, digging, etc..


      Spellcraft (Skill_Spellcraft) -


      Skill : Spellcraft
      Domain : Arcane lore
      Available: Arcanist Charlatan Diviner Illusionist
      Available: Scholar Wizard Numerous Classes
      Allows : Arcane Lore I
      Invoked : Automatic
      Example :
      The player is so knowledgable about arcane magic that he or she can identify
      spells cast in his or her presence by name. The players ability to identify
      more powerful magic will go up in level as he or she does.

      Arcanists have the ability to remember how to cast a number of spells (based on
      level) learned through this skill.

      +

       
      Skill : Spellcraft
      Domain : Arcane lore
      Available: Arcanist Charlatan Diviner Illusionist
      Available: Scholar Wizard Numerous Classes
      Allows : Arcane Lore I
      Invoked : Automatic
      Example :
      The player is so knowledgable about arcane magic that he or she can identify
      spells cast in his or her presence by name. The players ability to identify
      more powerful magic will go up in level as he or she does.

      Arcanists have the ability to remember how to cast a number of spells (based on
      level) learned through this skill.


      Spring Attack (Fighter_Spring) -


      Skill : Spring Attack
      Domain : Acrobatic
      Available: Barbarian Dancer
      Allows : Combat Fluidity I, Acrobatic I
      Use Cost : Movement (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SPRINGATTACK, SPRING, SATTACK
      Usage : SPRINGATTACK [TARGET NAME]
      Example : sattack orc
      Short(s) : spring, sattack
      The Barbarian delivers a quick damaging blow, then leaps backwards to a further
      position of range 1 or 2.

      +

       
      Skill : Spring Attack
      Domain : Acrobatic
      Available: Barbarian Dancer
      Allows : Acrobatic I, Combat Fluidity I
      Use Cost : Movement (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SPRINGATTACK, SPRING, SATTACK
      Usage : SPRINGATTACK [TARGET NAME]
      Example : sattack orc
      Short(s) : spring, sattack
      The Barbarian delivers a quick damaging blow, then leaps backwards to a further
      position of range 1 or 2.


      Spying (Thief_Spying) -


      Skill : Spying
      Domain : Stealthy
      Available: Assassin
      Allows : Marker Spying, Stealthy I
      Use Cost : Mana (30) Movement (30)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SPYING, SPY
      Usage : SPYING [TARGET]
      Example : spy bob
      The thief, by lip reading and 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 on part on stealth expertise.

      +

       
      Skill : Spying
      Domain : Stealthy
      Available: Assassin
      Allows : Marker Spying, Stealthy I
      Use Cost : Mana (30) Movement (30)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SPYING, SPY
      Usage : SPYING [TARGET]
      Example : spy bob
      The thief, by lip reading and 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 on part on stealth expertise.


      Squatting (Thief_Squatting) -


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

      +

       
      Skill : Squatting
      Domain : Criminal
      Available: Thief
      Allows : Criminal Deviousness I
      Use Cost : Mana (37) Movement (37)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SQUAT, SQUATTING
      Usage : SQUATTING
      Example : squat
      To use this skill, the player must be sitting on a piece of property that is,
      or was once for sale. If it is owned by another player or clan, then an owner
      must be online when squatting begins, 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.


      Stability (Skill_Stability) -


      Skill : Stability
      Domain : Acrobatic
      Available: Artisan Assassin Jester Pirate
      Allows : Combat Fluidity I, Acrobatic I
      Invoked : Automatic
      This skill allows the player to remain on his or her feet despite certain
      magical or physical attempts to get them on the ground.

      +

       
      Skill : Stability
      Domain : Acrobatic
      Available: Artisan Assassin Jester Pirate
      Requires : 'Trawling' at 75%
      Allows : Master Trawling, Acrobatic I, AutoCrawl, Combat Fluidity I
      Invoked : Automatic
      This skill allows the player to remain on his or her feet despite certain
      magical or physical attempts to get them on the ground.

      +
      Staff Familiarity (Familiarity_Staff) +

       
      Skill : Staff Familiarity
      Domain : Weapon use
      Available: Artisan
      Requires : 'Staff Proficiency' at 100%
      Allows : Staff Making, Trip
      Invoked : Automatic
      The player is familiar with staffs they have crafted themselves, gaining an
      attack bonus from wielding the product of their own hands.

      +
      Staff Making (StaffMaking) +

       
      Skill : Staff Making
      Domain : Crafting
      Available: Artisan
      Requires : 'Staff Familiarity' at 75%, and 'Lore' at 75%
      Allows : Quick Worker I, Light Shaping I, Advanced Crafting I
      Allows : Quick Crafting I, Quality Shaping I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : STAFFMAKE, STAFFMAKING
      Usage : STAFFMAKE (LIST/INFO/MEND/SCAN/LEARN) [STAFF NAME]
      Example : staffmake Iron-shod Staff
      : : staffmake list
      : : staffmake list Iron-shod
      : : staffmake list all
      : : staffmake scan
      : : staffmake scan bob
      : : staffmake learn staff
      This skill allows a player to craft staffs from wood. The extent of the staffs
      which can be crafted expands as the player goes up in level. To begin
      crafting, the player must have placed the wood he or she wishes to make the
      staff from on the ground. The player may also scan the room or other players
      for equipment that may be mended by this skill, using the scan parameter, or
      learn to how to make a found item, provided a blank recipe page, or recipe book
      with blank pages is in his or her inventory. The wood for staffmaking is
      obtained using the Chopping skill, though some recipes will require additional
      material obtained by other means. When the player has both a staff and a
      staffcrown, then the crown can be put into the staff for additional benefits
      using the PUT [CROWN] [STAFF] command.

      +
      Staff Proficiency (Proficiency_Staff) +

       
      Skill : Staff Proficiency
      Domain : Weapon use
      Available: Artisan
      Requires : 'Fishing' at 75%
      Allows : Staff Familiarity
      Invoked : Automatic
      The player is proficient with staffs, gaining the ability to use them even if
      their current class training would not make it feasible normally.


      Staff Specialization (Specialization_Staff) -


      Skill : Staff Specialization
      Domain : Weapon use
      Available: Druid
      Allows : Weaponsmithing, Master Weaponsmithing
      Invoked : Automatic
      The player is proficient with staffs, gaining bonuses to attack when using a
      staff in combat. Can also allow the use of higher level staffs if the focus
      expertise is taken.

      +

       
      Skill : Staff Specialization
      Domain : Weapon use
      Available: Druid
      Allows : Weaponsmithing
      Invoked : Automatic
      The player is proficient with staffs, gaining bonuses to attack when using a
      staff in combat. Can also allow the use of higher level staffs if the focus
      expertise is taken.


      Steal (Thief_Steal) -


      Skill : Steal
      Domain : Stealing
      Available: Bard Jester Several Classes
      Allows : Theft Mastery I, Cautiously I, Improved Steal
      Use Cost : Mana (30) Movement (30)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : STEAL
      Usage : STEAL [ITEM NAME] [TARGET NAME]
      Example : steal paper orc
      The thief will attempt to pilfer some item from the inventory of the target.
      This skill can not be used in combat, and works best when the target can not
      see the thief. This skill is almost always successful if the target is
      incapacitated (asleep, knocked out, bound, etc).

      +

       
      Skill : Steal
      Domain : Stealing
      Available: Bard Jester Several Classes
      Allows : Improved Steal, Theft Mastery I, Cautiously I
      Use Cost : Mana (30) Movement (30)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : STEAL
      Usage : STEAL [ITEM NAME] [TARGET NAME]
      Example : steal paper orc
      The thief will attempt to pilfer some item from the inventory of the target.
      This skill can not be used in combat, and works best when the target can not
      see the thief. This skill is almost always successful if the target is
      incapacitated (asleep, knocked out, bound, etc).


      Stinkify (Archon_Stinkify) -


      Skill : Stinkify
      Domain : Archon
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : STINKIFY
      Usage : STINKIFY [PLAYER NAME]
      Example : stinkify gunther
      From anywhere on the map, the player with this skill can cause the target to
      become 1 level stinkier than they were before.

      +

       
      Skill : Stinkify
      Domain : Archon
      Use Cost : Movement (50)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : STINKIFY
      Usage : STINKIFY [PLAYER NAME]
      Example : stinkify gunther
      From anywhere on the map, the player with this skill can cause the target to
      become 1 level stinkier than they were before.


      Stone Body (Fighter_Stonebody) -


      Skill : Stone Body
      Domain : Fitness
      Available: Barbarian
      Allows : Fitness I
      Invoked : Automatic
      Example :
      The Barbarian has become so hardened to battle that he or she ignores 2 points
      from every damage roll taken.

      +

       
      Skill : Stone Body
      Domain : Fitness
      Available: Barbarian
      Allows : Fitness I
      Invoked : Automatic
      Example :
      The Barbarian has become so hardened to battle that he or she ignores 2 points
      from every damage roll taken.


      Stowaway (Skill_Stowaway) -


      Skill : Stowaway
      Domain : Deceptive
      Available: Sailor
      Allows : Deceptive I
      Use Cost : Mana (27) Movement (27)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : STOWAWAY
      Usage : STOWAWAY ([DESTINATION]/[CHART INDEX])
      Example : stowaway
      Example : stowaway new thalos docks
      Example : stowaway 3
      The sailor packs himself into a shipping crate bound for overseas travel, and,
      after a long sea voyage, emerges on a different shore. If the sailor knows Sea
      Charting, he or she may be able to select the destination from his or her
      charts. Shorter voyages to more distant locations can be obtained through
      expertise. A failed skill check will seem to work fine, but the sailor will not
      end up where their charts said they would.

      +

       
      Skill : Stowaway
      Domain : Deceptive
      Available: Sailor
      Allows : Deceptive I
      Use Cost : Mana (27) Movement (27)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : STOWAWAY
      Usage : STOWAWAY ([DESTINATION]/[CHART INDEX])
      Example : stowaway
      Example : stowaway new thalos docks
      Example : stowaway 3
      The sailor packs himself into a shipping crate bound for overseas travel, and,
      after a long sea voyage, emerges on a different shore. If the sailor knows Sea
      Charting, he or she may be able to select the destination from his or her
      charts. Shorter voyages to more distant locations can be obtained through
      expertise. A failed skill check will seem to work fine, but the sailor will not
      end up where their charts said they would.


      Strategic Retreat (Thief_StrategicRetreat) -


      Skill : Strategic Retreat
      Domain : Dirty fighting
      Available: Trapper
      Allows : Combat Fluidity I, Dirty Fighting I
      Use Cost : Movement (55)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : FREEFLEE, STRATEGICRETREAT
      Usage : FREEFLEE ([DIRECTION])
      Example : freeflee
      While in combat, your character may need to quickly disengage and flee the
      room. A direction may be specified, but if one is not specified, a direction
      will be chosen for you. Unlike FLEE, this command may be used without
      experience loss, provided the proficiency check is passed.

      +

       
      Skill : Strategic Retreat
      Domain : Dirty fighting
      Available: Artisan Trapper
      Requires : 'AutoClimb' at 75%, 'AutoSwim' at 75%, and 'AutoCrawl' at 75%
      Allows : Dirty Fighting I, Combat Fluidity I
      Use Cost : Movement (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : FREEFLEE, STRATEGICRETREAT
      Usage : FREEFLEE ([DIRECTION])
      Example : freeflee
      While in combat, your character may need to quickly disengage and flee the
      room. A direction may be specified, but if one is not specified, a direction
      will be chosen for you. Unlike FLEE, this command may be used without
      experience loss, provided the proficiency check is passed.


      Strike The Set (Skill_StrikeTheSet) -


      Skill : Strike The Set
      Domain : Theatre
      Available: Charlatan
      Allows : Acting I
      Use Cost : Movement (55)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : STRIKETHESET, STRIKESET
      Usage : STRIKETHESET
      Usage : STRIKESET
      Example : striketheset
      The bard strikes the set of the room, making any and all items in the room
      appear to be gone, and the room empty.

      +

       
      Skill : Strike The Set
      Domain : Theatre
      Available: Charlatan
      Allows : Acting I
      Use Cost : Movement (55)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : STRIKETHESET, STRIKESET
      Usage : STRIKETHESET
      Usage : STRIKESET
      Example : striketheset
      The bard strikes the set of the room, making any and all items in the room
      appear to be gone, and the room empty.


      Strip Item (Thief_StripItem) -


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

      +

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


      Struggle (Skill_Struggle) -


      Skill : Struggle
      Domain : Evasive
      Available: Jester Minstrel
      Allows : Evasively I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : STRUGGLE
      Usage : STRUGGLE
      Example : struggle
      The player wriggles and pulls to escape from bonds holding him or her. This
      skill can be used to more quickly become released from ropes, webs, nets, and
      other bindings.

      +

       
      Skill : Struggle
      Domain : Evasive
      Available: Jester Minstrel
      Allows : Evasively I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : STRUGGLE
      Usage : STRUGGLE
      Example : struggle
      The player wriggles and pulls to escape from bonds holding him or her. This
      skill can be used to more quickly become released from ropes, webs, nets, and
      other bindings.


      Studying (Studying) -


      Skill : Studying
      Available: Scholar
      Allows : Cleric Honorary Degree, Thief Honorary Degree, Bard Honorary Degree
      Allows : Druid Honorary Degree, Mage Honorary Degree, Quick Worker I
      Allows : Fighter Honorary Degree, Commoner Honorary Degree
      Invoked : Automatic
      Usage : STUDY ([TEACHER NAME]/FORGET [SKILL NAME])
      Example : study
      Example : study bob fireball
      Example : study forget fireball
      This skill makes one scholarly, allowing them to learn any skill from any
      willing teacher. Only a certain number of skills can be studied, depending on
      class level. Skills learned this way cannot be conventionally used. They can,
      however, be taught to others. At first, the scholar can only study common
      skills, but gains access to thief and fighter skills, as well as songs, spells,
      and prayers, as he or she gains scholarly levels.

      +

       
      Skill : Studying
      Domain : Education lore
      Available: Scholar
      Allows : Druid Honorary Degree, Mage Honorary Degree, Cleric Honorary Degree
      Allows : Quick Working I, Educating I, Quick Worker I, Thief Honorary Degree
      Allows : Fighter Honorary Degree, Bard Honorary Degree, Commoner Honorary
      Degree
      Use Cost : Movement (5)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : STUDY, STUDYING
      Usage : STUDY ([TEACHER NAME]/FORGET [SKILL NAME])
      Usage : STUDY ([SKILL TYPE])
      Example : study
      Example : study bob fireball
      Example : study dissertation light
      Example : study forget fireball
      Example : study spells
      This skill makes one scholarly, allowing them to learn any skill from any
      willing teacher or from a dissertation. Only a certain number of skills can be
      studied, depending on class level. Skills learned this way cannot be
      conventionally used. They can, however, be taught to others. At first, the
      scholar can only study common skills, but gains access to thief and fighter
      skills, as well as songs, spells, and prayers, as he or she gains scholarly
      levels. The scholar can enter STUDY alone to see what they have learned and
      how much more he or she may learn. Entering STUDY with a skill type like
      SPELLS, SKILLS, etc will list the things you can learn of that type.


      Subdue (Skill_Subdue) -


      Skill : Subdue
      Domain : Evasive
      Available: Fighter
      Allows : Evasively I
      Use Cost : Movement (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SUBDUE
      Usage : SUBDUE [TARGET NAME]
      Example : subdue orc
      The fighter uses finesse to avoid killing the target by making more strategic
      hits on the target. The actual damage will be minimal, but in reality the
      fighters damage will count towards subdueing damage. If carried through to the
      end, it will end up knocking the target cold instead of killing them. During
      combat, a smart fighter can examine his or her target and tell how close they
      are to being fully subdued despite the apparent actual damage done. Once
      knocked out, the target can not be killed until consciousness is regained.

      Enter SUBDUE again to cancel this effect.

      +

       
      Skill : Subdue
      Domain : Evasive
      Available: Fighter
      Allows : Evasively I
      Use Cost : Movement (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SUBDUE
      Usage : SUBDUE [TARGET NAME]
      Example : subdue orc
      The fighter uses finesse to avoid killing the target by making more strategic
      hits on the target. The actual damage will be minimal, but in reality the
      fighters damage will count towards subdueing damage. If carried through to the
      end, it will end up knocking the target cold instead of killing them. During
      combat, a smart fighter can examine his or her target and tell how close they
      are to being fully subdued despite the apparent actual damage done. Once
      knocked out, the target can not be killed until consciousness is regained.

      Enter SUBDUE again to cancel this effect.


      Superstition (Thief_Superstition) -


      Skill : Superstition
      Domain : Combat lore
      Available: Pirate
      Allows : Combat Lore I
      Invoked : Automatic
      Usage : SUPERSTITION [PHRASE TO SAY]
      Example : superstition i am the most awesome pirate in the whole wide world!
      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.

      +

       
      Skill : Superstition
      Domain : Combat lore
      Available: Pirate
      Allows : Combat Lore I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : SUPERSTITION
      Usage : SUPERSTITION [PHRASE TO SAY]
      Example : superstition i am the most awesome pirate in the whole wide world!
      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 (Thief_Surrender) -


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

      +

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


      Surveying (Surveying) -


      Skill : Surveying
      Domain : Calligraphy
      Available: Scholar
      Allows : Quick Worker I, Fine Calligraphy I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SURVEYWRITE, SUWRITE
      Usage : SUWRITE ROOM/AREA ([CATALOG ITEM])
      Example : suwrite room
      : : suwrite area "my catalog book"
      This skill allows a player carefully study their current room or area and write
      down useful information about it onto a piece of paper or into a book.
      Additional details about the room or area are discovered for each level of
      expertise. Writing the same room or area into a book that already has a
      chapter about that room or area will append to the old page. Specifying the
      catalog book name is not necessary if the Titling skill was used to designate
      one of your books as a catalog of Survey.

      +

       
      Skill : Surveying
      Domain : Calligraphy
      Available: Scholar
      Allows : Fine Calligraphy I, Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : SURVEYWRITE, SUWRITE
      Usage : SUWRITE ROOM/AREA ([CATALOG ITEM])
      Example : suwrite room
      : : suwrite area "my catalog book"
      This skill allows a player carefully study their current room or area and write
      down useful information about it onto a piece of paper or into a book.
      Additional details about the room or area are discovered for each level of
      expertise. Writing the same room or area into a book that already has a
      chapter about that room or area will append to the old page. Specifying the
      catalog book name is not necessary if the Titling skill was used to designate
      one of your books as a catalog of Survey.


      Swamp Tactics (Fighter_SwampTactics) -


      Skill : Swamp Tactics
      Domain : Nature lore
      Available: Barbarian
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives the fighter an edge in attack, defence, and damage when
      fighting in swamps. The fighter can also hide themselves simply by sitting down
      on the ground and staying still for a few mins.

      +

       
      Skill : Swamp Tactics
      Domain : Nature lore
      Available: Barbarian
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives the fighter an edge in attack, defence, and damage when
      fighting in swamps. The fighter can also hide themselves simply by sitting down
      on the ground and staying still for a few mins.


      Sweep (Fighter_Sweep) -


      Skill : Sweep
      Domain : Dirty fighting
      Available: Barbarian Fighter Monk Paladin
      Available: Ranger
      Allows : Combat Fluidity I, Dirty Fighting I
      Use Cost : Movement (65)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SWEEP
      Usage : SWEEP
      Example :
      Allows the fighter wielding a slashing weapon to rear back and take a free
      whack at all opponents within range. Attack ability on such an attack is one
      half less and damage is one third normal.

      +

       
      Skill : Sweep
      Domain : Dirty fighting
      Available: Barbarian Fighter Monk Paladin
      Available: Ranger
      Allows : Dirty Fighting I, Combat Fluidity I
      Use Cost : Movement (65)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SWEEP
      Usage : SWEEP
      Example :
      Allows the fighter wielding a slashing weapon to rear back and take a free
      whack at all opponents within range. Attack ability on such an attack is one
      half less and damage is one third normal.


      Swim (Skill_Swim) -

      Skill    : SWIM
      Usage : SWIM [DIRECTION]
      Available: ALL
      Example : swim e
      This skill allows the character to travel on a water surface. The amount of
      weight being carried can affect this skill.

      +

      Skill    : SWIM 
      Usage : SWIM [DIRECTION]
      Available: ALL
      Example : swim e
      This skill allows the character to travel on a water surface. The amount of
      weight being carried can affect this skill.


      Swipe gold (Thief_Swipe) -


      Skill : Swipe gold
      Domain : Stealing
      Available: Bard Burglar Charlatan Jester
      Available: Thief
      Allows : Theft Mastery I, Cautiously I, Improved Swipe
      Use Cost : Mana (25) Movement (25)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SWIPE
      Usage : SWIPE [TARGET NAME]
      Example : swipe orc
      The thief will attempt to pocket some of a 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).

      +

       
      Skill : Swipe gold
      Domain : Stealing
      Available: Bard Burglar Charlatan Jester
      Available: Thief
      Allows : Theft Mastery I, Cautiously I, Improved Swipe
      Use Cost : Mana (25) Movement (25)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SWIPE
      Usage : SWIPE [TARGET NAME]
      Example : swipe orc
      The thief will attempt to pocket some of a 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).

      +
      Sword Familiarity (Familiarity_Sword) +

       
      Skill : Sword Familiarity
      Domain : Weapon use
      Available: Artisan
      Requires : 'Sword Proficiency' at 100%
      Allows : Master Weaponsmithing
      Invoked : Automatic
      The player is familiar with swords they have crafted themselves, gaining an
      attack bonus from wielding the product of their own hands.

      +
      Sword Proficiency (Proficiency_Sword) +

       
      Skill : Sword Proficiency
      Domain : Weapon use
      Available: Artisan
      Requires : 'Weaponsmithing' at 75%
      Allows : Parry, Half Attack, Sword Familiarity
      Invoked : Automatic
      The player is proficient with sword, gaining the ability to use them even if
      their current class training would not make it feasible normally.


      Sword Specialization (Specialization_Sword) -


      Skill : Sword Specialization
      Domain : Weapon use
      Available: Numerous Classes
      Allows : Sword Piercing I, Craft Holy Avenger, Weaponsmithing
      Allows : Sword Slicing I, Sword Striking I, Sword Focus I
      Allows : Master Weaponsmithing
      Invoked : Automatic
      The player is a sword master, gaining bonuses to attack when using a sword in
      combat. Can also allow the use of higher level swords if the focus expertise
      is taken.

      +

       
      Skill : Sword Specialization
      Domain : Weapon use
      Available: Numerous Classes
      Allows : Sword Piercing I, Weaponsmithing, Sword Slicing I
      Allows : Craft Holy Avenger, Sword Striking I, Sword Focus I
      Invoked : Automatic
      The player is a sword master, gaining bonuses to attack when using a sword in
      combat. Can also allow the use of higher level swords if the focus expertise
      is taken.


      Tag Turf (Thief_TagTurf) -


      Skill : Tag Turf
      Domain : Street smarts
      Available: Burglar
      Allows : Street Lore I
      Use Cost : Mana (27) Movement (27)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : TAGTURF, TURFTAG
      Usage : TAGTURF (UNTAG)
      Example : tagturf
      Example : tagturf untag
      The thief tags this place as their "turf" or, if they are a part of a clan,
      their clan's "turf". Other thieves will not be able to use their skills here.
      The tag can only be seen by the tagging thief, and those who can see hidden
      things. A tag can be removed only by a turf war.

      +

       
      Skill : Tag Turf
      Domain : Street smarts
      Available: Burglar
      Allows : Street Lore I
      Use Cost : Mana (27) Movement (27)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : TAGTURF, TURFTAG
      Usage : TAGTURF (UNTAG)
      Example : tagturf
      Example : tagturf untag
      The thief tags this place as their "turf" or, if they are a part of a clan,
      their clan's "turf". Other thieves will not be able to use their skills here.
      The tag can only be seen by the tagging thief, and those who can see hidden
      things. A tag can be removed only by a turf war.


      Tailoring (Tailoring) -


      Skill : Tailoring
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : A base dexterity of at least 10.
      Allows : Master Tailoring, Quick Worker I, Durable Crafting I
      Allows : Quality Crafting I, Light Crafting I, Costuming
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : KNIT, TAILOR, TAILORING
      Usage : KNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
      Example : knit shirt
      : : knit bundle 100 cotton
      : : knit list
      : : knit list vest
      : : knit list all
      : : knit mend vest
      : : knit refit sleeves
      : : knit scan
      : : knit scan bob
      : : knit learn shirt
      This skill allows a player to knit clothing, such as shirts and leggings. The
      extent of the items which can be knitted expands as the player goes up in
      level. This command also allows the player to mend any damaged clothing, get
      info on a list item, refit any clothes which are the wrong size, or learn to
      how to knit a found item, provided a blank recipe page, or recipe book with
      blank pages is in his or her inventory. To begin knitting a new item, the
      player must have placed the cloth he or she wishes to make the clothing from on
      the ground. The player may also scan the room or other players for equipment
      that may be mended by this skill, using the scan parameter. The raw cloth for
      knitting is found using the Butchering, Shearing, or Foraging skills.

      +

       
      Skill : Tailoring
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : A base dexterity of at least 10.
      Allows : Durable Sewing I, Quick Worker I, Light Crafting I
      Allows : Quality Sewing I, Scrapping, Master Tailoring, Light Sewing I
      Allows : Embroidering, Quality Crafting I, Costuming, Durable Crafting I
      Allows : Advanced Crafting I, Quick Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : KNIT, TAILOR, TAILORING
      Usage : KNIT (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
      Example : knit shirt
      : : knit bundle 100 cotton
      : : knit list
      : : knit list vest
      : : knit list all
      : : knit mend vest
      : : knit refit sleeves
      : : knit scan
      : : knit scan bob
      : : knit learn shirt
      This skill allows a player to knit clothing, such as shirts and leggings. The
      extent of the items which can be knitted expands as the player goes up in
      level. This command also allows the player to mend any damaged clothing, get
      info on a list item, refit any clothes which are the wrong size, or learn to
      how to knit a found item, provided a blank recipe page, or recipe book with
      blank pages is in his or her inventory. To begin knitting a new item, the
      player must have placed the cloth he or she wishes to make the clothing from on
      the ground. The player may also scan the room or other players for equipment
      that may be mended by this skill, using the scan parameter. The raw cloth for
      knitting is found using the Butchering, Shearing, or Foraging skills.


      Tanning (Tanning) -


      Skill : Tanning
      Domain : Nature lore
      Available: Numerous Classes
      Allows : Nature Lore I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : TAN, TANNING
      Usage : TAN [HIDE ITEM NAME]
      Example : TAN hide
      This skill allows a player to tan hide resources items until they are a leather
      usable by Leatherworking and other skills. It require thats a fire be built
      before tanning can begin.

      +

       
      Skill : Tanning
      Domain : Nature lore
      Available: Artisan Numerous Classes
      Allows : Dyeing, Taxidermy, Quick Working I, Quick Worker I
      Allows : Nature Lore I, Leather Working
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : TAN, TANNING
      Usage : TAN [HIDE ITEM NAME]
      Example : TAN hide
      This skill allows a player to tan hide resources items until they are a leather
      usable by Leatherworking and other skills. It require thats a fire be built
      before tanning can begin.


      Tap Room (Thief_TapRoom) -


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

      +

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


      Tar And Feather (Thief_TarAndFeather) -


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

      +

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


      Tattooing (Tattooing) -


      Skill : Tattooing
      Domain : Artistic
      Available: Gaoler
      Allows : Artsy I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : TATTOO, TATTOOING
      Usage : TATTOOING [TARGET NAME] [LOCATION] (REMOVE)/[TATTOO DESCRIPTION]
      Example : tattooing bob arms a skull and crossbones
      Example : tattooing bob arms remove
      This skill allows a player to tattoo the body parts of the target. The target
      must hold still for it, of course. What results can only be seen when the
      proper wear location is not covered by clothing. Tattoos can also be removed
      with this skill. Parts available for tattooing include: arms, legs, hands,
      head, feet, wrists, neck, and torso.

      +

       
      Skill : Tattooing
      Domain : Artistic
      Available: Gaoler
      Allows : Quick Working I, Quick Worker I, Artsy I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : TATTOO, TATTOOING
      Usage : TATTOOING [TARGET NAME] [LOCATION] (REMOVE)/[TATTOO DESCRIPTION]
      Example : tattooing bob arms a skull and crossbones
      Example : tattooing bob arms remove
      This skill allows a player to tattoo the body parts of the target. The target
      must hold still for it, of course. What results can only be seen when the
      proper wear location is not covered by clothing. Tattoos can also be removed
      with this skill. Parts available for tattooing include: arms, legs, hands,
      head, feet, wrists, neck, and torso.


      Taxidermy (Taxidermy) -


      Skill : Taxidermy
      Domain : Crafting
      Available: Artisan Scholar Trapper Numerous Classes
      Requires : A base intelligence of at least 12.
      Allows : Quick Worker I
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : STUFF, TAXIDERMY
      Usage : STUFF ([POSE]/LIST) [BODY NAME]
      Example : stuff body of an orc
      Example : stuff list
      Example : stuff list scary
      Example : stuff scary body of a horse
      This skill allows a player to stuff a dead body with cloth, cotton, feathers,
      fur, or similar substances to make a light statue. To begin stuffing a body,
      the player must have placed the cloth he or she wishes to stuff with on the
      ground with the body. A pose for the body may optionally be specified. A list
      of valid poses may be obtained by entering TAXIDERMY LIST.

      +

       
      Skill : Taxidermy
      Domain : Crafting
      Available: Artisan Scholar Trapper Numerous Classes
      Requires : A base intelligence of at least 12.
      Allows : Light Sewing I, Master Butchering, Quick Worker I
      Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : STUFF, TAXIDERMY
      Usage : STUFF ([POSE]/LIST) [BODY NAME]
      Example : stuff body of an orc
      Example : stuff list
      Example : stuff list scary
      Example : stuff scary body of a horse
      This skill allows a player to stuff a dead body with cloth, cotton, feathers,
      fur, or similar substances to make a light statue. To begin stuffing a body,
      the player must have placed the cloth he or she wishes to stuff with on the
      ground with the body. A pose for the body may optionally be specified. A list
      of valid poses may be obtained by entering TAXIDERMY LIST.

      +
      Textiling (Textiling) +

       
      Skill : Textiling
      Domain : Crafting
      Available: Artisan
      Requires : 'Shearing' at 75%
      Allows : Dyeing, Quick Worker I, Advanced Crafting I, Quick Crafting I
      Allows : Tailoring
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : TEXTILING, TEXTILE
      Usage : TEXTILE (LIST) [ITEM NAME] ([MAX AMOUNT OF BASE CLOTHS TO USE])
      Example : textile denim
      : : textile bolt of cotton
      : : textile denim 10
      This skill allows a player to create cloth bolts, special kinds of cloth,
      including especially strong cloths, such as spidersteel. To begin textiling,
      the player must have placed the constituent cloths he or she wishes to make the
      bolt from on the ground. To make more than one bolt at a time, an additional
      amount of input cloth can be specified. The raw cloth for textiling is found
      using skills like Shearing and Foraging skill.


      Thief Honorary Degree (Skill_HonoraryDegreeThief) -


      Skill : Thief Honorary Degree
      Domain : Education lore
      Available: Scholar
      Requires : 'Studying'
      Allows : Educating I
      Invoked : Automatic
      Example :
      The scholar can activate an honorary degree in one of the classes whose base
      class is 'Thief', such as Thief, Assassin, Burglar, Arcanist, Pirate, and
      Trapper. When the scholar has Studied at least 4 skills qualified for by at
      least one of the qualifying classes, including those skills specified by the
      class, then the scholar will receive access to an honorary degree Title. The
      scholar can then use the TITLE command to select and use the honorary degree
      title. When one of these titles is in use, the scholar is permitted to enter
      areas normally only allowed to those of the qualifying class, and also gains
      the ability to pick up and equip items which would normally fly away from the
      scholars hands if normally attempted.

      +

       
      Skill : Thief Honorary Degree
      Domain : Education lore
      Available: Scholar
      Requires : 'Studying'
      Allows : Educating I
      Invoked : Automatic
      Example :
      The scholar can activate an honorary degree in one of the classes whose base
      class is 'Thief', such as Thief, Assassin, Burglar, Arcanist, Pirate, and
      Trapper. When the scholar has Studied at least 4 skills qualified for by at
      least one of the qualifying classes, including those skills specified by the
      class, then the scholar will receive access to an honorary degree Title. The
      scholar can then use the TITLE command to select and use the honorary degree
      title. When one of these titles is in use, the scholar is permitted to enter
      areas normally only allowed to those of the qualifying class, and also gains
      the ability to pick up and equip items which would normally fly away from the
      scholars hands if normally attempted.


      Thiefcraft (Skill_Thiefcraft) -


      Skill : Thiefcraft
      Domain : Street smarts
      Available: Charlatan Oracle
      Allows : Street Lore I
      Invoked : Automatic
      Example :
      The player is so knowledgable about thief skills that he or she can identify
      skills in his or her presence by name. The players ability to identify more
      powerful skills will go up in level as he or she does.

      +

       
      Skill : Thiefcraft
      Domain : Street smarts
      Available: Charlatan Oracle
      Allows : Street Lore I
      Invoked : Automatic
      The player is so knowledgable about thief skills that he or she can identify
      skills in his or her presence by name. The players ability to identify more
      powerful skills will go up in level as he or she does.


      Third Attack (Skill_Attack3) -


      Skill : Third Attack
      Domain : Martial lore
      Available: Fighter
      Requires : 'Second Attack'
      Allows : Combat Fluidity I, Martial Lore I
      Invoked : Automatic
      Example :
      Allows the character to deliver a third attack during their round. These
      attacks will be slightly less effective than primary attacks.

      +

       
      Skill : Third Attack
      Domain : Martial lore
      Available: Fighter
      Requires : 'Second Attack'
      Allows : Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      Allows the character to deliver a third attack during their round. These
      attacks will be slightly less effective than primary attacks.


      Third Totem (Druid_ShapeShift3) -


      Skill : Second Totem
      Domain : Shape shifting
      Available: Beastmaster Mer
      Allows : Shapeshifting I
      Use Cost : Mana (56)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
      Example : shapeshift 2
      Example : shapeshift lion
      Example : shapeshift cub
      Example : shapeshift 3
      Example : shapeshift 4
      As certain Druids gain in experience and skill, they may acquire new totems or
      animal forms which they may take on. By specifying the totem number or the
      name of the animal form, the druid may take on the new form. Just like the
      normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
      as the druid gains levels.

      +

       
      Skill : Second Totem
      Domain : Shape shifting
      Available: Beastmaster Mer
      Allows : Shapeshifting I
      Use Cost : Mana (56)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
      Example : shapeshift 2
      Example : shapeshift lion
      Example : shapeshift cub
      Example : shapeshift 3
      Example : shapeshift 4
      As certain Druids gain in experience and skill, they may acquire new totems or
      animal forms which they may take on. By specifying the totem number or the
      name of the animal form, the druid may take on the new form. Just like the
      normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
      as the druid gains levels.

      +
      Tie Down (Skill_TieDown) +

       
      Skill : Tie Down
      Domain : Binding
      Available: Sailor
      Allows : Rope Use I
      Use Cost : Movement (57)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : TIEDOWN
      Usage : TIEDOWN (UNTIE) [BOAT/SHIP NAME]
      Example : tiedown ship
      Example : tiedown untie ship
      The sailor uses special knots to tie down a boat or large sailing ship at an
      official boat dock. The knots can be easily removed by the original sailor
      using either this skill or Unbinding. However, anyone else will find it more
      difficult to figure out the knots.


      Titling (Titling) -


      Skill : Titling
      Domain : Calligraphy
      Available: Diviner Oracle Scholar
      Allows : Quick Worker I, Fine Calligraphy I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ENTITLE, TITLING
      Usage : ENTITLE [ITEM NAME] [NEW TITLE] ([CATALOG NAME])
      Example : entitle paper "Essay concerning essays"
      : entitle book "Huckleberry Finn" "Book"
      The writer uses this skill to put the finishing touches on a crafted written
      and readable work, given it a title. By adding a special catalog term, the
      work can also be designated as an official catalog for particular types of
      items for the Cataloging skill.

      +

       
      Skill : Titling
      Domain : Calligraphy
      Available: Diviner Oracle Scholar
      Allows : Fine Calligraphy I, Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : ENTITLE, TITLING
      Usage : ENTITLE [ITEM NAME] [NEW TITLE] ([CATALOG NAME])
      Example : entitle paper "Essay concerning essays"
      : entitle book "Huckleberry Finn" "Book"
      The writer uses this skill to put the finishing touches on a crafted written
      and readable work, given it a title. By adding a special catalog term, the
      work can also be designated as an official catalog for particular types of
      items for the Cataloging skill.


      Torturesmithing (Torturesmithing) -


      Skill : Torturesmithing
      Domain : Crafting
      Available: Gaoler
      Requires : (One of: 'Carpentry', or 'Blacksmithing' at 75%)
      Requires : A base intelligence of at least 14.
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : TORTURESMITH, TORTURESMITHING
      Usage : TORTURESMITH (LIST/INFO) [ITEM NAME]
      Example : torturesmith rack
      : : torturesmith list
      : : torturesmith list rack
      : : torturesmith list all
      This skill allows a player to craft implements of execution and torture. The
      extent of the items which can be crafted expands as the player goes up in
      level. To begin carving a new item, the player must have placed the wood he or
      she wishes to make the item from on the ground. The raw wood for building is
      found using the Chopping skill. Some items require metal gathered with the
      Mining skill. Most items require that the victim be bound, and some require
      that the MOUNT command be used to get them onto the implement.

      +

       
      Skill : Torturesmithing
      Domain : Crafting
      Available: Gaoler
      Requires : (One of: 'Carpentry', or 'Blacksmithing' at 75%)
      Requires : A base intelligence of at least 14.
      Allows : Light Metalworking I, Durable Metalworking I, Quick Worker I
      Allows : Advanced Crafting I, Quick Crafting I, Quality Metalworking I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : TORTURESMITH, TORTURESMITHING
      Usage : TORTURESMITH (LIST/INFO) [ITEM NAME]
      Example : torturesmith rack
      : : torturesmith list
      : : torturesmith list rack
      : : torturesmith list all
      This skill allows a player to craft implements of execution and torture. The
      extent of the items which can be crafted expands as the player goes up in
      level. To begin carving a new item, the player must have placed the wood he or
      she wishes to make the item from on the ground. The raw wood for building is
      found using the Chopping skill. Some items require metal gathered with the
      Mining skill. Most items require that the victim be bound, and some require
      that the MOUNT command be used to get them onto the implement.


      Toughness (Fighter_Toughness) -


      Skill : Toughness
      Domain : Fitness
      Available: Fighter
      Allows : Fitness I, Toughness II
      Invoked : Automatic
      This ability toughens up the fighter, giving them extra hitpoints.

      +

       
      Skill : Toughness
      Domain : Fitness
      Available: Fighter
      Allows : Fitness I, Toughness II
      Invoked : Automatic
      This ability toughens up the fighter, giving them extra hitpoints.


      Toughness II (Fighter_Toughness2) -


      Skill : Toughness II
      Domain : Fitness
      Available: Fighter
      Requires : 'Toughness'
      Allows : Toughness III, Fitness I
      Invoked : Automatic
      This ability toughens up the fighter, giving them extra hitpoints. The hit
      points stack with those gained from Toughness.

      +

       
      Skill : Toughness II
      Domain : Fitness
      Available: Fighter
      Requires : 'Toughness'
      Allows : Fitness I, Toughness III
      Invoked : Automatic
      This ability toughens up the fighter, giving them extra hitpoints. The hit
      points stack with those gained from Toughness.


      Toughness III (Fighter_Toughness3) -


      Skill : Toughness III
      Domain : Fitness
      Available: Fighter
      Requires : 'Toughness II'
      Allows : Fitness I
      Invoked : Automatic
      This ability toughens up the fighter, giving them extra hitpoints. The hit
      points stack with those gained from Toughness and Toughness II.

      +

       
      Skill : Toughness III
      Domain : Fitness
      Available: Fighter
      Requires : 'Toughness II'
      Allows : Fitness I
      Invoked : Automatic
      This ability toughens up the fighter, giving them extra hitpoints. The hit
      points stack with those gained from Toughness and Toughness II.


      Track (Ranger_Track) -


      Skill : Track
      Domain : Combat lore
      Available: Charlatan Ranger Trapper
      Allows : Combat Lore I
      Use Cost : Movement (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : TRACK
      Usage : TRACK [TARGET NAME]
      Example : track orc
      The ranger attempts to find a trail leading from where he or she is at present,
      to the location of the indicated target (not necessarily the closest)! When
      walking around, the Ranger will become aware of which direction seems best.

      +

       
      Skill : Track
      Domain : Combat lore
      Available: Charlatan Ranger Trapper
      Allows : Combat Lore I
      Use Cost : Movement (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : TRACK
      Usage : TRACK [TARGET NAME]
      Example : track orc
      The ranger attempts to find a trail leading from where he or she is at present,
      to the location of the indicated target (not necessarily the closest)! When
      walking around, the Ranger will become aware of which direction seems best.


      Track Animal (Ranger_TrackAnimal) -


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

      +

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


      Transcribing (Transcribing) -


      Skill : Transcribing
      Domain : Calligraphy
      Available: Scholar
      Allows : Quick Worker I, Fine Calligraphy I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : TRANSCRIBING, TRANSCRIBE, BCOPY
      Usage : TRANSCRIBE [SOURCE ITEM] [TARGET ITEM] ([CHAPTER])
      Example : transcribe "The Book of Sam" "An Empty Book" 2
      : transcribe "a piece of paper" "Book of Essays"
      The writer uses this skill to scribe a document from one work to another. New
      chapters will be added to books, or appended to pieces of paper. Specifying a
      chapter number will only copy that chapter from the source book. Recipes can
      also be copied between recipe books.

      +

       
      Skill : Transcribing
      Domain : Calligraphy
      Available: Scholar
      Allows : Fine Calligraphy I, Quick Working I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : TRANSCRIBING, TRANSCRIBE, BCOPY
      Usage : TRANSCRIBE [SOURCE ITEM] [TARGET ITEM] ([CHAPTER])
      Example : transcribe "The Book of Sam" "An Empty Book" 2
      : transcribe "a piece of paper" "Book of Essays"
      The writer uses this skill to scribe a document from one work to another. New
      chapters will be added to books, or appended to pieces of paper. Specifying a
      chapter number will only copy that chapter from the source book. Recipes can
      also be copied between recipe books.


      Trap Immunity (Thief_TrapImmunity) -


      Skill : Trap Immunity
      Domain : Find/remove traps
      Available: Trapper
      Allows : Trap Disabling I
      Invoked : Automatic
      Example :
      As the Thief's proficiency grows, he or she becomes more and more immune to
      traps and bombs.

      +

       
      Skill : Trap Immunity
      Domain : Find/remove traps
      Available: Trapper
      Allows : Trap Disabling I
      Invoked : Automatic
      Example :
      As the Thief's proficiency grows, he or she becomes more and more immune to
      traps and bombs.


      Trawling (Trawling) -


      Skill : Trawling
      Domain : Gathering
      Available: Sailor
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : TRAWL
      Usage : TRAWL (BUNDLE [NUM]) [TARGET])
      Example : trawl
      Example : trawl bundle 10 trout
      With this common skill, a player can catch lots of fish from the deck of a
      large sailing ship by casting nets into the water, assuming there are enough
      fish around to fill up the nets. You can also bundle multiple resources
      together using this skill. The GET command can be used to unbundle such
      resources.

      +

       
      Skill : Trawling
      Domain : Gathering
      Available: Artisan Sailor
      Requires : 'Fish Lore' at 75%
      Allows : Quick Working I, Quick Worker I, Stability, Master Trawling
      Allows : Ship Building
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : TRAWL
      Usage : TRAWL (BUNDLE [NUM]) [TARGET])
      Example : trawl
      Example : trawl bundle 10 trout
      With this common skill, a player can catch lots of fish from the deck of a
      large sailing ship by casting nets into the water, assuming there are enough
      fish around to fill up the nets. You can also bundle multiple resources
      together using this skill. The GET command can be used to unbundle such
      resources.


      Trip (Skill_Trip) -


      Skill : Trip
      Domain : Dirty fighting
      Available: Beastmaster Fighter Monk Paladin
      Available: Ranger Several Classes Several Classes
      Allows : Combat Fluidity I, Dirty Fighting I
      Use Cost : Movement (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : TRIP
      Usage : TRIP [TARGET NAME]
      Example : trip orc
      The fighter attempts to trip the target, putting them on the floor for a short
      time. During that time, the tripped target is much easier to hit.

      +

       
      Skill : Trip
      Domain : Dirty fighting
      Available: Artisan Beastmaster Fighter Monk
      Available: Paladin Ranger Several Classes Several Classes
      Requires : 'Staff Familiarity' at 75%
      Allows : Dirty Fighting I, Combat Fluidity I
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : TRIP
      Usage : TRIP [TARGET NAME]
      Example : trip orc
      The fighter attempts to trip the target, putting them on the floor for a short
      time. During that time, the tripped target is much easier to hit.


      Trophy Count (Thief_TrophyCount) -


      Skill : Trophy Count
      Domain : Combat lore
      Available: Minstrel Trapper
      Allows : Combat Lore I
      Invoked : Automatic
      Uage : TROPHYCOUNT
      Example : trophycount
      The thief has the ability to keep track of their racial kills. The player may
      use the TROPHYCOUNT command to review the log of kills.

      +

       
      Skill : Trophy Count
      Domain : Combat lore
      Available: Minstrel Trapper
      Allows : Combat Lore I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : TROPHYCOUNT
      Uage : TROPHYCOUNT
      Example : trophycount
      The thief has the ability to keep track of their racial kills. The player may
      use the TROPHYCOUNT command to review the log of kills.


      True Shot (Fighter_TrueShot) -


      Skill : True Shot
      Domain : Martial lore
      Available: Assassin Fighter Ranger Trapper
      Allows : Combat Fluidity I, Martial Lore I
      Invoked : Automatic
      Example :
      Gives the fighter an enormous boost to attack rating when using a ranged or
      thrown weapon in ranged combat.

      +

       
      Skill : True Shot
      Domain : Martial lore
      Available: Assassin Fighter Ranger Trapper
      Allows : Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      Example :
      Gives the fighter an enormous boost to attack rating when using a ranged or
      thrown weapon in ranged combat.


      Tumble (Fighter_Tumble) -


      Skill : Tumble
      Domain : Acrobatic
      Available: Assassin Burglar Fighter Jester
      Available: Monk Dancer
      Allows : Combat Fluidity I, Acrobatic I
      Use Cost : Movement (65)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : TUMBLE
      Usage : TUMBLE
      Example : tumble
      Allows the fighter to avoid a couple of potentially painful hits in combat by
      tumbling around. This comes at the cost of some attack and damage capability,
      however.

      +

       
      Skill : Tumble
      Domain : Acrobatic
      Available: Assassin Burglar Fighter Jester
      Available: Monk Dancer
      Allows : Acrobatic I, Combat Fluidity I
      Use Cost : Movement (65)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : TUMBLE
      Usage : TUMBLE
      Example : tumble
      Allows the fighter to avoid a couple of potentially painful hits in combat by
      tumbling around. This comes at the cost of some attack and damage capability,
      however.


      Tune Instrument (Skill_TuneInstrument) -


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

      +

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


      Turf War (Thief_TurfWar) -


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

      A TurfWar can only be infrequently declared.

      +

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

      A TurfWar can only be infrequently declared.


      Turn Undead (Skill_TurnUndead) -


      Skill : Turn Undead
      Domain : Death lore
      Available: Cleric Healer Oracle Purist
      Allows : Death Lore I
      Use Cost : Mana (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : TURN
      Usage : TURN [TARGET NAME]
      Example : turn skeleton
      The good or neutral priest attempts to frighten the heck out of an undead
      creature. Depending upon the level of the priest versus the level of the
      creature, the effect of the skill may be to either frighten the creature away
      or cause it to be completely destroyed

      +

       
      Skill : Turn Undead
      Domain : Death lore
      Available: Cleric Healer Oracle Purist
      Allows : Death Lore I
      Use Cost : Mana (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : TURN
      Usage : TURN [TARGET NAME]
      Example : turn skeleton
      The good or neutral priest attempts to frighten the heck out of an undead
      creature. Depending upon the level of the priest versus the level of the
      creature, the effect of the skill may be to either frighten the creature away
      or cause it to be completely destroyed


      Two Dagger Fighting (Skill_TwoDaggerFighting) -


      Skill : Two Dagger Fighting
      Domain : Martial lore
      Available: Assassin
      Requires : 'Two Weapon Fighting'
      Allows : Combat Fluidity I, Martial Lore I
      Invoked : Automatic
      Example :
      While in combat, this skill allows the player to attack with a second dagger in
      the hold position, assuming the player is in range for the second weapon. This
      skill also allows more frequent attacks when wielding two daggers. If the
      player also has two weapon fighting, then they will find they no longer suffer
      quite as much attack and damage penalty when using two daggers.

      +

       
      Skill : Two Dagger Fighting
      Domain : Martial lore
      Available: Assassin
      Requires : 'Two Weapon Fighting'
      Allows : Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      Example :
      While in combat, this skill allows the player to attack with a second dagger in
      the hold position, assuming the player is in range for the second weapon. This
      skill also allows more frequent attacks when wielding two daggers. If the
      player also has two weapon fighting, then they will find they no longer suffer
      quite as much attack and damage penalty when using two daggers.


      Two Weapon Fighting (Skill_TwoWeaponFighting) -


      Skill : Two Weapon Fighting
      Domain : Martial lore
      Available: Bard Dancer Ranger Several Classes
      Available: Several Classes
      Allows : Combat Fluidity I, Two Dagger Fighting, Martial Lore I
      Invoked : Automatic
      Example :
      While in combat, this skill allows the fighter to attack with a second weapon
      in the hold position, assuming the fighter is in range for the second weapon.
      The fighter suffers a small attack and a tiny damage penalty for using 2
      weapons.

      +

       
      Skill : Two Weapon Fighting
      Domain : Martial lore
      Available: Bard Dancer Ranger Several Classes
      Available: Several Classes
      Allows : Two Dagger Fighting, Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      Example :
      While in combat, this skill allows the fighter to attack with a second weapon
      in the hold position, assuming the fighter is in range for the second weapon.
      The fighter suffers a small attack and a tiny damage penalty for using 2
      weapons.


      Unbinding (Unbinding) -


      Skill : Unbinding
      Domain : Binding
      Available: Bard Sailor Thief
      Allows : Rope Use I, Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : UNBIND, UNTIE
      Usage : UNBIND [TARGET NAME]
      Example : unbind jack
      : : untie bob
      This skill allows a player remove the bonds entangling or binding someone. The
      length of time it takes to complete the task depends on the difficulty of the
      task and the level of the one trying to do it.

      +

       
      Skill : Unbinding
      Domain : Binding
      Available: Bard Sailor Thief
      Allows : Quick Working I, Quick Worker I, Rope Use I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : UNBIND, UNTIE
      Usage : UNBIND [TARGET NAME]
      Example : unbind jack
      : : untie bob
      This skill allows a player remove the bonds entangling or binding someone. The
      length of time it takes to complete the task depends on the difficulty of the
      task and the level of the one trying to do it.


      Underground Connections (Thief_UndergroundConnections) -


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

      +

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


      Upstage (Skill_Upstage) -


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

      +

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


      Urban Tactics (Fighter_UrbanTactics) -


      Skill : Urban Tactics
      Domain : Nature lore
      Available: Fighter
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives one an edge in attack, defence, and damage when fighting in
      urban areas. They can also hide themselves simply by sitting down on the
      ground and staying still for a few mins.

      +

       
      Skill : Urban Tactics
      Domain : Nature lore
      Available: Fighter
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives one an edge in attack, defence, and damage when fighting in
      urban areas. They can also hide themselves simply by sitting down on the
      ground and staying still for a few mins.


      Use Poison (Thief_UsePoison) -


      Skill : Use Poison
      Domain : Poisoning
      Available: Arcanist Assassin Burglar Jester
      Available: Thief Trapper
      Allows : Poisoning I
      Use Cost : Mana (28) Movement (28)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : POISON, USEPOISON
      Usage : POISON [ITEM NAME] [POISON SOURCE]
      Example : poison sword beesting
      Example : poison waterskin beesting
      This allows the player to poison a weapon, food, or drink with a pre-prepared
      poison source. The Apothecary skill must be used to create the poison. After
      that, the poison may be applied, where it will persist for a short time on
      weapons, and forever on food and drink.

      +

       
      Skill : Use Poison
      Domain : Poisoning
      Available: Arcanist Assassin Burglar Jester
      Available: Thief Trapper
      Allows : Poisoning I
      Use Cost : Mana (28) Movement (28)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : POISON, USEPOISON
      Usage : POISON [ITEM NAME] [POISON SOURCE]
      Example : poison sword beesting
      Example : poison waterskin beesting
      This allows the player to poison a weapon, food, or drink with a pre-prepared
      poison source. The Apothecary skill must be used to create the poison. After
      that, the poison may be applied, where it will persist for a short time on
      weapons, and forever on food and drink.


      Wainwrighting (Wainwrighting) -


      Skill : Wainwrighting
      Domain : Crafting
      Available: Artisan Trapper Numerous Classes
      Requires : 'Carpentry'
      Requires : A base intelligence of at least 12.
      Allows : Quick Worker I
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : WAINWRIGHTING
      Usage : WAINWRIGHT (LIST/INFO/LEARN) [ITEM NAME]
      Example : wainwright wagon
      : : wainwright list
      : : wainwright list wagon
      : : wainwright list all
      : : wainwright learn cart
      This skill allows a player to craft wagons and carts. The extent of the items
      which can be crafted expands as the player goes up in level. To begin carving
      a new item, the player must have placed the wood he or she wishes to make the
      item from on the ground. The player may also learn to how to make a found cart,
      provided a blank recipe page, or recipe book with blank pages is in his or her
      inventory. Items crafted with balsa can be done with half the required wood
      listed, while items crafted with ironwood will require twice the required wood
      listed. The raw wood for building is found using the Chopping skill.

      +

       
      Skill : Wainwrighting
      Domain : Crafting
      Available: Artisan Trapper Numerous Classes
      Requires : 'Carpentry'
      Requires : A base intelligence of at least 12.
      Allows : Quality Fabricating I, Quick Worker I, Advanced Crafting I
      Allows : Quick Crafting I, Light Fabricating I, Boatwrighting
      Use Cost : Movement (10)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : WAINWRIGHTING
      Usage : WAINWRIGHT (LIST/INFO/LEARN) [ITEM NAME]
      Example : wainwright wagon
      : : wainwright list
      : : wainwright list wagon
      : : wainwright list all
      : : wainwright learn cart
      This skill allows a player to craft wagons and carts. The extent of the items
      which can be crafted expands as the player goes up in level. To begin carving
      a new item, the player must have placed the wood he or she wishes to make the
      item from on the ground. The player may also learn to how to make a found cart,
      provided a blank recipe page, or recipe book with blank pages is in his or her
      inventory. Items crafted with balsa can be done with half the required wood
      listed, while items crafted with ironwood will require twice the required wood
      listed. The raw wood for building is found using the Chopping skill.


      Walk The Plank (Thief_WalkThePlank) -


      Skill : Walk The Plank
      Domain : Sea travel
      Available: Pirate
      Allows : Extended Sailing I, Power Sailing I, Reduced Sailing I
      Allows : Ranged Sailing I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : WALKTHEPLANK, PLANK
      Usage : WALKTHEPLANK ([TARGET NAME])
      Example : WALKTHEPLANK orc
      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.

      +

       
      Skill : Walk The Plank
      Domain : Sea travel
      Available: Pirate
      Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
      Allows : Extended Sailing I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : WALKTHEPLANK, PLANK
      Usage : WALKTHEPLANK ([TARGET NAME])
      Example : WALKTHEPLANK orc
      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.

      +
      Wand Making (WandMaking) +

       
      Skill : Wand Making
      Domain : Crafting
      Available: Arcanist Artisan
      Requires : 'Wands' at 75%, and 'Lore' at 75%
      Allows : Quick Worker I, Light Shaping I, Advanced Crafting I
      Allows : Quick Crafting I, Quality Shaping I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : WANDMAKE, WANDMAKING
      Usage : WANDMAKE (LIST/INFO/MEND/SCAN/LEARN) [WAND or CORE NAME]
      Example : wandmake Iron-shod wand
      : : wandmake list
      : : wandmake list Iron-shod
      : : wandmake list all
      : : wandmake scan
      : : wandmake scan bob
      : : wandmake learn wand
      This skill allows a player to craft wands from wood, or wand cores. The extent
      of the wands which can be crafted expands as the player goes up in level. To
      begin crafting, the player must have placed the materials he or she wishes to
      make the wand or core from on the ground. The player may also scan the room or
      other players for equipment that may be mended by this skill, using the scan
      parameter, or learn to how to make a found item, provided a blank recipe page,
      or recipe book with blank pages is in his or her inventory. The wood for
      wandmaking is obtained using the Chopping skill, though some recipes will
      require additional material obtained by other means. When the player has both
      a wand and a wand core, then the core can be put into the wand for additional
      benefits using the PUT [CORE] [WAND] command.


      Wands (Skill_WandUse) -

      Skill    : Wands
      Available: Almost All
      Example :
      A wand is an holdable item that can be used to create magical affects.

      This skill allows one to effectively use a magical wand or staff. To invoke a
      wand or staff, it must first be held. Then the magic word is spoken to the
      target. For instance, if the magic word is `zuy`, you would enter the
      following to invoke your wand: sayto orc zuy.

      If the spell on the wand requires extra parameters, then you can include those
      after the casting words. For a wand of Summon, for instance, you might try:
      say zuy cityguard.
      Wands generally require a small amount of mana to use, and less if the wand
      user is capable of learning the spell cast by the wand.

      +

      Skill    : Wands 
      Available: Almost All
      Example :
      A wand is an holdable item that can be used to create magical affects.

      This skill allows one to effectively use a magical wand or staff. To invoke a
      wand or staff, it must first be held. Then the magic word is spoken to the
      target. For instance, if the magic word is `zuy`, you would enter the
      following to invoke your wand: sayto orc zuy. Using SAYTO instead of SAY is
      important because SAY might target the wrong person or thing. You can also use
      SAYTO NOBODY <magic word> to make sure you aren't targeting anyone.

      If the spell on the wand requires extra parameters, then you can include those
      after the casting words. For a wand of Summon, for instance, you might try:
      say zuy cityguard.
      Wands generally require a small amount of mana to use, and less if the wand
      user is capable of learning the spell cast by the wand.


      War Cry (Fighter_Warcry) -


      Skill : War Cry
      Domain : Singing
      Available: Barbarian
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Movement (63)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : WARCRY
      Usage : WARCRY
      Example : warcry
      The Barbarian lets out a primal call to war, inspiring all group members to
      follow his or her banner. Those under the affect of the cry will deliver more
      damaging blows. The affect wears off when battle is concluded, or if battle is
      not joined swiftly enough after the cry is made.

      +

       
      Skill : War Cry
      Domain : Singing
      Available: Barbarian
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Movement (63)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : WARCRY
      Usage : WARCRY
      Example : warcry
      The Barbarian lets out a primal call to war, inspiring all group members to
      follow his or her banner. Those under the affect of the cry will deliver more
      damaging blows. The affect wears off when battle is concluded, or if battle is
      not joined swiftly enough after the cry is made.


      Warning Shot (Thief_WarningShot) -


      Skill : Warning Shot
      Domain : Influential
      Available: Pirate
      Allows : Influencing I
      Use Cost : Movement (68)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : WARNINGSHOT
      Usage : WARNINGSHOT ([TARGET NAME])
      Example : warningshot pirate
      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.

      +

       
      Skill : Warning Shot
      Domain : Influential
      Available: Pirate
      Allows : Influencing I
      Use Cost : Movement (68)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : WARNINGSHOT
      Usage : WARNINGSHOT ([TARGET NAME])
      Example : warningshot pirate
      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.


      Warrants (Skill_Warrants) -


      Skill : Warrants
      Domain : Legal
      Available: Artisan Charlatan Gaoler Thief
      Allows : Legal Lore I
      Use Cost : Mana (55)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : WARRANTS
      Example :
      The player, using nothing more than local contacts and charismatic persuasion,
      gathers information about all warrants and wanted criminals.

      +

       
      Skill : Warrants
      Domain : Legal
      Available: Artisan Charlatan Gaoler Thief
      Requires : 'Distilling' at 75%, and 'Painting' at 75%
      Allows : Legal Lore I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : WARRANTS
      Example :
      The player, using nothing more than local contacts and charismatic persuasion,
      gathers information about all warrants and wanted criminals.


      Water Cover (Druid_WaterCover) -


      Skill : Water Cover
      Domain : Water lore
      Available: Mer
      Allows : Water Lore I
      Use Cost : Mana (28) Movement (28)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : WCOVER
      Usage : WCOVER
      Example : wcover
      The druid slinks into the water, taking cover behind reed, seaweed, or simply
      blending in with the waves, all while remaining perfectly still. Doing this
      makes them invisible to any other creatures in the room. Making any moves or
      sounds will negate the hidden advantage. The druid must be in or on the water
      for this skill to work. You can use the VISIBLE command to make yourself
      visible again.

      +

       
      Skill : Water Cover
      Domain : Water lore
      Available: Mer
      Allows : Water Lore I
      Use Cost : Mana (28) Movement (28)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : WCOVER
      Usage : WCOVER
      Example : wcover
      The druid slinks into the water, taking cover behind reed, seaweed, or simply
      blending in with the waves, all while remaining perfectly still. Doing this
      makes them invisible to any other creatures in the room. Making any moves or
      sounds will negate the hidden advantage. The druid must be in or on the water
      for this skill to work. You can use the VISIBLE command to make yourself
      visible again.


      Water Tactics (Fighter_WaterTactics) -


      Skill : Water Tactics
      Domain : Nature lore
      Available: Sailor
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives the fighter an edge in attack, defence, and damage when
      fighting in the water. The fighter can also hide themselves simply by resting
      in the water and staying still for a few mins.

      +

       
      Skill : Water Tactics
      Domain : Nature lore
      Available: Sailor
      Allows : Nature Lore I
      Invoked : Automatic
      This skill gives the fighter an edge in attack, defence, and damage when
      fighting in the water. The fighter can also hide themselves simply by resting
      in the water and staying still for a few mins.


      Weapon Break (Fighter_WeaponBreak) -


      Skill : Weapon Break
      Domain : Martial lore
      Available: Barbarian Fighter Monk
      Allows : Combat Fluidity I, Martial Lore I
      Use Cost : Movement (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : BREAK
      Usage : BREAK [TARGET NAME]
      Example : break orc
      The fighter will attempt the difficult maneuver of breaking the weapon of the
      target. See also help on SONG BREAK.

      +

       
      Skill : Weapon Break
      Domain : Martial lore
      Available: Barbarian Fighter Monk
      Allows : Martial Lore I, Combat Fluidity I
      Use Cost : Movement (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : BREAK
      Usage : BREAK [TARGET NAME]
      Example : break orc
      The fighter will attempt the difficult maneuver of breaking the weapon of the
      target. See also help on SONG BREAK.


      Weapon Catch (Fighter_WeaponCatch) -


      Skill : Weapon Catch
      Domain : Martial lore
      Available: Fighter
      Allows : Combat Fluidity I, Martial Lore I
      Invoked : Automatic
      This skill allows the fighter to thwart disarm attempts by catching his as it
      flies out of his hand.

      +

       
      Skill : Weapon Catch
      Domain : Martial lore
      Available: Fighter
      Allows : Martial Lore I, Combat Fluidity I
      Invoked : Automatic
      This skill allows the fighter to thwart disarm attempts by catching his as it
      flies out of his hand.


      Weapon Sharpening (Fighter_WeaponSharpening) -


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

      +

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


      Weapon Snatch (Thief_Snatch) -


      Skill : Weapon Snatch
      Domain : Stealing
      Available: Monk Thief
      Allows : Theft Mastery I
      Use Cost : Movement (65)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SNATCH
      Usage : SNATCH [TARGET NAME]
      Example : snatch orc
      The thief attempts to disarm the target, flinging their weapon into the air so
      that it can be caught by the thieves other hand.

      +

       
      Skill : Weapon Snatch
      Domain : Stealing
      Available: Monk Thief
      Allows : Theft Mastery I
      Use Cost : Movement (65)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : SNATCH
      Usage : SNATCH [TARGET NAME]
      Example : snatch orc
      The thief attempts to disarm the target, flinging their weapon into the air so
      that it can be caught by the thieves other hand.


      Weaponsmithing (Weaponsmithing) -


      Skill : Weaponsmithing
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : 'Blacksmithing' at 75%, and (One of: 'Armor Specialization', 'Axe
      Specialization', 'Blunt Weapon Specialization', 'Bow Specialization', 'Dagger
      Specialization', 'Edged Weapon Specialization', 'Flailing Weapon
      Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm
      Specialization', 'Ranged Weapon Specialization', 'Shield Specialization',
      'Siege Weapon Specialization', 'Staff Specialization', 'Sword Specialization',
      or 'Weapon Specialization')
      Requires : A base strength of at least 12.
      Allows : Craft Holy Avenger, Lethal Crafting I, Quick Worker I
      Allows : Quality Crafting I, Light Crafting I, Master Weaponsmithing
      Allows : Counterbalance Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : WEAPONSMITH, WEAPONSMITHING
      Usage : WEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]
      Example : weaponsmith twohanded sword
      : : weaponsmith list
      : : weaponsmith list Butchers Knife
      : : weaponsmith list all
      : : weaponsmith scan
      : : weaponsmith scan bob
      : : weaponsmith learn knife
      This skill allows a player to craft weapons from metal. This skill requires
      Blacksmithing in order to learn it. It also requires specialization in the
      weapon type the player wishes to make. The extent of the weapons which can be
      crafted expands as the player goes up in level. To begin smithing, the player
      must be in a room with an open fire burning, and must have placed the metal he
      or she wishes to make the weapon from on the ground. The player may also scan
      the room or other players for equipment that may be mended by this skill, using
      the scan parameter, or learn to how to smith a found item, provided a blank
      recipe page, or recipe book with blank pages is in his or her inventory. The
      metal for weaponsmithing is obtained using the Mining skill, or better metals
      from the Smelting skill. Using better materials will increase both the strength
      and the required level of the crafted item.

      +

       
      Skill : Weaponsmithing
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : 'Blacksmithing' at 75%, and (One of: 'Armor Specialization', 'Axe
      Specialization', 'Blunt Weapon Specialization', 'Bow Specialization', 'Dagger
      Specialization', 'Edged Weapon Specialization', 'Flailing Weapon
      Specialization', 'Hammer Specialization', 'Hand to hand combat', 'Polearm
      Specialization', 'Ranged Weapon Specialization', 'Shield Specialization',
      'Siege Weapon Specialization', 'Staff Specialization', 'Sword Specialization',
      or 'Weapon Specialization')
      Requires : A base strength of at least 12.
      Allows : Counterbalance Crafting I, Master Weaponsmithing
      Allows : Quality Crafting I, Sword Proficiency, Quick Worker I
      Allows : Light Crafting I, Advanced Crafting I, Quick Crafting I
      Allows : Craft Holy Avenger, Lethal Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : WEAPONSMITH, WEAPONSMITHING
      Usage : WEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]
      Example : weaponsmith twohanded sword
      : : weaponsmith list
      : : weaponsmith list Butchers Knife
      : : weaponsmith list blunt
      : : weaponsmith list all
      : : weaponsmith scan
      : : weaponsmith scan bob
      : : weaponsmith learn knife
      This skill allows a player to craft weapons from metal. This skill requires
      Blacksmithing in order to learn it. It also requires specialization in the
      weapon type the player wishes to make. The extent of the weapons which can be
      crafted expands as the player goes up in level. To begin smithing, the player
      must be in a room with an open fire burning, and must have placed the metal he
      or she wishes to make the weapon from on the ground. The player may also scan
      the room or other players for equipment that may be mended by this skill, using
      the scan parameter, or learn to how to smith a found item, provided a blank
      recipe page, or recipe book with blank pages is in his or her inventory. The
      metal for weaponsmithing is obtained using the Mining skill, or better metals
      from the Smelting skill. Using better materials will increase both the strength
      and the required level of the crafted item.


      Weaving (Weaving) -


      Skill : Weaving
      Domain : Crafting
      Available: Numerous Classes
      Requires : A base wisdom of at least 10.
      Allows : Quick Worker I, Durable Crafting I, Quality Crafting I
      Allows : Light Crafting I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : WEAVING, WEAVE
      Usage : WEAVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
      Usage : WEAVE (...) (LABEL [NAME]) [ITEM NAME]
      Example : weave basket
      : : weave bundle 100 vine
      : : weave list
      : : weave list vest
      : : weave list all
      : : weave mend vest
      : : weave refit sleeves
      : : weave scan
      : : weave scan bob
      : : weave learn shirt
      : : weave label fruit basket
      This skill allows a player to weave items, such as baskets and ropes. The
      parameter label followed by a name can be used to label weaved containers. The
      extent of the items which can be weaved expands as the player goes up in level.
      This command also allows the player to mend any damaged items, get info on a
      list item, refit any clothes which are the wrong size, or learn to how to weave
      a found item, provided a blank recipe page, or recipe book with blank pages is
      in his or her inventory. To begin weaving a new item, the player must have
      placed the material he or she wishes to make the item from on the ground.
      Weaving requires cotton, silk, hemp, vine, wheat, flowers, bamboo, or seaweed.
      The player may also scan the room or other players for equipment that may be
      mended by this skill, using the scan parameter. The raw material for weaving
      is found using the Foraging or Butchering skills.

      +

       
      Skill : Weaving
      Domain : Crafting
      Available: Artisan Numerous Classes
      Requires : A base wisdom of at least 10.
      Allows : Light Sewing I, Quality Crafting I, Durable Sewing I
      Allows : Quick Worker I, Durable Crafting I, Light Crafting I
      Allows : Advanced Crafting I, Quick Crafting I, Quality Sewing I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : WEAVING, WEAVE
      Usage : WEAVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM NAME]
      Usage : WEAVE (...) (LABEL [NAME]) [ITEM NAME]
      Example : weave basket
      : : weave bundle 100 vine
      : : weave list
      : : weave list vest
      : : weave list all
      : : weave mend vest
      : : weave refit sleeves
      : : weave scan
      : : weave scan bob
      : : weave learn shirt
      : : weave label fruit basket
      This skill allows a player to weave items, such as baskets and ropes. The
      parameter label followed by a name can be used to label weaved containers. The
      extent of the items which can be weaved expands as the player goes up in level.
      This command also allows the player to mend any damaged items, get info on a
      list item, refit any clothes which are the wrong size, or learn to how to weave
      a found item, provided a blank recipe page, or recipe book with blank pages is
      in his or her inventory. To begin weaving a new item, the player must have
      placed the material he or she wishes to make the item from on the ground.
      Weaving requires hemp, vine, wheat, flowers, bamboo, herbs, feathers, or
      seaweed. The player may also scan the room or other players for equipment that
      may be mended by this skill, using the scan parameter. The raw material for
      weaving is found using the Foraging or Butchering skills.


      Welding (Welding) -


      Skill : Welding
      Domain : Building
      Allows : Quick Worker I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : WELDING
      Usage : WELDING [LIST/[PROJECT NAME]] [DIRECTION]
      Example : welding wall north
      : : welding list
      : : welding roof
      : : welding title A messy room.
      : : welding desc east This is my favorite Door.
      : : welding desc room This is a messy room.
      : : welding stairs
      : : welding help Bob
      : : welding demolish west
      : : welding demolish room
      This skill allows a player to construct a building or other structures on a
      property the player owns. Walls or Stairs may be built following the
      construction of roof and framework. This skill also allows the demolition of
      unwanted walls and structures, upstairs rooms, and the giving of a title and
      description to a room. The parameters also allow more than one person to assist
      in a welding project. All of the structures made with this skill are made of
      metals. The raw metal for welding is found using the Mining skills.

      +

       
      Skill : Welding
      Domain : Building
      Allows : Quick Building I, Quick Worker I, Ingenious Engineering I
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : WELDING
      Usage : WELDING [LIST/INFO/[PROJECT NAME]] [DIRECTION]
      Example : welding wall north
      : : welding list
      : : welding info wall
      : : welding roof
      : : welding title A messy room.
      : : welding desc east This is my favorite Door.
      : : welding desc room This is a messy room.
      : : welding stairs
      : : welding help Bob
      : : welding demolish west
      : : welding demolish room
      This skill allows a player to construct a building or other structures on a
      property the player owns. Walls or Stairs may be built following the
      construction of roof and framework. This skill also allows the demolition of
      unwanted walls and structures, upstairs rooms, and the giving of a title and
      description to a room. The parameters also allow more than one person to assist
      in a welding project. All of the structures made with this skill are made of
      metals. The raw metal for welding is found using the Mining skills.


      Wenching (Thief_Wenching) -


      Skill : Wenching
      Domain : Influential
      Available: Pirate
      Allows : Influencing I
      Use Cost : Mana (28) Movement (28)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : WENCHING
      Usage : WENCHING ([TARGET NAME]) ([GENDER])
      Example : wenching
      Example : wenching barkeeper
      Example : wenching male
      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.

      +

       
      Skill : Wenching
      Domain : Influential
      Available: Pirate
      Allows : Influencing I
      Use Cost : Mana (28) Movement (28)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : WENCHING
      Usage : WENCHING ([TARGET NAME]) ([GENDER])
      Example : wenching
      Example : wenching barkeeper
      Example : wenching male
      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.


      Whomp (Fighter_Whomp) -


      Skill : Whomp
      Domain : Dirty fighting
      Available: Fighter
      Allows : Combat Fluidity I, Dirty Fighting I
      Use Cost : Movement (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : WHOMP
      Usage : WHOMP [TARGET NAME]
      Example : whomp orc
      The fighter attempts to deliver a massive blow to the target, causing them to
      instantly to fall unconscious for a time.

      +

       
      Skill : Whomp
      Domain : Dirty fighting
      Available: Fighter
      Allows : Dirty Fighting I, Combat Fluidity I
      Use Cost : Movement (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : WHOMP
      Usage : WHOMP [TARGET NAME]
      Example : whomp orc
      The fighter attempts to deliver a massive blow to the target, causing them to
      instantly to fall unconscious for a time.


      Wilderness Lore (Skill_WildernessLore) -


      Skill : Wilderness Lore
      Domain : Nature lore
      Available: Oracle Scholar Trapper Several Classes
      Allows : Nature Lore I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : WILDERNESSLORE, WLORE
      Usage : WLORE
      Example : wlore
      Tells you what type of terrain you are presently in or on.

      +

       
      Skill : Wilderness Lore
      Domain : Nature lore
      Available: Oracle Scholar Trapper Numerous Classes
      Requires : 'Searching' at 75%, and 'Foraging' at 75%
      Allows : Floristry, Nature Lore I, Weaving
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : WILDERNESSLORE, WLORE
      Usage : WLORE (REPORT)
      Example : wlore
      Example : wlore report
      Tells you what type of terrain you are presently in or on, and something about
      the climate. As expertise increases, you'll also be able to recognize the
      types of resources that places like this might provide. The REPORT argument
      will cause the results to be recited out loud.


      Wilderness Sounds (Thief_WildernessSounds) -


      Skill : Wilderness Sounds
      Domain : Nature lore
      Available: Trapper
      Requires : 'Listen'
      Allows : Nature Lore I
      Invoked : Automatic
      Allows the player to use the Listen skill in outdoor areas such as forests,
      plains, etc.

      +

       
      Skill : Wilderness Sounds
      Domain : Nature lore
      Available: Trapper
      Requires : 'Listen'
      Allows : Nature Lore I
      Invoked : Automatic
      Allows the player to use the Listen skill in outdoor areas such as forests,
      plains, etc.


      Wood Chopping (Chopping) -


      Skill : Wood Chopping
      Domain : Gathering
      Available: Sailor Numerous Classes
      Allows : Quick Worker I, Master Wood Chopping
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHOP, CHOPPING
      Usage : CHOP (BUNDLE [NUM]) [TARGET])
      Example : chop
      Example : chop bundle 10 oak
      With this common skill, a player can find good trees, chop a few down, and the
      chop up the wood for carrying. Trees for chopping are best found in forests.
      You can also bundle multiple resources together using this skill. The GET
      command can be used to unbundle such resources.

      +

       
      Skill : Wood Chopping
      Domain : Gathering
      Available: Artisan Sailor Numerous Classes
      Requires : A base constitution of at least 9.
      Allows : Master Wood Chopping, Quick Working I, Carpentry
      Allows : Quick Worker I, Weaving, Speculating, Climb, Axe Proficiency
      Use Cost : Movement (5)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHOP, CHOPPING
      Usage : CHOP (BUNDLE [NUM]) [TARGET])
      Example : chop
      Example : chop bundle 10 oak
      With this common skill, a player can find good trees, chop a few down, and the
      chop up the wood for carrying. Trees for chopping are best found in forests.
      You can also bundle multiple resources together using this skill. The GET
      command can be used to unbundle such resources.


      Woodland Creep (Ranger_WoodlandCreep) -


      Skill : Woodland Creep
      Domain : Stealthy
      Available: Ranger
      Allows : Stealthy I
      Use Cost : Mana (37) Movement (37)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : WCREEP
      Usage : WCREEP
      Example : wcreep
      The ranger creep slowly from bush to tree, remaining especially hard to spot.
      Doing this makes them invisible to any other creatures in the area. The ranger
      must be in the wild for this skill to work. You can use the VISIBLE command to
      make yourself visible again.

      +

       
      Skill : Woodland Creep
      Domain : Stealthy
      Available: Ranger
      Allows : Stealthy I
      Use Cost : Mana (37) Movement (37)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : WCREEP
      Usage : WCREEP
      Example : wcreep
      The ranger creep slowly from bush to tree, remaining especially hard to spot.
      Doing this makes them invisible to any other creatures in the area. The ranger
      must be in the wild for this skill to work. You can use the VISIBLE command to
      make yourself visible again.


      Woodland Hide (Ranger_Hide) -


      Skill : Woodland Hide
      Domain : Stealthy
      Available: Gaian Ranger SkyWatcher
      Allows : Stealthy I, Camouflage
      Use Cost : Mana (27) Movement (27)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : WHIDE
      Usage : WHIDE
      Example : whide
      The ranger attempts to creep behind a rock, or into a bush and remain perfectly
      still. Doing this makes them invisible to any other creatures in the room.
      Making any moves or sounds will negate the hidden advantage. The ranger must
      be in the wild for this skill to work. You can use the VISIBLE command to make
      yourself visible again.

      +

       
      Skill : Woodland Hide
      Domain : Stealthy
      Available: Gaian Ranger SkyWatcher
      Allows : Camouflage, Stealthy I
      Use Cost : Mana (27) Movement (27)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : WHIDE
      Usage : WHIDE
      Example : whide
      The ranger attempts to creep behind a rock, or into a bush and remain perfectly
      still. Doing this makes them invisible to any other creatures in the room.
      Making any moves or sounds will negate the hidden advantage. The ranger must
      be in the wild for this skill to work. You can use the VISIBLE command to make
      yourself visible again.


      Woodland Lore (Ranger_WoodlandLore) -


      Skill : Woodland Lore
      Domain : Nature lore
      Available: Ranger
      Allows : Nature Lore I
      Invoked : Automatic
      Usage : automatic
      Example :
      So long as the Ranger is in the wild, he or she will have gain a advantage in
      attack, damage, and armor adjustements.

      +

       
      Skill : Woodland Lore
      Domain : Nature lore
      Available: Ranger
      Allows : Nature Lore I
      Invoked : Automatic
      Usage : automatic
      Example :
      So long as the Ranger is in the wild, he or she will have gain a advantage in
      attack, damage, and armor adjustements.


      Woodland Sneak (Ranger_Sneak) -


      Skill : Woodland Sneak
      Domain : Stealthy
      Available: Ranger SkyWatcher
      Allows : Stealthy I, AutoSneak
      Use Cost : Movement (60)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : WSNEAK
      Usage : WSNEAK [DIRECTION]
      Example : wsneak e
      So long as the Ranger is in the wild, he or she can use this skill to attempt
      to sneak in the indicated direction. If successful, he or she will not be seen
      when entering the room. Also, a sneak attempt automatically invokes a woodland
      hide attempt. The success of a sneak attempt can depend on the level of the
      mobs in the room the ranger is trying to sneak into, and on the rangers stealth
      expertise.

      +

       
      Skill : Woodland Sneak
      Domain : Stealthy
      Available: Ranger SkyWatcher
      Allows : AutoSneak, Stealthy I
      Use Cost : Movement (60)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : WSNEAK
      Usage : WSNEAK [DIRECTION]
      Example : wsneak e
      So long as the Ranger is in the wild, he or she can use this skill to attempt
      to sneak in the indicated direction. If successful, he or she will not be seen
      when entering the room. Also, a sneak attempt automatically invokes a woodland
      hide attempt. The success of a sneak attempt can depend on the level of the
      mobs in the room the ranger is trying to sneak into, and on the rangers stealth
      expertise.


      Wrath (Archon_Wrath) -


      Skill : Wrath
      Domain : Archon
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : WRATH
      Usage : WRATH [PLAYER NAME] (!)
      Example : wrath gunther
      Example : wrath gunther !
      From anywhere on the map, the player with this skill can immediately knock
      another mob out of their shoes, depriving them of half of their hit points,
      mana, and movement in the process. If the "!" flag is added, an announcement of
      the wrath will also be made.

      +

       
      Skill : Wrath
      Domain : Archon
      Use Cost : Movement (50)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : WRATH
      Usage : WRATH [PLAYER NAME] (!)
      Example : wrath gunther
      Example : wrath gunther !
      From anywhere on the map, the player with this skill can immediately knock
      another mob out of their shoes, depriving them of half of their hit points,
      mana, and movement in the process. If the "!" flag is added, an announcement of
      the wrath will also be made.


      Write (Skill_Write) -

      Skill    : WRITE
      Usage : WRITE [ITEM] ([TEXT TO WRITE])
      Available: ALL
      Example : write parchment From recall, go nseeseenwesee
      This skill allows one to write ordinary messages onto ordinary paper,
      parchments, and similar writing material. The language the player will write
      in will depend on which language the player is currently SPEAKing.

      When writing on a journal, you need not specify any parameters when using this
      command.

      +
      Skill    : WRITE 
      Usage : WRITE [ITEM] ([TEXT TO WRITE])
      Available: ALL
      Example : write parchment From recall, go nseeseenwesee
      This skill allows one to write ordinary messages onto ordinary paper,
      parchments, and similar writing material. The language the player will write
      in will depend on which language the player is currently SPEAKing.

      When writing on a journal, you need not specify any parameters when using this
      command.

      \ No newline at end of file diff --git a/guides/refs/skillsc.html b/guides/refs/skillsc.html index 3bbe81b1f64..dcb3006d729 100644 --- a/guides/refs/skillsc.html +++ b/guides/refs/skillsc.html @@ -36,6 +36,9 @@

      CoffeeMud 5.9

    • Air Wall   +
    • Airy Aura +   +
    • Alter Time   @@ -249,6 +252,9 @@

      CoffeeMud 5.9

    • Feralness   +
    • Fertile Cavern +   +
    • Fertility   @@ -711,6 +717,9 @@

      CoffeeMud 5.9

    • Summon Seeds   +
    • Summon Sun +   +
    • Summon Tornado   @@ -844,547 +853,553 @@

      CoffeeMud 5.9


      Acid Rain (Chant_AcidRain) -


      Chant : Acid Rain
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Weather Mastering I, Terranalist I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ACID RAIN"
      Example : chant "acid rain"
      This chant allows causes any rain coming down around the druid to turn into
      acid rain, damaging all in its path.

      +

       
      Chant : Acid Rain
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Terranalist I, Weather Mastering I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ACID RAIN"
      Example : chant "acid rain"
      This chant allows causes any rain coming down around the druid to turn into
      acid rain, damaging all in its path.


      Acid Ward (Chant_AcidWard) -


      Chant : Acid Ward
      Domain : Preserving
      Available: SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ACID WARD"
      Example : chant "acid ward"
      This chant allows the druid to become resistant (but not immune) to acid
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.

      +

       
      Chant : Acid Ward
      Domain : Preserving
      Available: SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ACID WARD"
      Example : chant "acid ward"
      This chant allows the druid to become resistant (but not immune) to acid
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.


      Air Wall (Chant_AirWall) -


      Chant : Air Wall
      Domain : Weather mastery
      Available: Ranger
      Allows : Weather Mastering I
      Use Cost : Mana (69)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Range 1 - Range 10
      Commands : CHANT, CH
      Usage : CHANT "AIR WALL"
      Example : chant "air wall"
      This combat chant summons an air wall between the druid and his or her enemies,
      when all are at a missile range from each other. Any missile weapons fired at
      the druid will be deflected by the wall of air.

      +

       
      Chant : Air Wall
      Domain : Weather mastery
      Available: Ranger
      Allows : Weather Mastering I
      Use Cost : Mana (69)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Range 1 - Range 10
      Commands : CHANT, CH
      Usage : CHANT "AIR WALL"
      Example : chant "air wall"
      This combat chant summons an air wall between the druid and his or her enemies,
      when all are at a missile range from each other. Any missile weapons fired at
      the druid will be deflected by the wall of air.

      +
      Airy Aura (Chant_AiryAura) +

       
      Chant : Airy Aura
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (56)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "AIRY AURA"
      Example : chant "airy aura"
      This chant allows the caster to cause air to be extracted from the water for
      the benefit of his or her nearby group members. When active, the casters group
      members in the same room can all breathe while underwater.


      Alter Time (Chant_AlterTime) -


      Chant : Alter Time
      Domain : Moon summoning
      Allows : Moon Enchanting I, Summoning Mastery I
      Use Cost : Mana (100)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ALTER TIME"
      Example : chant "alter time"
      This chant causes time to move forward or backwards by one hour.

      +

       
      Chant : Alter Time
      Domain : Moon summoning
      Allows : Summoning Mastery I, Moon Enchanting I
      Use Cost : Mana (100)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ALTER TIME"
      Example : chant "alter time"
      This chant causes time to move forward or backwards by one hour.


      Animal Companion (Chant_AnimalCompanion) -


      Chant : Animal Companion
      Domain : Animal affinity
      Available: Beastmaster Mer Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (966367641)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ANIMAL COMPANION" [TARGET NAME]
      Example : chant "animal companion" wolf
      This chant allows the druid to swear an oath of companionship with the target
      follower animal. The animal will then become a loyal companion and follower of
      the druid for as long as they please. The animal will be more difficult to
      lose or become separated from during adventuring. This chant also dispels any
      charm effects on the target. Expertise increases the number of possible loyal
      companions.

      +

       
      Chant : Animal Companion
      Domain : Animal affinity
      Available: Beastmaster Mer Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (966367641)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ANIMAL COMPANION" [TARGET NAME]
      Example : chant "animal companion" wolf
      This chant allows the druid to swear an oath of companionship with the target
      follower animal. The animal will then become a loyal companion and follower of
      the druid for as long as they please. The animal will be more difficult to
      lose or become separated from during adventuring. This chant also dispels any
      charm effects on the target. Expertise increases the number of possible loyal
      companions.


      Animal Friendship (Chant_AnimalFriendship) -


      Chant : Animal Friendship
      Domain : Animal affinity
      Available: Beastmaster Druid Mer Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ANIMAL FRIENDSHIP"
      Example : chant "animal friendship"
      This chant makes all animals in awe of the Druid. No aggressive animal will
      attack the Druid while he or she is under the affects of this chant.

      +

       
      Chant : Animal Friendship
      Domain : Animal affinity
      Available: Beastmaster Druid Mer Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ANIMAL FRIENDSHIP"
      Example : chant "animal friendship"
      This chant makes all animals in awe of the Druid. No aggressive animal will
      attack the Druid while he or she is under the affects of this chant.


      Animal Growth (Chant_AnimalGrowth) -


      Chant : Animal Growth
      Domain : Animal affinity
      Available: Beastmaster Mer
      Allows : Animal Affinity I
      Use Cost : Mana (70)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ANIMAL GROWTH" [TARGET NAME]
      Example : chant "animal growth" dog
      This chant causes the target animal to grow to double its current size and
      weight. The animal will gain enhanced strength to deal with the size, but will
      move a bit more clumsily.

      +

       
      Chant : Animal Growth
      Domain : Animal affinity
      Available: Beastmaster Mer
      Allows : Animal Affinity I
      Use Cost : Mana (70)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ANIMAL GROWTH" [TARGET NAME]
      Example : chant "animal growth" dog
      This chant causes the target animal to grow to double its current size and
      weight. The animal will gain enhanced strength to deal with the size, but will
      move a bit more clumsily.


      Animal Spy (Chant_AnimalSpy) -


      Chant : Animal Spy
      Domain : Animal affinity
      Available: Beastmaster Druid Mer Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (66)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ANIMAL SPY" [TARGET NAME]
      Example : chant "animal spy" cheetah
      The target of this chant is a follower animal in the same room. When the chant
      takes affect, the animal becomes the roving eyes and hands (or claws) of the
      Druid. Whatever the animal sees, no matter how far away, the Druid will see
      also. The Druid may command the animal at any time merely by speaking. For
      instance, saying "north" will cause the animal spy to travel north, and so
      forth.

      +

       
      Chant : Animal Spy
      Domain : Animal affinity
      Available: Beastmaster Druid Mer Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (66)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ANIMAL SPY" [TARGET NAME]
      Example : chant "animal spy" cheetah
      The target of this chant is a follower animal in the same room. When the chant
      takes affect, the animal becomes the roving eyes and hands (or claws) of the
      Druid. Whatever the animal sees, no matter how far away, the Druid will see
      also. The Druid may command the animal at any time merely by speaking. For
      instance, saying "north" will cause the animal spy to travel north, and so
      forth.


      Ant Train (Chant_AntTrain) -


      Chant : Ant Train
      Domain : Animal affinity
      Available: Beastmaster
      Allows : Animal Affinity I
      Use Cost : Mana (68)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ANT TRAIN" [ITEM NAME]
      Example : chant "ant train" pile
      The target of this chant is an item being held, or on the ground. It will
      cause a train of ants to pick up the item and follow the caster around with the
      item seemingly floating nearby.

      +

       
      Chant : Ant Train
      Domain : Animal affinity
      Available: Beastmaster
      Allows : Animal Affinity I
      Use Cost : Mana (68)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ANT TRAIN" [ITEM NAME]
      Example : chant "ant train" pile
      The target of this chant is an item being held, or on the ground. It will
      cause a train of ants to pick up the item and follow the caster around with the
      item seemingly floating nearby.


      Astral Projection (Chant_AstralProjection) -


      Chant : Astral Projection
      Domain : Shape shifting
      Available: SkyWatcher
      Allows : Shapeshifting I
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ASTRAL PROJECTION"
      Example : chant "astral projection"
      This chant causes the druid to leave his body and become a roaming spirit. In
      this spirit state, the druid can not fight, or do many physical things, but
      neither is he visible. The body of the druid will remain in a sleeping state
      while the spirit is away. Should this body be killed, or should this chant
      wear off before the druid returns to the body, then both will die. The druid
      must revoke the chant by entering QUIT.

      +

       
      Chant : Astral Projection
      Domain : Shape shifting
      Available: SkyWatcher
      Allows : Shapeshifting I
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ASTRAL PROJECTION"
      Example : chant "astral projection"
      This chant causes the druid to leave his body and become a roaming spirit. In
      this spirit state, the druid can not fight, or do many physical things, but
      neither is he visible. The body of the druid will remain in a sleeping state
      while the spirit is away. Should this body be killed, or should this chant
      wear off before the druid returns to the body, then both will die. The druid
      must revoke the chant by entering QUIT.


      Barkskin (Chant_Barkskin) -


      Chant : Barkskin
      Domain : Shape shifting
      Available: Druid Gaian
      Allows : Shapeshifting I
      Use Cost : Mana (56)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BARKSKIN"
      Example : chant "barkskin"
      This chant causes the Druids skin to become hard and brown, like the bark of a
      tree. The Druid becomes extremely difficult to hit while under this magical
      spell.

      +

       
      Chant : Barkskin
      Domain : Shape shifting
      Available: Druid Gaian
      Allows : Shapeshifting I
      Use Cost : Mana (56)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BARKSKIN"
      Example : chant "barkskin"
      This chant causes the Druids skin to become hard and brown, like the bark of a
      tree. The Druid becomes extremely difficult to hit while under this magical
      spell.


      Bestow Name (Chant_BestowName) -


      Chant : Bestow Name
      Domain : Breeding
      Available: Beastmaster Druid Mer Ranger
      Allows : Give Life, Breeding I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BESTOW NAME" [TARGET NAME]
      Example : chant "bestow name" tiger bob
      This chant allows the druid to name an animal follower. The animal will retain
      the name only as long as it continues to follow the druid.

      +

       
      Chant : Bestow Name
      Domain : Breeding
      Available: Beastmaster Druid Mer Ranger
      Allows : Give Life, Breeding I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BESTOW NAME" [TARGET NAME]
      Example : chant "bestow name" tiger bob
      This chant allows the druid to name an animal follower. The animal will retain
      the name only as long as it continues to follow the druid.


      Blight (Chant_Blight) -


      Chant : Blight
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BLIGHT"
      Example : chant "blight"
      This chant causes the land to become blighted, and unable to grow plants. Even
      druidic plants die under this chant, and plant creatures suffer double damage.

      +

       
      Chant : Blight
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BLIGHT"
      Example : chant "blight"
      This chant causes the land to become blighted, and unable to grow plants. Even
      druidic plants die under this chant, and plant creatures suffer double damage.


      Bloodhound (Chant_Bloodhound) -


      Chant : Bloodhound
      Domain : Shape shifting
      Available: Beastmaster
      Allows : Shapeshifting I
      Use Cost : Mana (69)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BLOODHOUND"
      Example : chant "bloodhound"
      This chant causes the Druids nose to become as sensitive as a bloodhounds,
      allowing him or her to see in the dark, so long as the druid can smell.

      +

       
      Chant : Bloodhound
      Domain : Shape shifting
      Available: Beastmaster
      Allows : Shapeshifting I
      Use Cost : Mana (69)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BLOODHOUND"
      Example : chant "bloodhound"
      This chant causes the Druids nose to become as sensitive as a bloodhounds,
      allowing him or her to see in the dark, so long as the druid can smell.


      Bloody Water (Chant_BloodyWater) -


      Chant : Bloody Water
      Domain : Animal affinity
      Available: Mer
      Allows : Animal Affinity I
      Use Cost : Mana (57)
      Quality : Circumstantial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BLOODY WATER"
      Example : chant "bloody water"
      This chant causes the underwater room the caster is in to contain streaks of
      blood, which will attract fish from nearby rooms.

      +

       
      Chant : Bloody Water
      Domain : Animal affinity
      Available: Mer
      Allows : Animal Affinity I
      Use Cost : Mana (57)
      Quality : Circumstantial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BLOODY WATER"
      Example : chant "bloody water"
      This chant causes the underwater room the caster is in to contain streaks of
      blood, which will attract fish from nearby rooms.


      Blue Moon (Chant_BlueMoon) -


      Chant : Blue Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BLUE MOON"
      Example : chant "blue moon"
      This chant will cause all evil in the room to take double damage during combat,
      and all good in the room to take half damage.

      +

       
      Chant : Blue Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BLUE MOON"
      Example : chant "blue moon"
      This chant will cause all evil in the room to take double damage during combat,
      and all good in the room to take half damage.


      Boulderbash (Chant_Boulderbash) -


      Chant : Boulderbash
      Domain : Rock control
      Available: Delver
      Allows : Rock Controlling I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : CHANT, CH
      Usage : CHANT "BOULDERBASH" [TARGET NAME]
      Example : chant "boulderbash" orc
      If the druid is in a cave, rocky, or mountainous area where the rocks answer to
      his call, this chant will cause a huge boulder to hurl itself at the target.

      +

       
      Chant : Boulderbash
      Domain : Rock control
      Available: Delver
      Allows : Rock Controlling I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : CHANT, CH
      Usage : CHANT "BOULDERBASH" [TARGET NAME]
      Example : chant "boulderbash" orc
      If the druid is in a cave, rocky, or mountainous area where the rocks answer to
      his call, this chant will cause a huge boulder to hurl itself at the target.


      Brittle (Chant_Brittle) -


      Chant : Brittle
      Domain : Enduring
      Available: Delver Druid
      Allows : Enduring I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BRITTLE" [TARGET NAME]
      Example : chant "brittle" sword
      Example : chant "brittle" orc
      This chant causes the target item, or a random item on the target creature to
      crackle and grow extremely brittle. Any further damage will then destroy the
      item.

      +

       
      Chant : Brittle
      Domain : Enduring
      Available: Delver Druid
      Allows : Enduring I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BRITTLE" [TARGET NAME]
      Example : chant "brittle" sword
      Example : chant "brittle" orc
      This chant causes the target item, or a random item on the target creature to
      crackle and grow extremely brittle. Any further damage will then destroy the
      item.


      Brown Mold (Chant_BrownMold) -


      Chant : Brown Mold
      Domain : Plant growth
      Available: Delver
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (66)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BROWN MOLD"
      Example : chant "brown mold"
      This chant will create a nasty brown mold creature to fight along side the
      druid. The mold is able to rescue the druid from his or her enemies. The druid
      needs only to order the mold to rescue 'order mold rescue'.

      +

       
      Chant : Brown Mold
      Domain : Plant growth
      Available: Delver
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (66)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BROWN MOLD"
      Example : chant "brown mold"
      This chant will create a nasty brown mold creature to fight along side the
      druid. The mold is able to rescue the druid from his or her enemies. The druid
      needs only to order the mold to rescue 'order mold rescue'.


      Bull Strength (Chant_BullStrength) -


      Chant : Bull Strength
      Domain : Shape shifting
      Available: Beastmaster
      Allows : Shapeshifting I
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BULL STRENGTH"
      Example : chant "bull strength"
      This chant allows the druid to become as strong as a bull, or at least to get a
      small boost in strength.

      +

       
      Chant : Bull Strength
      Domain : Shape shifting
      Available: Beastmaster
      Allows : Shapeshifting I
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "BULL STRENGTH"
      Example : chant "bull strength"
      This chant allows the druid to become as strong as a bull, or at least to get a
      small boost in strength.


      Call Mate (Chant_CallMate) -


      Chant : Call Mate
      Domain : Animal affinity
      Available: Beastmaster Mer
      Allows : Animal Affinity I
      Use Cost : Mana (61)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CALL MATE"
      Example : chant "call mate"
      When in their animal form, this chant will cause the animal to call out to
      another of the same race, but opposite sex. The mate only comes when in the
      proper environment, and will not come if the caster already has companions.
      The mate will fight with the caster, but not exceptionally, and will stay for
      as long as the caster remains with him or her and in his or her animal form.

      +

       
      Chant : Call Mate
      Domain : Animal affinity
      Available: Beastmaster Mer
      Allows : Animal Affinity I
      Use Cost : Mana (61)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CALL MATE"
      Example : chant "call mate"
      When in their animal form, this chant will cause the animal to call out to
      another of the same race, but opposite sex. The mate only comes when in the
      proper environment, and will not come if the caster already has companions.
      The mate will fight with the caster, but not exceptionally, and will stay for
      as long as the caster remains with him or her and in his or her animal form.


      Calm Animal (Chant_CalmAnimal) -


      Chant : Calm Animal
      Domain : Animal affinity
      Available: Beastmaster Druid Mer Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CALM ANIMAL" [TARGET NAME]
      Example : chant "calm animal" fox
      While in combat, this chant can be used by the Druid to calm the ferociousness
      of an animal in the same room. The animal affected will immediately cease
      fighting.

      +

       
      Chant : Calm Animal
      Domain : Animal affinity
      Available: Beastmaster Druid Mer Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CALM ANIMAL" [TARGET NAME]
      Example : chant "calm animal" fox
      While in combat, this chant can be used by the Druid to calm the ferociousness
      of an animal in the same room. The animal affected will immediately cease
      fighting.


      Calm Seas (Chant_CalmSeas) -


      Chant : Calm Seas
      Domain : Weather mastery
      Available: Mer
      Allows : Weather Mastering I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CALM SEAS"
      Example : chant "calm seas"
      This chant gains some control over the weather and water surfaces of this area,
      calming any weather, dispelling any weather control effects, and preventing any
      new ones from forming. Every time this magic needs to prevent, control, or
      calm, the remaining duration is lessened.

      +

       
      Chant : Calm Seas
      Domain : Weather mastery
      Available: Mer
      Allows : Weather Mastering I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CALM SEAS"
      Example : chant "calm seas"
      This chant gains some control over the weather and water surfaces of this area,
      calming any weather, dispelling any weather control effects, and preventing any
      new ones from forming. Every time this magic needs to prevent, control, or
      calm, the remaining duration is lessened.


      Calm Weather (Chant_CalmWeather) -


      Chant : Calm Weather
      Domain : Weather mastery
      Available: Druid SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CALM WEATHER"
      Example : chant "calm weather"
      This chant will silence winds, stop rain, lessen storms, and turn blizzards
      into small trickles of snow. See help on Predict Weather for more information
      on weather control.

      +

       
      Chant : Calm Weather
      Domain : Weather mastery
      Available: Druid SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CALM WEATHER"
      Example : chant "calm weather"
      This chant will silence winds, stop rain, lessen storms, and turn blizzards
      into small trickles of snow. See help on Predict Weather for more information
      on weather control.


      Calm Wind (Chant_CalmWind) -


      Chant : Calm Wind
      Domain : Weather mastery
      Available: Druid Mer SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CALM WIND"
      Example : chant "calm wind"
      This chant will silence winds, lessen storms, and turn blizzards into small
      trickles of snow. See help on Predict Weather for more information on weather
      control.

      +

       
      Chant : Calm Wind
      Domain : Weather mastery
      Available: Druid Mer SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CALM WIND"
      Example : chant "calm wind"
      This chant will silence winds, lessen storms, and turn blizzards into small
      trickles of snow. See help on Predict Weather for more information on weather
      control.


      Camelback (Chant_Camelback) -


      Chant : Camelback
      Domain : Shape shifting
      Available: Beastmaster
      Allows : Shapeshifting I
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CAMELBACK"
      Example : chant "camelback"
      This chant will cause the druid to grow a camel's hump on his or her back,
      preventing any thirsty feelings for the duration of the chant's magic.

      +

       
      Chant : Camelback
      Domain : Shape shifting
      Available: Beastmaster
      Allows : Shapeshifting I
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CAMELBACK"
      Example : chant "camelback"
      This chant will cause the druid to grow a camel's hump on his or her back,
      preventing any thirsty feelings for the duration of the chant's magic.


      Capsize (Chant_Capsize) -


      Chant : Capsize
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (536870912)
      Quality : Malicious
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CAPSIZE" [TARGET]
      Example : chant "capsize" boat
      This chant out on the open waves will cause the given target boat or ship to be
      pummelled by the waves, causing it to momentarily capsize, dumping anything on
      the deck into the drink.

      +

       
      Chant : Capsize
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (536870912)
      Quality : Malicious
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CAPSIZE" [TARGET]
      Example : chant "capsize" boat
      This chant out on the open waves will cause the given target boat or ship to be
      pummelled by the waves, causing it to momentarily capsize, dumping anything on
      the deck into the drink.


      Cats Grace (Chant_CatsGrace) -


      Chant : Cats Grace
      Domain : Shape shifting
      Available: Beastmaster
      Allows : Shapeshifting I
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CATS GRACE"
      Example : chant "cats grace"
      This chant allows the druid to become as graceful as a cat, or at least to get
      a small boost in dexterity.

      +

       
      Chant : Cats Grace
      Domain : Shape shifting
      Available: Beastmaster
      Allows : Shapeshifting I
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CATS GRACE"
      Example : chant "cats grace"
      This chant allows the druid to become as graceful as a cat, or at least to get
      a small boost in dexterity.


      Cave Fishing (Chant_CaveFishing) -


      Chant : Cave Fishing
      Domain : Animal affinity
      Available: Delver
      Allows : Animal Affinity I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CAVE FISHING"
      Example : chant "cave fishing"
      This chant must be cast over an indoor or underground water source. It will
      cause the water source to begin bubbling over with fish, allowing anyone with
      the Fishing skill to catch them.

      +

       
      Chant : Cave Fishing
      Domain : Animal affinity
      Available: Delver
      Allows : Animal Affinity I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CAVE FISHING"
      Example : chant "cave fishing"
      This chant must be cast over an indoor or underground water source. It will
      cause the water source to begin bubbling over with fish, allowing anyone with
      the Fishing skill to catch them.


      Cave-In (Chant_CaveIn) -


      Skill : cave-in
      Use Cost : Mana (50)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : SPRING

      Chant : Cave-In
      Domain : Rock control
      Available: Delver
      Allows : Rock Controlling I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures Exits
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CAVE-IN" [TARGET NAME]
      Example : chant "cave-in" orc
      Example : chant "cave-in" east
      Example : chant "cave-in" door
      This chant will cause a cave in on the target. If the target is a creature,
      then the creature will be buried in rocks, forced to struggle their way out
      from under them. If the target is an exit, then the exit will be blocked.

      +

       
      Skill : cave-in
      Use Cost : Mana (50)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : SPRING

      Chant : Cave-In
      Domain : Rock control
      Available: Delver
      Allows : Rock Controlling I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures Exits
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CAVE-IN" [TARGET NAME]
      Example : chant "cave-in" orc
      Example : chant "cave-in" east
      Example : chant "cave-in" door
      This chant will cause a cave in on the target. If the target is a creature,
      then the creature will be buried in rocks, forced to struggle their way out
      from under them. If the target is an exit, then the exit will be blocked.


      Chant Ward (Chant_ChantWard) -


      Chant : Chant Ward
      Domain : Preserving
      Available: SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (67)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CHANT WARD"
      Example : chant "chant ward"
      This chant allows the druid to become almost immune to Druidic chants.

      +

       
      Chant : Chant Ward
      Domain : Preserving
      Available: SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (67)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CHANT WARD"
      Example : chant "chant ward"
      This chant allows the druid to become almost immune to Druidic chants.


      Charge Metal (Chant_ChargeMetal) -


      Chant : Charge Metal
      Domain : Enduring
      Available: SkyWatcher
      Allows : Enduring I
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CHARGE METAL" [TARGET NAME]
      Example : chant "charge metal" orc
      Example : chant "charge metal" sword
      This chant causes the item, or a wielding item of the target to become charged.
      Any electrical affects occurring in the room will always target the wielder or
      wearer of the metal item instead of the intended target.

      +

       
      Chant : Charge Metal
      Domain : Enduring
      Available: SkyWatcher
      Allows : Enduring I
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CHARGE METAL" [TARGET NAME]
      Example : chant "charge metal" orc
      Example : chant "charge metal" sword
      This chant causes the item, or a wielding item of the target to become charged.
      Any electrical affects occurring in the room will always target the wielder or
      wearer of the metal item instead of the intended target.


      Charm Animal (Chant_CharmAnimal) -


      Chant : Charm Animal
      Domain : Animal affinity
      Available: Beastmaster Druid Mer Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CHARM ANIMAL" [TARGET NAME]
      Example : chant "charm animal" deer
      This chant will cause some animal in the same room to immediately befriend the
      druid. The druid will then have the animal as a follower who will fight
      alongside, and follow all ORDERs that the druid gives.

      +

       
      Chant : Charm Animal
      Domain : Animal affinity
      Available: Beastmaster Druid Mer Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CHARM ANIMAL" [TARGET NAME]
      Example : chant "charm animal" deer
      This chant will cause some animal in the same room to immediately befriend the
      druid. The druid will then have the animal as a follower who will fight
      alongside, and follow all ORDERs that the druid gives.


      Charm Area (Chant_CharmArea) -


      Chant : Charm Area
      Domain : Enduring
      Available: Several Classes
      Allows : Enduring I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CHARM AREA"
      Example : chant "charm area"
      This powerful chant will cause the immediate area around the druid to appear
      amazingly beautiful. No one who enters the area will be able to leave it
      willingly, except the druid and his or her followers.

      +

       
      Chant : Charm Area
      Domain : Enduring
      Available: Several Classes
      Allows : Enduring I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CHARM AREA"
      Example : chant "charm area"
      This powerful chant will cause the immediate area around the druid to appear
      amazingly beautiful. No one who enters the area will be able to leave it
      willingly, except the druid and his or her followers.


      Cheetah Burst (Chant_CheetahBurst) -


      Chant : Cheetah Burst
      Domain : Shape shifting
      Available: Beastmaster
      Allows : Shapeshifting I
      Use Cost : Mana (55)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CHEETAH BURST"
      Example : chant "cheetah burst"
      This chant will allow the druid to gain 3 extra attacks/actions for one round
      every 3 rounds.

      +

       
      Chant : Cheetah Burst
      Domain : Shape shifting
      Available: Beastmaster
      Allows : Shapeshifting I
      Use Cost : Mana (55)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CHEETAH BURST"
      Example : chant "cheetah burst"
      This chant will allow the druid to gain 3 extra attacks/actions for one round
      every 3 rounds.


      Chlorophyll (Chant_Chlorophyll) -


      Chant : Chlorophyll
      Domain : Shape shifting
      Available: Gaian
      Allows : Shapeshifting I
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CHLOROPHYLL" [TARGET NAME]
      Example : chant "chlorophyll" bob
      This chant will cause chlorophyll to enter the cells of his or her skin,
      allowing the druid to alleviate hunger whenever in the sunlight.

      +

       
      Chant : Chlorophyll
      Domain : Shape shifting
      Available: Gaian
      Allows : Shapeshifting I
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CHLOROPHYLL" [TARGET NAME]
      Example : chant "chlorophyll" bob
      This chant will cause chlorophyll to enter the cells of his or her skin,
      allowing the druid to alleviate hunger whenever in the sunlight.


      Clear Moon (Chant_ClearMoon) -


      Chant : Clear Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CLEAR MOON"
      Example : chant "clear moon"
      This chant will end all moon-influenced chants in the same room as the druid.

      +

       
      Chant : Clear Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CLEAR MOON"
      Example : chant "clear moon"
      This chant will end all moon-influenced chants in the same room as the druid.


      Cloud Walk (Chant_CloudWalk) -


      Chant : Cloud Walk
      Domain : Enduring
      Available: SkyWatcher
      Allows : Enduring I
      Use Cost : Mana (74)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CLOUD WALK"
      Example : chant "cloud walk"
      This chant will allow the druid, and any group members in the same room to fly.

      +

       
      Chant : Cloud Walk
      Domain : Enduring
      Available: SkyWatcher
      Allows : Enduring I
      Use Cost : Mana (74)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CLOUD WALK"
      Example : chant "cloud walk"
      This chant will allow the druid, and any group members in the same room to fly.


      Cold Moon (Chant_ColdMoon) -


      Chant : Cold Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "COLD MOON"
      Example : chant "cold moon"
      This chant will cause everyone in the room to become more susceptible to
      disease.

      +

       
      Chant : Cold Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "COLD MOON"
      Example : chant "cold moon"
      This chant will cause everyone in the room to become more susceptible to
      disease.


      Cold Ward (Chant_ColdWard) -


      Chant : Cold Ward
      Domain : Preserving
      Available: Druid Ranger SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (58)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "COLD WARD"
      Example : chant "cold ward"
      This chant allows the druid to become resistant (but not immune) to cold
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.

      +

       
      Chant : Cold Ward
      Domain : Preserving
      Available: Druid Ranger SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (58)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "COLD WARD"
      Example : chant "cold ward"
      This chant allows the druid to become resistant (but not immune) to cold
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.


      Control Fire (Chant_ControlFire) -


      Chant : Control Fire
      Domain : Enduring
      Available: Druid Ranger SkyWatcher
      Allows : Enduring I, Ignalist I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 5
      Commands : CHANT, CH
      Usage : CHANT "CONTROL FIRE" [TARGET NAME]
      Example : chant "control fire" orc
      This chant will turn normal fires into weapons for the druid. Any normal fires
      that are possessed by either the target, or which are burning in the room, will
      attack the target and burn them, burning out in the process.

      +

       
      Chant : Control Fire
      Domain : Enduring
      Available: Druid Ranger SkyWatcher
      Allows : Enduring I, Ignalist I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 5
      Commands : CHANT, CH
      Usage : CHANT "CONTROL FIRE" [TARGET NAME]
      Example : chant "control fire" orc
      This chant will turn normal fires into weapons for the druid. Any normal fires
      that are possessed by either the target, or which are burning in the room, will
      attack the target and burn them, burning out in the process.


      Control Plant (Chant_ControlPlant) -

      Usage    : CHANT "CONTROL PLANT" [PLANT NAME]
      Example : chant "control plant" flower
      This chant allows the druid to take control of a plant summoned by another
      druid as if the druid had summoned it him or herself.

      +

      Usage    : CHANT "CONTROL PLANT" [PLANT NAME] 
      Example : chant "control plant" flower
      This chant allows the druid to take control of a plant summoned by another
      druid as if the druid had summoned it him or herself.


      Control Weather (Chant_ControlWeather) -


      Chant : Control Weather
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (68)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CONTROL WEATHER"
      Example : chant "control weather"
      This chant allows the druid to take exclusive control of the weather in the
      entire area where the druid presently stands. Once control is taken, no other
      druids may manipulate the weather unless they too successfully cast the control
      weather chant and take control away. Also, a druid controlling the weather
      prevents the weather from attaining a climactic balance and thus restricting
      further weather control.

      See help on Predict Weather for more information on weather control.

      +

       
      Chant : Control Weather
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (68)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CONTROL WEATHER"
      Example : chant "control weather"
      This chant allows the druid to take exclusive control of the weather in the
      entire area where the druid presently stands. Once control is taken, no other
      druids may manipulate the weather unless they too successfully cast the control
      weather chant and take control away. Also, a druid controlling the weather
      prevents the weather from attaining a climactic balance and thus restricting
      further weather control.

      See help on Predict Weather for more information on weather control.


      Crossbreed (Chant_Crossbreed) -


      Chant : Crossbreed
      Domain : Breeding
      Available: Beastmaster Mer
      Allows : Breeding I
      Use Cost : Mana (75)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CROSSBREED" [TARGET NAME]
      Example : chant "crossbreed" fox
      This chant causes the target to become fertile, but only towards non-human
      races other than their own. This makes crossbreed races possible.

      +

       
      Chant : Crossbreed
      Domain : Breeding
      Available: Beastmaster Mer
      Allows : Breeding I
      Use Cost : Mana (75)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CROSSBREED" [TARGET NAME]
      Example : chant "crossbreed" fox
      This chant causes the target to become fertile, but only towards non-human
      races other than their own. This makes crossbreed races possible.


      Crystal Growth (Chant_CrystalGrowth) -


      Chant : Crystal Growth
      Domain : Rock control
      Available: Delver
      Allows : Rock Controlling I
      Use Cost : Mana (50)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CRYSTAL GROWTH"
      Example : chant "crystal growth"
      This chant allows causes a spec of crystal to fall from a cave wall. The
      crystal will then begin to grow and form into some useful item, armor, or
      weapon.

      +

       
      Chant : Crystal Growth
      Domain : Rock control
      Available: Delver
      Allows : Rock Controlling I
      Use Cost : Mana (50)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "CRYSTAL GROWTH"
      Example : chant "crystal growth"
      This chant allows causes a spec of crystal to fall from a cave wall. The
      crystal will then begin to grow and form into some useful item, armor, or
      weapon.


      Darkvision (Chant_Darkvision) -


      Chant : Darkvision
      Domain : Deep magic
      Available: Delver Mer
      Allows : Deep Lore I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT DARKVISION
      Example : chant darkvision
      This chant gives the druid the ability to see in the dark.

      +

       
      Chant : Darkvision
      Domain : Deep magic
      Available: Delver Mer
      Allows : Deep Lore I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT DARKVISION
      Example : chant darkvision
      This chant gives the druid the ability to see in the dark.


      Death Moon (Chant_DeathMoon) -


      Chant : Death Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DEATH MOON"
      Example : chant "death moon"
      This chant will cause a blanket of silence to fall over the room. Everyone
      remaining in the room will take damage from the death moon.

      +

       
      Chant : Death Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DEATH MOON"
      Example : chant "death moon"
      This chant will cause a blanket of silence to fall over the room. Everyone
      remaining in the room will take damage from the death moon.


      Deep Darkness (Chant_DeepDarkness) -


      Chant : Deep Darkness
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DEEP DARKNESS"
      Example : chant "deep darkness"
      This chant will cause a blanket of deep darkness to fall over the area. The
      darkness can still be penetrated by torches and spells, however.

      +

       
      Chant : Deep Darkness
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DEEP DARKNESS"
      Example : chant "deep darkness"
      This chant will cause a blanket of deep darkness to fall over the area. The
      darkness can still be penetrated by torches and spells, however.


      Deep Thoughts (Chant_DeepThoughts) -


      Chant : Deep Thoughts
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DEEP THOUGHTS"
      Example : chant "deep thoughts"
      This chant will allow the druid to become one with the depths of the earth.
      Extreme thoughts of good and evil will slowly fade from his or her mind with
      each passing minute. This chant is twice as effective as natural communion,
      but requires that the druid be in a cave. Willful movements or speaking may
      break concentration.

      +

       
      Chant : Deep Thoughts
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DEEP THOUGHTS"
      Example : chant "deep thoughts"
      This chant will allow the druid to become one with the depths of the earth.
      Extreme thoughts of good and evil will slowly fade from his or her mind with
      each passing minute. This chant is twice as effective as natural communion,
      but requires that the druid be in a cave. Willful movements or speaking may
      break concentration.


      Dehydrate (Chant_Dehydrate) -


      Chant : Dehydrate
      Domain : Enduring
      Available: SkyWatcher
      Allows : Enduring I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT DEHYDRATE [TARGET NAME]
      Example : chant "dehydrate" orc
      Example : chant "dehydrate" waterskin
      This chant will cause a target mob to become extremely thirsty, or a target
      liquid container to empty of its liquid.

      +

       
      Chant : Dehydrate
      Domain : Enduring
      Available: SkyWatcher
      Allows : Enduring I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT DEHYDRATE [TARGET NAME]
      Example : chant "dehydrate" orc
      Example : chant "dehydrate" waterskin
      This chant will cause a target mob to become extremely thirsty, or a target
      liquid container to empty of its liquid.


      Delay Poison (Chant_DelayPoison) -


      Chant : Delay Poison
      Domain : Preserving
      Available: Ranger
      Allows : Preserving I
      Use Cost : Mana (53)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DELAY POISON" [TARGET]
      Example : chant "delay poison" bob
      This chant causes the target to be relieved of any poison effects for the
      duration of this spell.

      +

       
      Chant : Delay Poison
      Domain : Preserving
      Available: Ranger
      Allows : Preserving I
      Use Cost : Mana (53)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DELAY POISON" [TARGET]
      Example : chant "delay poison" bob
      This chant causes the target to be relieved of any poison effects for the
      duration of this spell.


      Den (Chant_Den) -


      Chant : Den
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (58)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DEN"
      Example : chant "den"
      This chant will create a dark cave den for the caster from his current
      position. The entrance to the den will be carefully concealed, but the caster
      will know the direction of it at the time of casting.

      +

       
      Chant : Den
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (58)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DEN"
      Example : chant "den"
      This chant will create a dark cave den for the caster from his current
      position. The entrance to the den will be carefully concealed, but the caster
      will know the direction of it at the time of casting.


      Distant Fungal Growth (Chant_DistantFungalGrowth) -


      Chant : Distant Fungal Growth
      Domain : Plant growth
      Available: Delver
      Requires : 'Summon Fungus' at 75%
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DISTANT FUNGAL GROWTH" [LOCATION NAME]
      Example : chant "distant fungal growth" "grassy field"
      This chant will allow the Druid to summon one of his or her magical fungus to a
      distant cave. The fungus will grow at the place specified, and will be subject
      to the druids "my plants" skill, as well as "plant pass". See help on "my
      plants" for more information about plant summonings.

      +

       
      Chant : Distant Fungal Growth
      Domain : Plant growth
      Available: Delver
      Requires : 'Summon Fungus' at 75%
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DISTANT FUNGAL GROWTH" [LOCATION NAME]
      Example : chant "distant fungal growth" "grassy field"
      This chant will allow the Druid to summon one of his or her magical fungus to a
      distant cave. The fungus will grow at the place specified, and will be subject
      to the druids "my plants" skill, as well as "plant pass". See help on "my
      plants" for more information about plant summonings.


      Distant Growth (Chant_DistantGrowth) -


      Chant : Distant Growth
      Domain : Plant growth
      Available: Druid Gaian
      Requires : 'Summon Plants' at 75%
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DISTANT GROWTH" [LOCATION NAME]
      Example : chant "distant growth" "grassy field"
      This chant will allow the Druid to summon one of his or her magical plants to a
      distant locale. The plant will grow at the place specified, and will be subject
      to the druids "my plants" skill, as well as "tangle", and "plant pass". The
      location specified must be of a sort that would normally work with the "Summon
      Plants" chant, that is, outdoor areas except city streets and places in and on
      the water. See help on "my plants" for more information about plant summonings.

      +

       
      Chant : Distant Growth
      Domain : Plant growth
      Available: Druid Gaian
      Requires : 'Summon Plants' at 75%
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DISTANT GROWTH" [LOCATION NAME]
      Example : chant "distant growth" "grassy field"
      This chant will allow the Druid to summon one of his or her magical plants to a
      distant locale. The plant will grow at the place specified, and will be subject
      to the druids "my plants" skill, as well as "tangle", and "plant pass". The
      location specified must be of a sort that would normally work with the "Summon
      Plants" chant, that is, outdoor areas except city streets and places in and on
      the water. See help on "my plants" for more information about plant summonings.


      Distant Ingrowth (Chant_DistantIngrowth) -


      Chant : Distant Ingrowth
      Domain : Plant growth
      Available: Gaian
      Requires : 'Summon Houseplant' at 75%
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DISTANT INGROWTH" [LOCATION NAME]
      Example : chant "distant ingrowth" "grassy field"
      This chant will allow the Druid to summon one of his or her magical plants to a
      distant locale. The plant will grow at the place specified, and will be subject
      to the druids "my plants" skill, as well as "tangle", and "plant pass". Unlike
      Distant Growth, this chant will work in buildings to create houseplants. See
      help on "my plants" for more information about plant summonings.

      +

       
      Chant : Distant Ingrowth
      Domain : Plant growth
      Available: Gaian
      Requires : 'Summon Houseplant' at 75%
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DISTANT INGROWTH" [LOCATION NAME]
      Example : chant "distant ingrowth" "grassy field"
      This chant will allow the Druid to summon one of his or her magical plants to a
      distant locale. The plant will grow at the place specified, and will be subject
      to the druids "my plants" skill, as well as "tangle", and "plant pass". Unlike
      Distant Growth, this chant will work in buildings to create houseplants. See
      help on "my plants" for more information about plant summonings.


      Distant Overgrowth (Chant_DistantOvergrowth) -


      Chant : Distant Overgrowth
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DISTANT OVERGROWTH" [LOCATION NAME]
      Example : chant "distant overgrowth" "grassy field"
      This chant will allow the Druid to summon one of his or her magical plants to a
      distant locale. The plant will grow at the place specified, and will be subject
      to the druids "my plants" skill, as well as "tangle", and "plant pass". Unlike
      Distant Growth, this chant will work on city streets, and in or on the water.
      See help on "my plants" for more information about plant summonings.

      +

       
      Chant : Distant Overgrowth
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DISTANT OVERGROWTH" [LOCATION NAME]
      Example : chant "distant overgrowth" "grassy field"
      This chant will allow the Druid to summon one of his or her magical plants to a
      distant locale. The plant will grow at the place specified, and will be subject
      to the druids "my plants" skill, as well as "tangle", and "plant pass". Unlike
      Distant Growth, this chant will work on city streets, and in or on the water.
      See help on "my plants" for more information about plant summonings.


      Distant Wind Color (Chant_DistantWindColor) -


      Chant : Distant Wind Color
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (70)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DISTANT WIND COLOR" [LOCATION NAME]
      Example : chant "distant wind color" "grassy field"
      This chant will allow the Druid to see the winds of a distant place. Do HELP
      WIND COLOR for more information on the meaning of the colors.

      +

       
      Chant : Distant Wind Color
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (70)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DISTANT WIND COLOR" [LOCATION NAME]
      Example : chant "distant wind color" "grassy field"
      This chant will allow the Druid to see the winds of a distant place. Do HELP
      WIND COLOR for more information on the meaning of the colors.


      Dragonsight (Chant_Dragonsight) -


      Chant : Dragonsight
      Domain : Enduring
      Available: Beastmaster
      Allows : Enduring I
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT DRAGONSIGHT
      Example : chant "dragonsight"
      This powerful chant allows the druid to see invisible, hidden, and sneaking
      creatures, as well as to see in the dark.

      +

       
      Chant : Dragonsight
      Domain : Enduring
      Available: Beastmaster
      Allows : Enduring I
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT DRAGONSIGHT
      Example : chant "dragonsight"
      This powerful chant allows the druid to see invisible, hidden, and sneaking
      creatures, as well as to see in the dark.


      Drifting (Chant_Drifting) -


      Chant : Drifting
      Domain : Enduring
      Available: Delver
      Allows : Enduring I
      Use Cost : Mana (63)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DRIFTING"
      Example : chant "drifting"
      This chant cause the druid to begin drifting along the ceiling of rooms,
      protecting him from trip and earthquake like attacks. However, should the
      druid ever go outside under the effects of this chant, he will fall upwards,
      drifting into the sky.

      +

       
      Chant : Drifting
      Domain : Enduring
      Available: Delver
      Allows : Enduring I
      Use Cost : Mana (63)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DRIFTING"
      Example : chant "drifting"
      This chant cause the druid to begin drifting along the ceiling of rooms,
      protecting him from trip and earthquake like attacks. However, should the
      druid ever go outside under the effects of this chant, he will fall upwards,
      drifting into the sky.


      Drown (Chant_Drown) -


      Chant : Drown
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DROWN" [TARGET]
      Example : chant "drown" orc
      If this short-lived chant is cast on a target that is breathing water, then
      they will lose that ability, even if it is native. If the target was not
      breathing water, but they were swimming, then they will lose that ability,
      including the ability to tread water. If the target was neither swimming or
      breathing water, then their lungs will fill with water for a short time.

      +

       
      Chant : Drown
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "DROWN" [TARGET]
      Example : chant "drown" orc
      If this short-lived chant is cast on a target that is breathing water, then
      they will lose that ability, even if it is native. If the target was not
      breathing water, but they were swimming, then they will lose that ability,
      including the ability to tread water. If the target was neither swimming or
      breathing water, then their lungs will fill with water for a short time.


      Eaglesight (Chant_Farsight) -


      Chant : Eaglesight
      Domain : Enduring
      Available: Beastmaster Druid Ranger
      Allows : Enduring I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "EAGLESIGHT" ([DIRECTION(S)])
      Example : chant "eaglesight"
      Example : chant "eaglesight" east
      Example : chant "eaglesight" east west north
      This chant allows the druid to see the contents of some place immediately
      adjacent to the one in which he or she is standing. Without an argument, the
      chant shows a short impression of the places directly away from the caster.

      +

       
      Chant : Eaglesight
      Domain : Enduring
      Available: Beastmaster Druid Ranger
      Allows : Enduring I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "EAGLESIGHT" ([DIRECTION(S)])
      Example : chant "eaglesight"
      Example : chant "eaglesight" east
      Example : chant "eaglesight" east west north
      This chant allows the druid to see the contents of some place immediately
      adjacent to the one in which he or she is standing. Without an argument, the
      chant shows a short impression of the places directly away from the caster.


      Earthfeed (Chant_Bury) -


      Chant : Earthfeed
      Domain : Deep magic
      Available: Ranger Several Classes
      Allows : Deep Lore I
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "EARTHFEED" [TARGET DEAD BODY]
      Example : chant "earthfeed" orc
      This chant will cause the earth to swallow up the body of some dead being in
      the same room. The Druid will receive a burst of mana from the corpse, based on
      its level.

      +

       
      Chant : Earthfeed
      Domain : Deep magic
      Available: Ranger Several Classes
      Allows : Deep Lore I
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "EARTHFEED" [TARGET DEAD BODY]
      Example : chant "earthfeed" orc
      This chant will cause the earth to swallow up the body of some dead being in
      the same room. The Druid will receive a burst of mana from the corpse, based on
      its level.


      Earthpocket (Chant_Earthpocket) -


      Chant : Earthpocket
      Domain : Rock control
      Available: Delver
      Allows : Rock Controlling I
      Use Cost : Mana (59)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "EARTHPOCKET"
      Example : chant "earthpocket"
      This chant will create a dark pocket of emptiness in the wall of the Cave room
      where the chant is spoken. The pocket will follow the caster to any other Cave
      rooms he walks through, and remain accessible to him. The pocket may be used
      for depositing items too heavy to carry for later use. The dark pocket lasts
      for 5 mud days, and will deposit its contents into the inventory of the caster
      when it is dispelled.

      +

       
      Chant : Earthpocket
      Domain : Rock control
      Available: Delver
      Allows : Rock Controlling I
      Use Cost : Mana (59)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "EARTHPOCKET"
      Example : chant "earthpocket"
      This chant will create a dark pocket of emptiness in the wall of the Cave room
      where the chant is spoken. The pocket will follow the caster to any other Cave
      rooms he walks through, and remain accessible to him. The pocket may be used
      for depositing items too heavy to carry for later use. The dark pocket lasts
      for 5 mud days, and will deposit its contents into the inventory of the caster
      when it is dispelled.


      Eel Shock (Chant_EelShock) -


      Chant : Eel Shock
      Domain : Weather mastery
      Available: Beastmaster Mer
      Allows : Airelist I, Weather Mastering I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 3
      Commands : CHANT, CH
      Usage : CHANT "EEL SHOCK"
      Example : chant "eel shock"
      This chant causes the skin of the druid to discharge a sudden burst of
      electrical charge. When in or on water, this electrical shock will stun all
      enemies of the druid. The same will also happen in the rain. However, under
      all other circumstances, the electrical discharge happens too quickly to have
      any effect.

      +

       
      Chant : Eel Shock
      Domain : Weather mastery
      Available: Beastmaster Mer
      Allows : Airelist I, Weather Mastering I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 3
      Commands : CHANT, CH
      Usage : CHANT "EEL SHOCK"
      Example : chant "eel shock"
      This chant causes the skin of the druid to discharge a sudden burst of
      electrical charge. When in or on water, this electrical shock will stun all
      enemies of the druid. The same will also happen in the rain. However, under
      all other circumstances, the electrical discharge happens too quickly to have
      any effect.


      Endure Rust (Chant_EndureRust) -


      Chant : Endure Rust
      Domain : Preserving
      Available: Delver
      Allows : Preserving I
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ENDURE RUST" [TARGET NAME]
      Example : chant "endure rust" bob
      Example : chant "endure rust" sword
      This chant will protect the target from the affects of metal oxidation (rust).
      The protection covers all rust causes, such as from water submersion, rain, or
      malicious spells.

      +

       
      Chant : Endure Rust
      Domain : Preserving
      Available: Delver
      Allows : Preserving I
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ENDURE RUST" [TARGET NAME]
      Example : chant "endure rust" bob
      Example : chant "endure rust" sword
      This chant will protect the target from the affects of metal oxidation (rust).
      The protection covers all rust causes, such as from water submersion, rain, or
      malicious spells.


      Enhance Body (Chant_EnhanceBody) -


      Chant : Enhance Body
      Domain : Shape shifting
      Available: Beastmaster
      Allows : Shapeshifting I
      Use Cost : Mana (60)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ENHANCE BODY"
      Example : chant "enhance body"
      This chant will enhance the druids attack and damaging potential when fighting
      with his or her natural weapons (unarmed).

      +

       
      Chant : Enhance Body
      Domain : Shape shifting
      Available: Beastmaster
      Allows : Shapeshifting I
      Use Cost : Mana (60)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ENHANCE BODY"
      Example : chant "enhance body"
      This chant will enhance the druids attack and damaging potential when fighting
      with his or her natural weapons (unarmed).


      Explosive Decompression (Chant_ExplosiveDecompression) -


      Chant : Explosive Decompression
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (80)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "EXPLOSIVE DECOMPRESSION"
      Example : chant "explosive decompression"
      This chant, which only works indoors, will cause a blast of flames to erupt
      violently from the caster. The burst will be so dramatic that all in the room,
      except for the caster, will take horrible fire damage and be blown off their
      feet. The flames will also burn away all oxygen in the room, preventing
      breathing by normal means.

      +

       
      Chant : Explosive Decompression
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (80)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "EXPLOSIVE DECOMPRESSION"
      Example : chant "explosive decompression"
      This chant, which only works indoors, will cause a blast of flames to erupt
      violently from the caster. The burst will be so dramatic that all in the room,
      except for the caster, will take horrible fire damage and be blown off their
      feet. The flames will also burn away all oxygen in the room, preventing
      breathing by normal means.


      Favorable Winds (Chant_FavorableWinds) -


      Chant : Favorable Winds
      Domain : Weather mastery
      Available: Mer
      Allows : Weather Mastering I
      Use Cost : Mana (70)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FAVORABLE WINDS" ([SHIP NAME])
      Example : chant "favorable winds"
      Example : chant "favorable winds" jolly roger
      This chant calls upon the winds to favor the targeted ship, or the ship upon
      which the druid is casting. This allows the ship to move faster when a course
      has been set.

      +

       
      Chant : Favorable Winds
      Domain : Weather mastery
      Available: Mer
      Allows : Weather Mastering I
      Use Cost : Mana (70)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FAVORABLE WINDS" ([SHIP NAME])
      Example : chant "favorable winds"
      Example : chant "favorable winds" jolly roger
      This chant calls upon the winds to favor the targeted ship, or the ship upon
      which the druid is casting. This allows the ship to move faster when a course
      has been set.


      Feeding Frenzy (Chant_FeedingFrenzy) -


      Chant : Feeding Frenzy
      Domain : Animal affinity
      Available: Mer
      Allows : Animal Affinity I
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FEEDING FRENZY"
      Example : chant "feeding frenzy"
      This chant causes all of the marine creatures in a wide stretch of this
      underwater locale to go into a feeding frenzy, becoming aggressive against any
      intruders for the duration of the chant.

      +

       
      Chant : Feeding Frenzy
      Domain : Animal affinity
      Available: Mer
      Allows : Animal Affinity I
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FEEDING FRENZY"
      Example : chant "feeding frenzy"
      This chant causes all of the marine creatures in a wide stretch of this
      underwater locale to go into a feeding frenzy, becoming aggressive against any
      intruders for the duration of the chant.


      Feel Cold (Chant_FeelCold) -


      Chant : Feel Cold
      Domain : Enduring
      Available: Druid
      Allows : Enduring I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FEEL COLD" [TARGET NAME]
      Example : chant "feel cold" orc
      This chant causes the target to become more sensitive to coldness. Cold based
      attacks, and cold weather will all be painful reminders of the effect of the
      this chant.

      +

       
      Chant : Feel Cold
      Domain : Enduring
      Available: Druid
      Allows : Enduring I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FEEL COLD" [TARGET NAME]
      Example : chant "feel cold" orc
      This chant causes the target to become more sensitive to coldness. Cold based
      attacks, and cold weather will all be painful reminders of the effect of the
      this chant.


      Feel Electricity (Chant_FeelElectricity) -


      Chant : Feel Electricity
      Domain : Enduring
      Available: Druid Mer
      Allows : Enduring I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FEEL ELECTRICITY" [TARGET NAME]
      Example : chant "feel electricity" orc
      This chant causes the target to become more sensitive to electricity. Electric
      based attacks, and electric storms will all be painful reminders of the effect
      of the this chant.

      +

       
      Chant : Feel Electricity
      Domain : Enduring
      Available: Druid Mer
      Allows : Enduring I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FEEL ELECTRICITY" [TARGET NAME]
      Example : chant "feel electricity" orc
      This chant causes the target to become more sensitive to electricity. Electric
      based attacks, and electric storms will all be painful reminders of the effect
      of the this chant.


      Feel Heat (Chant_FeelHeat) -


      Chant : Feel Heat
      Domain : Enduring
      Available: Druid
      Allows : Enduring I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FEEL HEAT" [TARGET NAME]
      Example : chant "feel heat" orc
      This chant causes the target to become more sensitive to heat. Fire based
      attacks, and hot weather will all be painful reminders of the effect of the
      this chant.

      +

       
      Chant : Feel Heat
      Domain : Enduring
      Available: Druid
      Allows : Enduring I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FEEL HEAT" [TARGET NAME]
      Example : chant "feel heat" orc
      This chant causes the target to become more sensitive to heat. Fire based
      attacks, and hot weather will all be painful reminders of the effect of the
      this chant.


      Feel Hunger (Chant_Hunger) -


      Chant : Feel Hunger
      Domain : Enduring
      Available: Beastmaster Druid Ranger
      Allows : Enduring I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FEEL HUNGER" [MOB NAME]
      Example : chant "feel hunger" orc
      This chant will cause the target to become insatiably hungry, which may affect
      their combat skills.

      +

       
      Chant : Feel Hunger
      Domain : Enduring
      Available: Beastmaster Druid Ranger
      Allows : Enduring I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FEEL HUNGER" [MOB NAME]
      Example : chant "feel hunger" orc
      This chant will cause the target to become insatiably hungry, which may affect
      their combat skills.


      Feralness (Chant_Feralness) -


      Chant : Feralness
      Domain : Animal affinity
      Available: Druid
      Allows : Animal Affinity I
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FERALNESS"
      Example : chant "feralness"
      This chant causes the Druid to automatically perform a "ShapeShift" as per
      their inborn skill. In the feral state, however, the Druid also gains extra
      attack and damage bonuses, at the cost of some defence ability.

      +

       
      Chant : Feralness
      Domain : Animal affinity
      Available: Druid
      Allows : Animal Affinity I
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FERALNESS"
      Example : chant "feralness"
      This chant causes the Druid to automatically perform a "ShapeShift" as per
      their inborn skill. In the feral state, however, the Druid also gains extra
      attack and damage bonuses, at the cost of some defence ability.

      +
      Fertile Cavern (Chant_FertileCavern) +

       
      Chant : Fertile Cavern
      Domain : Enduring
      Available: Delver
      Allows : Enduring I
      Use Cost : Mana (67)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FERTILE CAVERN"
      Example : chant "fertile cavern"
      This chant must be cast in an underground cave room. It will cause the stone
      and rocky floor to temporarily grow soft and fertile, allowing crops or a
      garden to be planted.


      Fertility (Chant_Fertility) -


      Chant : Fertility
      Domain : Breeding
      Available: Beastmaster
      Allows : Breeding I
      Use Cost : Mana (61)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FERTILITY" [TARGET NAME]
      Example : chant "fertility" bob
      This chant will make the target extremely fertile. Any mating acts between the
      target and a compatible partner will always result in pregancy.

      +

       
      Chant : Fertility
      Domain : Breeding
      Available: Beastmaster
      Allows : Breeding I
      Use Cost : Mana (61)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FERTILITY" [TARGET NAME]
      Example : chant "fertility" bob
      This chant will make the target extremely fertile. Any mating acts between the
      target and a compatible partner will always result in pregancy.


      Fertilization (Chant_Fertilization) -


      Chant : Fertilization
      Domain : Plant growth
      Available: Druid
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT FERTILIZATION
      Example : chant fertilization
      The chanter fortifies the land, making yields from Foraging and Farming double
      for a whole day per level of the druid.

      +

       
      Chant : Fertilization
      Domain : Plant growth
      Available: Druid
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT FERTILIZATION
      Example : chant fertilization
      The chanter fortifies the land, making yields from Foraging and Farming double
      for a whole day per level of the druid. It will also permit things to be grown
      that might otherwise not be able.


      Filter Water (Chant_FilterWater) -


      Chant : Filter Water
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FILTER WATER" [TARGET NAME]
      Example : chant "filter water" wineskin
      Example : chant "filter water" room
      This chant will cause any targeted source of liquid to run clean with fresh
      wholesome water instead of whatever liquid source it was before. When the
      magical effect ends, the liquid reverts to its previous form.

      +

       
      Chant : Filter Water
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FILTER WATER" [TARGET NAME]
      Example : chant "filter water" wineskin
      Example : chant "filter water" room
      This chant will cause any targeted source of liquid to run clean with fresh
      wholesome water instead of whatever liquid source it was before. When the
      magical effect ends, the liquid reverts to its previous form.


      Find Driftwood (Chant_FindDriftwood) -


      Chant : Find Driftwood
      Domain : Nature lore
      Available: Mer
      Allows : Nature Lore I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FIND DRIFTWOOD"
      Example : chant "find driftwood"
      This chant will cause the druid to divine a path to the place where the
      driftwood from old shipwrecks might be found floating on the waves of a vast
      sea or lake.

      +

       
      Chant : Find Driftwood
      Domain : Nature lore
      Available: Mer
      Allows : Nature Lore I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FIND DRIFTWOOD"
      Example : chant "find driftwood"
      This chant will cause the druid to divine a path to the place where the
      driftwood from old shipwrecks might be found floating on the waves of a vast
      sea or lake.


      Find Gem (Chant_FindGem) -


      Chant : Find Gem
      Domain : Rock control
      Available: Delver Druid
      Allows : Rock Controlling I
      Use Cost : Mana (74)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FIND GEM" [GEM NAME]/LIST
      Example : chant "find gem" list
      Example : chant "find gem" diamond
      This chant will cause the druid to divine a path to the place where the gem
      specified may be dug or mined.

      +

       
      Chant : Find Gem
      Domain : Rock control
      Available: Delver Druid
      Allows : Rock Controlling I
      Use Cost : Mana (74)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FIND GEM" [GEM NAME]/LIST
      Example : chant "find gem" list
      Example : chant "find gem" diamond
      This chant will cause the druid to divine a path to the place where the gem
      specified may be dug or mined.


      Find Mate (Chant_FindMate) -


      Chant : Find Mate
      Domain : Breeding
      Available: Beastmaster
      Allows : Breeding I
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FIND MATE" [TARGET NAME]
      Example : chant "find mate" bob
      This chant will cause the target to be filled with an irresistable yearning for
      procreation. They will track one down, and do their best to complete a mating
      act.

      +

       
      Chant : Find Mate
      Domain : Breeding
      Available: Beastmaster
      Allows : Breeding I
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FIND MATE" [TARGET NAME]
      Example : chant "find mate" bob
      This chant will cause the target to be filled with an irresistable yearning for
      procreation. They will track one down, and do their best to complete a mating
      act.


      Find Ore (Chant_FindOre) -


      Chant : Find Ore
      Domain : Rock control
      Available: Delver Druid
      Allows : Rock Controlling I
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FIND ORE" [ORE NAME]/LIST
      Example : chant "find ore" list
      Example : chant "find ore" iron
      This chant will cause the druid to divine a path to the place where the metal
      or stone specified may be dug or mined. Mithril can not be found with this
      chant.

      +

       
      Chant : Find Ore
      Domain : Rock control
      Available: Delver Druid
      Allows : Rock Controlling I
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FIND ORE" [ORE NAME]/LIST
      Example : chant "find ore" list
      Example : chant "find ore" iron
      This chant will cause the druid to divine a path to the place where the metal
      or stone specified may be dug or mined. Mithril can not be found with this
      chant.


      Find Plant (Chant_FindPlant) -


      Chant : Find Plant
      Domain : Plant control
      Available: Druid Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (67)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FIND PLANT" [PLANT NAME]/LIST
      Example : chant "find plant" list
      Example : chant "find plant" oak
      This chant will cause the druid to divine a path to the place where the plant
      specified may be foraged or chopped.

      +

       
      Chant : Find Plant
      Domain : Plant control
      Available: Druid Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (67)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FIND PLANT" [PLANT NAME]/LIST
      Example : chant "find plant" list
      Example : chant "find plant" oak
      This chant will cause the druid to divine a path to the place where the plant
      specified may be foraged or chopped.


      Fire Ward (Chant_FireWard) -


      Chant : Fire Ward
      Domain : Preserving
      Available: Druid SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FIRE WARD"
      Example : chant "fire ward"
      This chant allows the druid to become resistant (but not immune) to heat
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.

      +

       
      Chant : Fire Ward
      Domain : Preserving
      Available: Druid SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FIRE WARD"
      Example : chant "fire ward"
      This chant allows the druid to become resistant (but not immune) to heat
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.


      Fish Gills (Chant_BreatheWater) -


      Chant : Fish Gills
      Domain : Shape shifting
      Available: Beastmaster Druid Mer Ranger
      Allows : Shapeshifting I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FISH GILLS"
      Example : chant "fish gills"
      This chant will allow the druid to breathe under water for the duration of the
      chant.

      +

       
      Chant : Fish Gills
      Domain : Shape shifting
      Available: Beastmaster Druid Mer Ranger
      Allows : Shapeshifting I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FISH GILLS"
      Example : chant "fish gills"
      This chant will allow the druid to breathe under water for the duration of the
      chant.


      Flippers (Chant_Flippers) -


      Chant : Flippers
      Domain : Shape shifting
      Available: Mer
      Allows : Shapeshifting I
      Use Cost : Mana (67)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FLIPPERS" [TARGET]
      Example : chant "flippers" target
      This chant will cause the target to grow flippers that churn wildly while
      swimming. It will allows the target to cross numerous watery rooms at one
      time.

      +

       
      Chant : Flippers
      Domain : Shape shifting
      Available: Mer
      Allows : Shapeshifting I
      Use Cost : Mana (67)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FLIPPERS" [TARGET]
      Example : chant "flippers" target
      This chant will cause the target to grow flippers that churn wildly while
      swimming. It will allows the target to cross numerous watery rooms at one
      time.


      Flood (Chant_Flood) -


      Chant : Flood
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Rooms
      Range : Touch - Range 10
      Commands : CHANT, CH
      Usage : CHANT "FLOOD"
      Example : chant "flood"
      If the caster is in an enclosed indoor room, then this chant will call in a
      flood of water from inside or from a nearby room and fill the entire room with
      water, during which air breathers and non-swimmers might be doomed.

      +

       
      Chant : Flood
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Rooms
      Range : Touch - Range 10
      Commands : CHANT, CH
      Usage : CHANT "FLOOD"
      Example : chant "flood"
      If the caster is in an enclosed indoor room, then this chant will call in a
      flood of water from inside or from a nearby room and fill the entire room with
      water, during which air breathers and non-swimmers might be doomed.


      Fodder Signal (Chant_FodderSignal) -


      Chant : Fodder Signal
      Domain : Enduring
      Available: Delver
      Allows : Enduring I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FODDER SIGNAL" [TARGET NAME]
      Example : chant "fodder signal" orc
      This chant cause a horrible, angering light flash to emit from the target. Any
      non-player creatures in the room who see it will grow angry at the target and
      attack.

      +

       
      Chant : Fodder Signal
      Domain : Enduring
      Available: Delver
      Allows : Enduring I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FODDER SIGNAL" [TARGET NAME]
      Example : chant "fodder signal" orc
      This chant cause a horrible, angering light flash to emit from the target. Any
      non-player creatures in the room who see it will grow angry at the target and
      attack.


      Fortify Food (Chant_FortifyFood) -


      Chant : Fortify Food
      Domain : Enduring
      Available: Druid Gaian
      Allows : Enduring I
      Use Cost : Mana (55)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FORTIFY FOOD" [FOOD NAME]
      Example : chant "fortify food" "pot pie"
      This chant will make any normally edible meal into an extremely nourishing and
      filling one.

      +

       
      Chant : Fortify Food
      Domain : Enduring
      Available: Druid Gaian
      Allows : Enduring I
      Use Cost : Mana (55)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FORTIFY FOOD" [FOOD NAME]
      Example : chant "fortify food" "pot pie"
      This chant will make any normally edible meal into an extremely nourishing and
      filling one.


      Free Vine (Chant_FreeVine) -


      Chant : Free Vine
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FREE VINE" [TARGET NAME]
      Example : chant "free vine" vine
      This chant causes the target vine creature to be uprooted. The vine is then
      able to move one room before automatically rerooting itself.

      +

       
      Chant : Free Vine
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FREE VINE" [TARGET NAME]
      Example : chant "free vine" vine
      This chant causes the target vine creature to be uprooted. The vine is then
      able to move one room before automatically rerooting itself.


      Fungal Bloom (Chant_FungalBloom) -


      Chant : Fungal Bloom
      Domain : Plant control
      Available: Delver
      Allows : Plant Mastering I
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FUNGAL BLOOM" [FOOD NAME]
      Example : chant "fungal bloom" "mushroom"
      This chant will make any ordinary mushroom grow poisonous, puff up, and shortly
      thereafter explode, poisoning all in its range. The druid would be unaffected.

      +

       
      Chant : Fungal Bloom
      Domain : Plant control
      Available: Delver
      Allows : Plant Mastering I
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FUNGAL BLOOM" [FOOD NAME]
      Example : chant "fungal bloom" "mushroom"
      This chant will make any ordinary mushroom grow poisonous, puff up, and shortly
      thereafter explode, poisoning all in its range. The druid would be unaffected.


      Fungus Feet (Chant_FungusFeet) -


      Chant : Fungus Feet
      Domain : Plant growth
      Available: Delver
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FUNGUS FEET" [TARGET NAME]
      Example : chant "fungus feet" orc
      This chant causes the target to develop a horrid foot fungus. It will slowly
      eat away at the targets feet until the feet rot off. It deteriorates movement
      as it does so.

      +

       
      Chant : Fungus Feet
      Domain : Plant growth
      Available: Delver
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FUNGUS FEET" [TARGET NAME]
      Example : chant "fungus feet" orc
      This chant causes the target to develop a horrid foot fungus. It will slowly
      eat away at the targets feet until the feet rot off. It deteriorates movement
      as it does so.


      Fur Coat (Chant_FurCoat) -


      Chant : Fur Coat
      Domain : Shape shifting
      Available: Beastmaster
      Allows : Shapeshifting I
      Use Cost : Mana (58)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FUR COAT"
      Example : chant "fur coat"
      This chant causes the druid to grow a thick fur coat that covers most of his or
      her body, and forces off clothing at the extremities as it does. The coat
      grants defence against cold attacks, and grants a general defense bonus that
      improves with level. The coat cannot be removed until the chant runs out, and
      is incompatible with shapeshift forms that don't also have fur.

      +

       
      Chant : Fur Coat
      Domain : Shape shifting
      Available: Beastmaster
      Allows : Shapeshifting I
      Use Cost : Mana (58)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "FUR COAT"
      Example : chant "fur coat"
      This chant causes the druid to grow a thick fur coat that covers most of his or
      her body, and forces off clothing at the extremities as it does. The coat
      grants defence against cold attacks, and grants a general defense bonus that
      improves with level. The coat cannot be removed until the chant runs out, and
      is incompatible with shapeshift forms that don't also have fur.


      Gas Ward (Chant_GasWard) -


      Chant : Gas Ward
      Domain : Preserving
      Available: Druid Ranger
      Allows : Preserving I
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "GAS WARD"
      Example : chant "gas ward"
      This chant allows the druid to become resistant (but not immune) to gas
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.

      +

       
      Chant : Gas Ward
      Domain : Preserving
      Available: Druid Ranger
      Allows : Preserving I
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "GAS WARD"
      Example : chant "gas ward"
      This chant allows the druid to become resistant (but not immune) to gas
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.


      Give Life (Chant_GiveLife) -


      Chant : Give Life
      Domain : Animal affinity
      Available: Beastmaster
      Requires : 'Bestow Name'
      Allows : Animal Affinity I
      Use Cost : Mana (67)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "GIVE LIFE" [TARGET NAME] [AMOUNT]
      Example : chant "give life" tiger 100
      This chant allows the druid to give some of his or her life experience to the
      given animal follower, so long as the follower is a group member. If the animal
      has been named, and is a follower but not charmed, there is a chance the animal
      will become loyal to the player.

      +

       
      Chant : Give Life
      Domain : Animal affinity
      Available: Beastmaster
      Requires : 'Bestow Name'
      Allows : Animal Affinity I
      Use Cost : Mana (67)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "GIVE LIFE" [TARGET NAME] [AMOUNT]
      Example : chant "give life" tiger 100
      This chant allows the druid to give some of his or her life experience to the
      given animal follower, so long as the follower is a group member. If the animal
      has been named, and is a follower but not charmed, there is a chance the animal
      will become loyal to the player.


      Goodberry (Chant_Goodberry) -


      Chant : Goodberry
      Domain : Plant control
      Available: Druid Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (57)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT GOODBERRY [NAME OF BERRIES CARRIED]
      Example : chant "goodberry" berries
      This chant will cause some number of berry batches to become enchanted. They
      will no longer provide nourishment to the hungry, but will instead provide a
      dose of healing to those in need.

      +

       
      Chant : Goodberry
      Domain : Plant control
      Available: Druid Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (57)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT GOODBERRY [NAME OF BERRIES CARRIED]
      Example : chant "goodberry" berries
      This chant will cause some number of berry batches to become enchanted. They
      will no longer provide nourishment to the hungry, but will instead provide a
      dose of healing to those in need.


      Grapevine (Chant_Grapevine) -


      Chant : Grapevine
      Domain : Plant control
      Available: Druid Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (70)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT GRAPEVINE
      Example : chant "grapevine"
      This chant will cause the mind of the druid to be linked with all of his or her
      plants, namely those created with the "Summon Plants" chant. During the
      duration of the chant, the druid will be able to hear all speaking that goes on
      in the same room as his or her plants, regardless of the location of the druid.

      +

       
      Chant : Grapevine
      Domain : Plant control
      Available: Druid Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (70)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT GRAPEVINE
      Example : chant "grapevine"
      This chant will cause the mind of the druid to be linked with all of his or her
      plants, namely those created with the "Summon Plants" chant. During the
      duration of the chant, the druid will be able to hear all speaking that goes on
      in the same room as his or her plants, regardless of the location of the druid.


      Grove Walk (Chant_GroveWalk) -


      Chant : Grove Walk
      Domain : Shape shifting
      Available: SkyWatcher
      Allows : Shapeshifting I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "GROVE WALK" [GROVE NAME]
      Example : chant "grove walk" "mr flowers grove"
      This chant will allow the druid to teleport from one druidic grove to any other
      druidic grove by merely chanting its name. A druidic grove is a room or player
      home which contains a druidic monument in it. A druidic monument can only be
      built by a druid with the Masonry skill. The druidic monument also confers a
      mana bonus when the druid is in the same room as a monument.

      +

       
      Chant : Grove Walk
      Domain : Shape shifting
      Available: SkyWatcher
      Allows : Shapeshifting I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "GROVE WALK" [GROVE NAME]
      Example : chant "grove walk" "mr flowers grove"
      This chant will allow the druid to teleport from one druidic grove to any other
      druidic grove by merely chanting its name. A druidic grove is a room or player
      home which contains a druidic monument in it. A druidic monument can only be
      built by a druid with the Masonry skill. The druidic monument also confers a
      mana bonus when the druid is in the same room as a monument.


      Grow Club (Chant_GrowClub) -


      Chant : Grow Club
      Domain : Plant growth
      Available: Druid Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (58)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "GROW CLUB"
      Example : chant "grow club"
      If the druid is in a sufficiently wooded area, this chant will cause a club
      suitable for fighting with to grow out of a nearby tree trunk and fall to the
      ground.

      +

       
      Chant : Grow Club
      Domain : Plant growth
      Available: Druid Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (58)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "GROW CLUB"
      Example : chant "grow club"
      If the druid is in a sufficiently wooded area, this chant will cause a club
      suitable for fighting with to grow out of a nearby tree trunk and fall to the
      ground.


      Grow Food (Chant_GrowFood) -


      Chant : Grow Food
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "GROW FOOD" ([TREE TYPE])
      Example : chant "grow food"
      Example : chant "grow food" apples
      Example : chant "grow food" herbs
      If the druid is in the outdoors, this chant will cause a sample of the type of
      food specified to sprout from the ground. This chant is also powerful enough
      to create a random, unidentified herb. The herb must then be identified with
      the Herbology skill.

      +

       
      Chant : Grow Food
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "GROW FOOD" ([TREE TYPE])
      Example : chant "grow food"
      Example : chant "grow food" apples
      Example : chant "grow food" herbs
      If the druid is in the outdoors, this chant will cause a sample of the type of
      food specified to sprout from the ground. This chant is also powerful enough
      to create a random, unidentified herb. The herb must then be identified with
      the Herbology skill.


      Grow Forest (Chant_GrowForest) -


      Chant : Grow Forest
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "GROW FOREST" ([TREE TYPE])
      Example : chant "grow forest"
      Example : chant "grow forest" oak
      If the druid is in the outdoors, this chant will cause a grove of trees to
      grow, either of a random, or the specified kind.

      +

       
      Chant : Grow Forest
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "GROW FOREST" ([TREE TYPE])
      Example : chant "grow forest"
      Example : chant "grow forest" oak
      If the druid is in the outdoors, this chant will cause a grove of trees to
      grow, either of a random, or the specified kind.


      Grow Item (Chant_GrowItem) -


      Chant : Grow Item
      Domain : Plant growth
      Available: Druid Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (50)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "GROW ITEM"
      Example : chant "grow item"
      If the druid is in a sufficiently wooded area, this chant will cause a a random
      wooden item to grow out of a nearby tree trunk and fall to the ground. This
      powerful chant always costs 50 mana, however.

      +

       
      Chant : Grow Item
      Domain : Plant growth
      Available: Druid Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (50)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "GROW ITEM"
      Example : chant "grow item"
      If the druid is in a sufficiently wooded area, this chant will cause a a random
      wooden item to grow out of a nearby tree trunk and fall to the ground. This
      powerful chant always costs 50 mana, however.


      Grow Oak (Chant_GrowOak) -


      Chant : Grow Oak
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "GROW OAK"
      Example : chant "grow oak"
      If the druid is in the outdoors, this chant will grow the druids mystical and
      magical oak tree, with which the druid will be intimately connected. The tree
      will absorb half of all damage taken by the druid, and can act as a conduit for
      "Plant Pass" and "Tangle". The oak may be killed by using the "Chopping" skill
      in the same room. If the oak dies in this way, the druid will die as well.
      The oak will also die if absorbing too much of the druid's damage, but this
      will not kill the druid. This chant requires all of the druids mana to cast.

      +

       
      Chant : Grow Oak
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "GROW OAK"
      Example : chant "grow oak"
      If the druid is in the outdoors, this chant will grow the druids mystical and
      magical oak tree, with which the druid will be intimately connected. The tree
      will absorb half of all damage taken by the druid, and can act as a conduit for
      "Plant Pass" and "Tangle". The oak may be killed by using the "Chopping" skill
      in the same room. If the oak dies in this way, the druid will die as well.
      The oak will also die if absorbing too much of the druid's damage, but this
      will not kill the druid. This chant requires all of the druids mana to cast.


      Harden Skin (Chant_HardenSkin) -


      Chant : Harden Skin
      Domain : Shape shifting
      Available: Beastmaster Druid
      Allows : Shapeshifting I
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "HARDEN SKIN"
      Example : chant "harden skin"
      This chant causes the Druids skin (or fur) to become hard and coarse. This
      grants the druid increased armor, as well as some protection from cold, water,
      and fire affects. The protection increases as the druid increases in level.

      +

       
      Chant : Harden Skin
      Domain : Shape shifting
      Available: Beastmaster Druid
      Allows : Shapeshifting I
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "HARDEN SKIN"
      Example : chant "harden skin"
      This chant causes the Druids skin (or fur) to become hard and coarse. This
      grants the druid increased armor, as well as some protection from cold, water,
      and fire affects. The protection increases as the druid increases in level.


      Hawkeye (Chant_Hawkeye) -


      Chant : Hawkeye
      Domain : Shape shifting
      Available: Beastmaster
      Allows : Shapeshifting I
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "HAWKEYE"
      Example : chant "hawk"
      This chant causes the Druid to gain the eyes of a hawk; able to see hidden
      things at a glance.

      +

       
      Chant : Hawkeye
      Domain : Shape shifting
      Available: Beastmaster
      Allows : Shapeshifting I
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "HAWKEYE"
      Example : chant "hawk"
      This chant causes the Druid to gain the eyes of a hawk; able to see hidden
      things at a glance.


      Healing Moon (Chant_HealingMoon) -


      Chant : Healing Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (61)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "HEALING MOON"
      Example : chant "healing moon"
      This chant causes everyone in the room to begin to take healing, so long as the
      moon is out.

      +

       
      Chant : Healing Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (61)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "HEALING MOON"
      Example : chant "healing moon"
      This chant causes everyone in the room to begin to take healing, so long as the
      moon is out.


      Hibernation (Chant_Hibernation) -


      Chant : Hibernation
      Domain : Animal affinity
      Available: Beastmaster Druid
      Allows : Animal Affinity I
      Use Cost : Mana (68)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT HIBERNATION
      Example : chant "hibernation"
      This chant will put the druid into a deep sleep for a minimal period of
      required rest. During the hibernation, the druid will regain hit points and
      mana at an accellerated rate.

      +

       
      Chant : Hibernation
      Domain : Animal affinity
      Available: Beastmaster Druid
      Allows : Animal Affinity I
      Use Cost : Mana (68)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT HIBERNATION
      Example : chant "hibernation"
      This chant will put the druid into a deep sleep for a minimal period of
      required rest. During the hibernation, the druid will regain hit points and
      mana at an accellerated rate.


      High Tide (Chant_HighTide) -


      Chant : High Tide
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 10
      Commands : CHANT, CH
      Usage : CHANT "HIGH TIDE"
      Example : chant "high tide"
      This chant calls on the high tide from a nearby body of water to come rushing
      in, low and fast. It will have the effect of knocking opponents off their feet
      for a bit. This chant can call the tide from two rooms away in a straight
      direction, or onto the deck of a ship.

      +

       
      Chant : High Tide
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 10
      Commands : CHANT, CH
      Usage : CHANT "HIGH TIDE"
      Example : chant "high tide"
      This chant calls on the high tide from a nearby body of water to come rushing
      in, low and fast. It will have the effect of knocking opponents off their feet
      for a bit. This chant can call the tide from two rooms away in a straight
      direction, or onto the deck of a ship.


      Hippieness (Chant_Hippieness) -


      Chant : Hippieness
      Domain : Enduring
      Available: Druid Mer
      Allows : Enduring I
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "HIPPIENESS" [TARGET NAME]
      Example : chant "hippieness" orc
      This chant causes the target to exhibit the classic signs of the hippy curse,
      namely an unwillingness to do hard work, a lack of wisdom, a tendency to remove
      all clothing, a dislike for organization and order, and an insatiable desire to
      smoke whatever he can find.

      +

       
      Chant : Hippieness
      Domain : Enduring
      Available: Druid Mer
      Allows : Enduring I
      Use Cost : Mana (64)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "HIPPIENESS" [TARGET NAME]
      Example : chant "hippieness" orc
      This chant causes the target to exhibit the classic signs of the hippy curse,
      namely an unwillingness to do hard work, a lack of wisdom, a tendency to remove
      all clothing, a dislike for organization and order, and an insatiable desire to
      smoke whatever he can find.


      Hold Animal (Chant_HoldAnimal) -


      Chant : Hold Animal
      Domain : Animal affinity
      Available: Druid Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "HOLD ANIMAL" [MOB NAME]
      Example : chant "hold animal" bear
      This chant will cause an animal to become perfectly still and unable to move
      for the duration of the druids magic.

      +

       
      Chant : Hold Animal
      Domain : Animal affinity
      Available: Druid Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "HOLD ANIMAL" [MOB NAME]
      Example : chant "hold animal" bear
      This chant will cause an animal to become perfectly still and unable to move
      for the duration of the druids magic.


      Homeopathy (Chant_Homeopathy) -


      Chant : Homeopathy
      Domain : Preserving
      Available: Delver
      Allows : Preserving I
      Use Cost : Mana (72)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT HOMEOPATHY [TARGET NAME]
      Example : chant "homeopathy" target
      This chant is ostensibly for the curing of a disease in the target. It works
      by randomly doing nothing, forcing the disease into remission, or forcing the
      disease to run its complete course, all at once.

      +

       
      Chant : Homeopathy
      Domain : Preserving
      Available: Delver
      Allows : Preserving I
      Use Cost : Mana (72)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT HOMEOPATHY [TARGET NAME]
      Example : chant "homeopathy" target
      This chant is ostensibly for the curing of a disease in the target. It works
      by randomly doing nothing, forcing the disease into remission, or forcing the
      disease to run its complete course, all at once.


      Honey Moon (Chant_HoneyMoon) -


      Chant : Honey Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "HONEY MOON"
      Example : chant "honey moon"
      This chant will cause everyone in the room to slowly become more and more
      nourished, ending any suffering from hunger or thirst.

      +

       
      Chant : Honey Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "HONEY MOON"
      Example : chant "honey moon"
      This chant will cause everyone in the room to slowly become more and more
      nourished, ending any suffering from hunger or thirst.


      Howlers Moon (Chant_HowlersMoon) -


      Chant : Howlers Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "HOWLERS MOON"
      Example : chant "howlers moon"
      This chant will cause ferocious wolves to become attracted to the room. The
      wolfs may attack the caster, follow the caster, or do nothing.

      +

       
      Chant : Howlers Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "HOWLERS MOON"
      Example : chant "howlers moon"
      This chant will cause ferocious wolves to become attracted to the room. The
      wolfs may attack the caster, follow the caster, or do nothing.


      Illusionary Forest (Chant_IllusionaryForest) -


      Chant : Illusionary Forest
      Domain : Enduring
      Available: Druid
      Allows : Enduring I
      Use Cost : Mana (64)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ILLUSIONARY FOREST"
      Example : chant "illusionary forest"
      This chant will create the illusion that the location enchanted by the druid is
      actually somewhere in a forest. All who enter the room will be affected by the
      chant.

      +

       
      Chant : Illusionary Forest
      Domain : Enduring
      Available: Druid
      Allows : Enduring I
      Use Cost : Mana (64)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "ILLUSIONARY FOREST"
      Example : chant "illusionary forest"
      This chant will create the illusion that the location enchanted by the druid is
      actually somewhere in a forest. All who enter the room will be affected by the
      chant.


      Killer Vine (Chant_KillerVine) -


      Chant : Killer Vine
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "KILLER VINE"
      Example : chant "killer vine"
      If the druid is in a sufficiently foliated area, the druid may use their combat
      anger to animate a nearby vine to fight for the druid. The vine will grow
      still again once combat ends, and remains rooted.

      +

       
      Chant : Killer Vine
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "KILLER VINE"
      Example : chant "killer vine"
      If the druid is in a sufficiently foliated area, the druid may use their combat
      anger to animate a nearby vine to fight for the druid. The vine will grow
      still again once combat ends, and remains rooted.


      Labyrinth (Chant_Labyrinth) -


      Chant : Labyrinth
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "LABYRINTH"
      Example : chant "labyrinth"
      This chant causes everyone in the same room as the druid to be mystically
      transported to a random room in a great cave labyrinth. There the druid and
      all others must remain until the spell wears off, or they are able to spell
      themselves elsewhere.

      +

       
      Chant : Labyrinth
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "LABYRINTH"
      Example : chant "labyrinth"
      This chant causes everyone in the same room as the druid to be mystically
      transported to a random room in a great cave labyrinth. There the druid and
      all others must remain until the spell wears off, or they are able to spell
      themselves elsewhere.


      Land Lungs (Chant_BreatheAir) -

      Usage    : CHANT "LAND LUNGS" [TARGET]
      Example : chant "land lungs" fish
      This chant will allow the target to breathe air for the duration of the chant.

      +

      Usage    : CHANT "LAND LUNGS" [TARGET] 
      Example : chant "land lungs" fish
      This chant will allow the target to breathe air for the duration of the chant.


      Life Echoes (Chant_SenseLife) -


      Chant : Life Echoes
      Domain : Breeding
      Available: Druid Ranger
      Allows : Breeding I
      Use Cost : Mana (53)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "LIFE ECHOES"
      Example : chant "life echoes"
      This chant allows the druid to become sensitive to the life around him or her,
      even in places relatively distant.

      +

       
      Chant : Life Echoes
      Domain : Breeding
      Available: Druid Ranger
      Allows : Breeding I
      Use Cost : Mana (53)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "LIFE ECHOES"
      Example : chant "life echoes"
      This chant allows the druid to become sensitive to the life around him or her,
      even in places relatively distant.


      Lightning Ward (Chant_LightningWard) -


      Chant : Lightning Ward
      Domain : Preserving
      Available: Druid Ranger SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "LIGHTNING WARD"
      Example : chant "lightning ward"
      This chant allows the druid to become resistant (but not immune) to electrical
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.

      +

       
      Chant : Lightning Ward
      Domain : Preserving
      Available: Druid Ranger SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "LIGHTNING WARD"
      Example : chant "lightning ward"
      This chant allows the druid to become resistant (but not immune) to electrical
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.


      Locate Animals (Chant_LocateAnimals) -


      Chant : Locate Animals
      Domain : Animal affinity
      Available: Beastmaster Druid Mer Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "LOCATE ANIMALS"
      Example : chant "locate animals"
      This chant will give the druid a hot-and-cold sense of direction to an animal
      somewhere in his or her area. By following the directions provided by the
      chant, the druid may direct himself to the animal nearby.

      +

       
      Chant : Locate Animals
      Domain : Animal affinity
      Available: Beastmaster Druid Mer Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "LOCATE ANIMALS"
      Example : chant "locate animals"
      This chant will give the druid a hot-and-cold sense of direction to an animal
      somewhere in his or her area. By following the directions provided by the
      chant, the druid may direct himself to the animal nearby.


      Locate Plants (Chant_LocatePlants) -


      Chant : Locate Plants
      Domain : Plant control
      Available: Druid Gaian Ranger
      Allows : Plant Mastering I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "LOCATE PLANTS"
      Example : chant "locate plants"
      This chant will give the druid a hot-and-cold sense of direction to the nearest
      place of heavy plant growth in his or her area. By following the directions
      provided by the chant, the druid may direct himself to the proper place.

      +

       
      Chant : Locate Plants
      Domain : Plant control
      Available: Druid Gaian Ranger
      Allows : Plant Mastering I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "LOCATE PLANTS"
      Example : chant "locate plants"
      This chant will give the druid a hot-and-cold sense of direction to the nearest
      place of heavy plant growth in his or her area. By following the directions
      provided by the chant, the druid may direct himself to the proper place.


      Love Moon (Chant_LoveMoon) -


      Chant : Love Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "LOVE MOON"
      Example : chant "love moon"
      This chant causes the love moon to rise over the room. Everyone in the room
      will have their perceived charisma rise by 6 points, and will have loving
      feelings towards the opposite sex in the room.

      +

       
      Chant : Love Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "LOVE MOON"
      Example : chant "love moon"
      This chant causes the love moon to rise over the room. Everyone in the room
      will have their perceived charisma rise by 6 points, and will have loving
      feelings towards the opposite sex in the room.


      Magma Cannon (Chant_MagmaCannon) -


      Chant : Magma Cannon
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I, Ignalist I
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CHANT, CH
      Usage : CHANT "MAGMA CANNON" [TARGET]
      Example : chant "magma cannon" orc
      This chant causes the ground near the druid to go molten, which he or she then
      draws forth and shoots at the target, engulfing them in flaming magma.

      +

       
      Chant : Magma Cannon
      Domain : Deep magic
      Available: Delver
      Allows : Ignalist I, Deep Lore I
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CHANT, CH
      Usage : CHANT "MAGMA CANNON" [TARGET]
      Example : chant "magma cannon" orc
      This chant causes the ground near the druid to go molten, which he or she then
      draws forth and shoots at the target, engulfing them in flaming magma.


      Magnetic Earth (Chant_MagneticEarth) -


      Chant : Magnetic Earth
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "MAGNETIC EARTH"
      Example : chant "magnetic earth"
      This chant causes a powerful magnetic field to emenate from the ground. All
      metal items not in containers or securely worn are drawn to the ground and away
      from their owners.

      +

       
      Chant : Magnetic Earth
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "MAGNETIC EARTH"
      Example : chant "magnetic earth"
      This chant causes a powerful magnetic field to emenate from the ground. All
      metal items not in containers or securely worn are drawn to the ground and away
      from their owners.


      Magnetic Field (Chant_MagneticField) -


      Chant : Magnetic Field
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "MAGNETIC FIELD" [TARGET NAME]
      Example : chant "magnetic field" orc
      This chant causes a powerful and constricting magnetic field to envelope the
      target. Any metal armor worn will render them unable to change their location.
      Manipulating metal items would be likewise impossible.

      +

       
      Chant : Magnetic Field
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "MAGNETIC FIELD" [TARGET NAME]
      Example : chant "magnetic field" orc
      This chant causes a powerful and constricting magnetic field to envelope the
      target. Any metal armor worn will render them unable to change their location.
      Manipulating metal items would be likewise impossible.


      Manic Moon (Chant_ManicMoon) -


      Chant : Manic Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "MANIC MOON"
      Example : chant "manic moon"
      This chant causes the manic moon to rise over the room. Everyone in the room,
      except the druid will begin to go nuts. This can create great confusion during
      combat, making people forget or even change who they are fighting, or start
      fighting for no reason.

      +

       
      Chant : Manic Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "MANIC MOON"
      Example : chant "manic moon"
      This chant causes the manic moon to rise over the room. Everyone in the room,
      except the druid will begin to go nuts. This can create great confusion during
      combat, making people forget or even change who they are fighting, or start
      fighting for no reason.


      Mass Fungal Growth (Chant_MassFungalGrowth) -


      Chant : Mass Fungal Growth
      Domain : Plant growth
      Available: Delver
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "MASS FUNGAL GROWTH"
      Example : chant "mass fungal growth"
      This chant will create a fungus in a cave room as per the spell Summon Fungus.
      In addition, it will create other fungi in other nearby cave rooms. The number
      of fungus created with this chant increase as the druid goes up in level.

      +

       
      Chant : Mass Fungal Growth
      Domain : Plant growth
      Available: Delver
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "MASS FUNGAL GROWTH"
      Example : chant "mass fungal growth"
      This chant will create a fungus in a cave room as per the spell Summon Fungus.
      In addition, it will create other fungi in other nearby cave rooms. The number
      of fungus created with this chant increase as the druid goes up in level.


      Metal Mold (Chant_MetalMold) -


      Chant : Metal Mold
      Domain : Plant growth
      Available: Delver
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (75)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "METAL MOLD" [TARGET NAME]
      Example : chant "metal mold" orc
      Example : chant "metal mold" sword
      This chant will cause any metal equipment or items on the target to get eaten
      up by a metal-dissolving mold. The amount of damage goes up with the Druid,
      and magical items are less suceptable to damage than mundane ones.

      +

       
      Chant : Metal Mold
      Domain : Plant growth
      Available: Delver
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (75)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "METAL MOLD" [TARGET NAME]
      Example : chant "metal mold" orc
      Example : chant "metal mold" sword
      This chant will cause any metal equipment or items on the target to get eaten
      up by a metal-dissolving mold. The amount of damage goes up with the Druid,
      and magical items are less suceptable to damage than mundane ones.


      Meteor Strike (Chant_MeteorStrike) -


      Chant : Meteor Strike
      Domain : Rock control
      Available: SkyWatcher
      Allows : Rock Controlling I
      Use Cost : Mana (75)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CHANT, CH
      Usage : CHANT "METEOR STRIKE"
      Example : chant "meteor strike"
      This chant will cause a storm of meteors to rain down on all enemies of the
      druid.

      +

       
      Chant : Meteor Strike
      Domain : Rock control
      Available: SkyWatcher
      Allows : Rock Controlling I
      Use Cost : Mana (75)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CHANT, CH
      Usage : CHANT "METEOR STRIKE"
      Example : chant "meteor strike"
      This chant will cause a storm of meteors to rain down on all enemies of the
      druid.


      Mold (Chant_Mold) -


      Chant : Mold
      Domain : Plant growth
      Available: Delver
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT MOLD [TARGET NAME]
      Example : chant "mold" orc
      Example : chant "mold" bread
      This chant will cause any foodstuffs in the inventory of the target to become
      moldy. Anyone eating the food becomes sick with lockjaw. The food decays 3
      days after the mold is set on it.

      +

       
      Chant : Mold
      Domain : Plant growth
      Available: Delver
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT MOLD [TARGET NAME]
      Example : chant "mold" orc
      Example : chant "mold" bread
      This chant will cause any foodstuffs in the inventory of the target to become
      moldy. Anyone eating the food becomes sick with lockjaw. The food decays 3
      days after the mold is set on it.


      Moon Calf (Chant_MoonCalf) -


      Chant : Moon Calf
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "MOON CALF"
      Example : chant "moon calf"
      This chant will cause everyone in the room to suffer a drop in intelligence.

      +

       
      Chant : Moon Calf
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "MOON CALF"
      Example : chant "moon calf"
      This chant will cause everyone in the room to suffer a drop in intelligence.


      Moonbeam (Chant_Moonbeam) -


      Chant : Moonbeam
      Domain : Moon summoning
      Available: Druid Ranger SkyWatcher
      Allows : Moon Enchanting I, Summoning Mastery I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT MOONBEAM
      Example : chant "moonbeam"
      This chant will create a light beam of moonlight which will follow the druid
      around, illuminating any dark places the druid may enter.

      +

       
      Chant : Moonbeam
      Domain : Moon summoning
      Available: Druid Ranger SkyWatcher
      Allows : Summoning Mastery I, Moon Enchanting I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT MOONBEAM
      Example : chant "moonbeam"
      This chant will create a light beam of moonlight which will follow the druid
      around, illuminating any dark places the druid may enter.


      Move The Sky (Chant_MoveSky) -


      Chant : Move The Sky
      Domain : Moon summoning
      Available: SkyWatcher
      Allows : Moon Enchanting I, Summoning Mastery I
      Use Cost : Mana (1063004405)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "MOVE THE SKY"
      Example : chant "move the sky"
      This chant causes time to move forward or backwards such that the sun will set
      or rise.

      +

       
      Chant : Move The Sky
      Domain : Moon summoning
      Available: SkyWatcher
      Allows : Summoning Mastery I, Moon Enchanting I
      Use Cost : Mana (1063004405)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "MOVE THE SKY"
      Example : chant "move the sky"
      This chant causes time to move forward or backwards such that the sun will set
      or rise.


      Muddy Grounds (Chant_MuddyGrounds) -


      Chant : Muddy Grounds
      Domain : Weather mastery
      Available: Mer SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "MUDDY GROUNDS"
      Example : chant "muddy grounds"
      The druid turns the rock or sandy ground into mushy mud. This makes the room
      extremely costly in movement to walk through, or fight in.

      +

       
      Chant : Muddy Grounds
      Domain : Weather mastery
      Available: Mer SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "MUDDY GROUNDS"
      Example : chant "muddy grounds"
      The druid turns the rock or sandy ground into mushy mud. This makes the room
      extremely costly in movement to walk through, or fight in.


      Natural Balance (Chant_NaturalBalance) -


      Chant : Natural Balance
      Domain : Enduring
      Available: Ranger Several Classes
      Allows : Enduring I
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "NATURAL BALANCE"
      Example : chant "natural balance"
      This chant will allow the druid to enter a state of communion with the balance
      of nature. Extreme thoughts of good and evil will slowly fade from his or her
      mind with each passing minute. Willful movements or speaking may break the
      communion.

      +

       
      Chant : Natural Balance
      Domain : Enduring
      Available: Ranger Several Classes
      Allows : Enduring I
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "NATURAL BALANCE"
      Example : chant "natural balance"
      This chant will allow the druid to enter a state of communion with the balance
      of nature. Extreme thoughts of good and evil will slowly fade from his or her
      mind with each passing minute. Willful movements or speaking may break the
      communion.


      Nectar (Chant_Nectar) -


      Chant : Nectar
      Domain : Plant growth
      Available: Druid
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT NECTAR
      Example : chant "nectar"
      This chant will create a enormous flower that is literally dripping with
      nectar. The flower will be so enchanted that all of those whose wills fail will
      attempt to take a drink of the nectar. Fortunately, aside from being
      intoxicating, the nectar provides healing and mana recovery.

      +

       
      Chant : Nectar
      Domain : Plant growth
      Available: Druid
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT NECTAR
      Example : chant "nectar"
      This chant will create a enormous flower that is literally dripping with
      nectar. The flower will be so enchanted that all of those whose wills fail will
      attempt to take a drink of the nectar. Fortunately, aside from being
      intoxicating, the nectar provides healing and mana recovery.


      Neutralize Poison (Chant_NeutralizePoison) -


      Chant : Neutralize Poison
      Domain : Preserving
      Available: Ranger Several Classes
      Allows : Preserving I
      Use Cost : Mana (72)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "NEUTRALIZE POISON" [MOB NAME]
      Example : chant "neutralize poison" rothar
      This chant will remove the effects of a poisonous affliction from the target
      creature.

      +

       
      Chant : Neutralize Poison
      Domain : Preserving
      Available: Ranger Several Classes
      Allows : Preserving I
      Use Cost : Mana (72)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "NEUTRALIZE POISON" [MOB NAME]
      Example : chant "neutralize poison" rothar
      This chant will remove the effects of a poisonous affliction from the target
      creature.


      Pale Moon (Chant_PaleMoon) -


      Chant : Pale Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (53)
      Quality : Malicious
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PALE MOON"
      Example : chant "pale moon"
      This chant will cause everyone in the room to become more susceptible to
      poisonous affliction.

      +

       
      Chant : Pale Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (53)
      Quality : Malicious
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PALE MOON"
      Example : chant "pale moon"
      This chant will cause everyone in the room to become more susceptible to
      poisonous affliction.


      Peace Moon (Chant_PeaceMoon) -


      Chant : Peace Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PEACE MOON"
      Example : chant "peace moon"
      This chant will cause the peace moon to rise, preventing and ending combat in
      the room.

      +

       
      Chant : Peace Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PEACE MOON"
      Example : chant "peace moon"
      This chant will cause the peace moon to rise, preventing and ending combat in
      the room.


      Phosphorescence (Chant_Phosphorescence) -


      Chant : Phosphorescence
      Domain : Nature lore
      Available: Mer
      Allows : Nature Lore I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PHOSPHORESCENCE"
      Example : chant "phosphorescence"
      This chant will cause the casters skin to take on a phosphoescent glow, allow
      them to see in dark places, especially under water.

      +

       
      Chant : Phosphorescence
      Domain : Nature lore
      Available: Mer
      Allows : Nature Lore I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PHOSPHORESCENCE"
      Example : chant "phosphorescence"
      This chant will cause the casters skin to take on a phosphoescent glow, allow
      them to see in dark places, especially under water.


      Piercing Moon (Chant_PiercingMoon) -


      Chant : Piercing Moon
      Domain : Moon summoning
      Available: SkyWatcher
      Allows : Moon Enchanting I, Summoning Mastery I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PIERCING MOON"
      Example : chant "piercing moon"
      This chant will allow the moon to be seen through the clouds, so long as the
      druid is outside at night. With the moon visible, other moon chants may be
      cast.

      +

       
      Chant : Piercing Moon
      Domain : Moon summoning
      Available: SkyWatcher
      Allows : Summoning Mastery I, Moon Enchanting I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PIERCING MOON"
      Example : chant "piercing moon"
      This chant will allow the moon to be seen through the clouds, so long as the
      druid is outside at night. With the moon visible, other moon chants may be
      cast.


      Plane Walking (Chant_PlaneWalking) -


      Chant : Plane Walking
      Domain : Conjuration
      Available: Druid
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (966367641)
      Quality : Circumstantial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PLANE WALKING" [PLANE NAME]
      Example : cast "plane walking" nirvana
      This chant draws on the power of a druidic grove to allows the druid and
      his/her group to shift into another plane of existence for a period of time.
      Unless the druid is perfectly proficient, the chances of actually reaching the
      intended plane is small. The caster should be ready for unusual environmental,
      including planes where there is no air to breathe. If perfectly successful,
      the new plane will appear identical to an area in the prime material plane,
      except that the laws and rules of the plane will apply. To travel from plane
      to plane, the druid requires only one of their connected plants to be grown on
      the foreign plane. To return home, the druid should travel to the "Prime
      Material" plane.

      +

       
      Chant : Plane Walking
      Domain : Conjuration
      Available: Druid
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (966367641)
      Quality : Circumstantial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PLANE WALKING" [PLANE NAME]
      Example : cast "plane walking" nirvana
      This chant draws on the power of a druidic grove to allows the druid and
      his/her group to shift into another plane of existence for a period of time.
      Unless the druid is perfectly proficient, the chances of actually reaching the
      intended plane is small. The caster should be ready for unusual environmental,
      including planes where there is no air to breathe. If perfectly successful,
      the new plane will appear identical to an area in the prime material plane,
      except that the laws and rules of the plane will apply. To travel from plane
      to plane, the druid requires only one of their connected plants to be grown on
      the foreign plane. To return home, the druid should travel to the "Prime
      Material" plane.


      Plant Bed (Chant_PlantBed) -


      Chant : Plant Bed
      Domain : Plant growth
      Available: Druid Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (61)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PLANT BED"
      Example : chant "plant bed"
      This chant requires that the druid be among a sufficient growth of plant life.
      If so, the chant will cause a comfortable bed shaped like a pea-pod to grow
      nearby. This bed may be slept in for improved rejuvenation rates. The bed
      also grants magical help against the affects of poison and disease, allowing
      those affected to ride out the storm.

      +

       
      Chant : Plant Bed
      Domain : Plant growth
      Available: Druid Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (61)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PLANT BED"
      Example : chant "plant bed"
      This chant requires that the druid be among a sufficient growth of plant life.
      If so, the chant will cause a comfortable bed shaped like a pea-pod to grow
      nearby. This bed may be slept in for improved rejuvenation rates. The bed
      also grants magical help against the affects of poison and disease, allowing
      those affected to ride out the storm.


      Plant Choke (Chant_PlantChoke) -


      Chant : Plant Choke
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch - Range 10
      Commands : CHANT, CH
      Usage : CHANT "PLANT CHOKE" [TARGET NAME]
      Example : chant "plant choke" orc
      This chant requires a summoned plant to be present, such as one from the Summon
      Plants chant. The plant will wrap itself around the targets neck, choking them
      for a time. The plant may be remove with difficulty.

      +

       
      Chant : Plant Choke
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch - Range 10
      Commands : CHANT, CH
      Usage : CHANT "PLANT CHOKE" [TARGET NAME]
      Example : chant "plant choke" orc
      This chant requires a summoned plant to be present, such as one from the Summon
      Plants chant. The plant will wrap itself around the targets neck, choking them
      for a time. The plant may be remove with difficulty.


      Plant Constriction (Chant_PlantConstriction) -


      Chant : Plant Constriction
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch - Range 10
      Commands : CHANT, CH
      Usage : CHANT "PLANT CONSTRICTION" [TARGET NAME]
      Example : chant "plant CONSTRICTION" orc
      This chant requires a summoned plant to be present, such as one from the Summon
      Plants chant. The plant will wrap itself around either the targets arms,
      slowing their combat, or their legs, cutting down their movement.

      +

       
      Chant : Plant Constriction
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch - Range 10
      Commands : CHANT, CH
      Usage : CHANT "PLANT CONSTRICTION" [TARGET NAME]
      Example : chant "plant CONSTRICTION" orc
      This chant requires a summoned plant to be present, such as one from the Summon
      Plants chant. The plant will wrap itself around either the targets arms,
      slowing their combat, or their legs, cutting down their movement.


      Plant Maze (Chant_PlantMaze) -


      Chant : Plant Maze
      Domain : Plant growth
      Available: Druid Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (64)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PLANT MAZE"
      Example : chant "plant maze"
      This chant causes everyone in the same room as the druid to be mystically
      transported to a random room in a great maze-like forest. There the druid and
      all others must remain until the spell wears off, or they are able to spell
      themselves elsewhere.

      +

       
      Chant : Plant Maze
      Domain : Plant growth
      Available: Druid Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (64)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PLANT MAZE"
      Example : chant "plant maze"
      This chant causes everyone in the same room as the druid to be mystically
      transported to a random room in a great maze-like forest. There the druid and
      all others must remain until the spell wears off, or they are able to spell
      themselves elsewhere.


      Plant Pass (Chant_PlantPass) -


      Chant : Plant Pass
      Domain : Shape shifting
      Available: Delver Druid Gaian
      Allows : Shapeshifting I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PLANT PASS" [LOCATION NAME]
      Example : chant "plant pass" "grassy knoll"
      This chant requires at least two plants be created by the druid, one at the
      source location, and another at the destination. These plants are created
      using either "summon plants" or "distant growth". If the plants exist, the
      druid may use his or her "my plants" skill to identify their locations. This
      chant then can be used to transport the druid from the location of one of the
      plants to the other.

      +

       
      Chant : Plant Pass
      Domain : Shape shifting
      Available: Delver Druid Gaian
      Allows : Shapeshifting I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PLANT PASS" [LOCATION NAME]
      Example : chant "plant pass" "grassy knoll"
      This chant requires at least two plants be created by the druid, one at the
      source location, and another at the destination. These plants are created
      using either "summon plants" or "distant growth". If the plants exist, the
      druid may use his or her "my plants" skill to identify their locations. This
      chant then can be used to transport the druid from the location of one of the
      plants to the other.


      Plant Self (Chant_PlantSelf) -


      Chant : Plant Self
      Domain : Shape shifting
      Available: Gaian
      Allows : Shapeshifting I
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PLANT SELF"
      Example : chant "plant self"
      This chant will allow the druid to become as one of the growing plants.
      Extreme thoughts of good and evil will slowly fade from his or her mind with
      each passing minute. This chant is slightly more effective than natural
      communion, but requires that the druid be in sunlight and fertile soil.
      Willful movements or speaking may break concentration.

      +

       
      Chant : Plant Self
      Domain : Shape shifting
      Available: Gaian
      Allows : Shapeshifting I
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PLANT SELF"
      Example : chant "plant self"
      This chant will allow the druid to become as one of the growing plants.
      Extreme thoughts of good and evil will slowly fade from his or her mind with
      each passing minute. This chant is slightly more effective than natural
      communion, but requires that the druid be in sunlight and fertile soil.
      Willful movements or speaking may break concentration.


      Plant Snare (Chant_PlantSnare) -


      Chant : Plant Snare
      Domain : Plant control
      Available: Druid Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets :
      Range : Touch - Range 2
      Commands : CHANT, CH
      Usage : CHANT "PLANT SNARE"
      Example : chant "plant snare"
      This chant requires that the druid be among a sufficient growth of plant life.
      If so, the chant will cause that plant life to grow around and entangle all of
      the druids enemies for a period of time. During this time, the entangled
      enemies will be unable to move or attack, until they can break free of the hold
      of the plants.

      +

       
      Chant : Plant Snare
      Domain : Plant control
      Available: Druid Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets :
      Range : Touch - Range 2
      Commands : CHANT, CH
      Usage : CHANT "PLANT SNARE"
      Example : chant "plant snare"
      This chant requires that the druid be among a sufficient growth of plant life.
      If so, the chant will cause that plant life to grow around and entangle all of
      the druids enemies for a period of time. During this time, the entangled
      enemies will be unable to move or attack, until they can break free of the hold
      of the plants.


      Plant Trap (Chant_PlantTrap) -


      Chant : Plant Trap
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (100)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PLANT TRAP"
      Example : chant "plant trap"
      This chant requires that the druid have either plant constriction, or plant
      choke. This chant will stir up the plants in the area, making them attack
      anyone who enters the room with either constriction or choke.

      +

       
      Chant : Plant Trap
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (100)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PLANT TRAP"
      Example : chant "plant trap"
      This chant requires that the druid have either plant constriction, or plant
      choke. This chant will stir up the plants in the area, making them attack
      anyone who enters the room with either constriction or choke.


      Plant Wall (Chant_PlantWall) -


      Chant : Plant Wall
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (62)
      Quality : Circumstantial
      Targets : Items
      Range : Range 1 - Range 10
      Commands : CHANT, CH
      Usage : CHANT "PLANT WALL"
      Example : chant "plant wall"
      This chant requires that the druid be in ranged combat against his or her
      adversaries. This chant will create an enormous wall of plants which will
      absorb all enemy spells and missile attacks. The wall must be destroyed before
      enemies can reach the caster.

      +

       
      Chant : Plant Wall
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (62)
      Quality : Circumstantial
      Targets : Items
      Range : Range 1 - Range 10
      Commands : CHANT, CH
      Usage : CHANT "PLANT WALL"
      Example : chant "plant wall"
      This chant requires that the druid be in ranged combat against his or her
      adversaries. This chant will create an enormous wall of plants which will
      absorb all enemy spells and missile attacks. The wall must be destroyed before
      enemies can reach the caster.


      Poisonous Vine (Chant_PoisonousVine) -


      Chant : Poisonous Vine
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "POISONOUS VINE"
      Example : chant "poisonous vine"
      If the druid is in a sufficiently foliated area, the druid may use their combat
      anger to animate a nearby vine to fight for the druid. The vine will grow
      still again once combat ends, and remains rooted. The vine will also have a
      poison attack which grows more dangerous as the druid gains levels. The vine
      is also able to rescue the druid from his or her enemies. The druid needs only
      to order the vine to rescue 'order vine rescue'.

      +

       
      Chant : Poisonous Vine
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "POISONOUS VINE"
      Example : chant "poisonous vine"
      If the druid is in a sufficiently foliated area, the druid may use their combat
      anger to animate a nearby vine to fight for the druid. The vine will grow
      still again once combat ends, and remains rooted. The vine will also have a
      poison attack which grows more dangerous as the druid gains levels. The vine
      is also able to rescue the druid from his or her enemies. The druid needs only
      to order the vine to rescue 'order vine rescue'.


      Prayer Ward (Chant_PrayerWard) -


      Chant : Prayer Ward
      Domain : Preserving
      Available: SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (69)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PRAYER WARD"
      Example : chant "prayer ward"
      This chant allows the druid to become almost immune to Clerical prayers.

      +

       
      Chant : Prayer Ward
      Domain : Preserving
      Available: SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (69)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PRAYER WARD"
      Example : chant "prayer ward"
      This chant allows the druid to become almost immune to Clerical prayers.


      Predict Phase (Chant_PredictPhase) -


      Chant : Predict Phase
      Domain : Moon summoning
      Available: SkyWatcher
      Allows : Moon Enchanting I, Summoning Mastery I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PREDICT PHASE"
      Example : chant "predict phase"
      This chant will tell the druid what the moon phase is, regardless of the
      weather or time of day.

      +

       
      Chant : Predict Phase
      Domain : Moon summoning
      Available: SkyWatcher
      Allows : Summoning Mastery I, Moon Enchanting I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PREDICT PHASE"
      Example : chant "predict phase"
      This chant will tell the druid what the moon phase is, regardless of the
      weather or time of day.


      Predict Tides (Chant_PredictTides) -


      Chant : Predict Tides
      Domain : Moon summoning
      Available: Mer
      Allows : Moon Enchanting I, Summoning Mastery I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PREDICT TIDES"
      Example : chant "predict tides"
      This chant will tell the druid what the tides are presently doing, regardless
      of the weather, time of day, or location.

      +

       
      Chant : Predict Tides
      Domain : Moon summoning
      Available: Mer
      Allows : Summoning Mastery I, Moon Enchanting I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PREDICT TIDES"
      Example : chant "predict tides"
      This chant will tell the druid what the tides are presently doing, regardless
      of the weather, time of day, or location.


      Predict Weather (Chant_PredictWeather) -


      Chant : Predict Weather
      Domain : Weather mastery
      Available: Druid Ranger SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PREDICT WEATHER"
      Example : chant "predict weather"
      This chant will tell the druid what the weather will be in the future. If the
      weather will be severe in the future, and the druid is able to calm the weather
      both now and for the future, then he or she will have created a natural
      climactic balance that will grant him a small gift of experience, and place the
      weather outside of druidic control for a short weather period. An area which
      is already under the Weather Control of a druid will not be capable of reaching
      this state of balance.

      +

       
      Chant : Predict Weather
      Domain : Weather mastery
      Available: Druid Ranger SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "PREDICT WEATHER"
      Example : chant "predict weather"
      This chant will tell the druid what the weather will be in the future. If the
      weather will be severe in the future, and the druid is able to calm the weather
      both now and for the future, then he or she will have created a natural
      climactic balance that will grant him a small gift of experience, and place the
      weather outside of druidic control for a short weather period. An area which
      is already under the Weather Control of a druid will not be capable of reaching
      this state of balance.


      Quake (Chant_Earthquake) -


      Chant : Quake
      Domain : Rock control
      Available: Delver Druid
      Allows : Rock Controlling I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets :
      Range : Touch - Range 3
      Commands : CHANT, CH
      Usage : CHANT QUAKE
      Example : chant "quake"
      This powerful chant will cause the earth beneath the druids enemies to begin
      shaking violently. Those effected will take damage from the rattling, and will
      probably fall down.

      +

       
      Chant : Quake
      Domain : Rock control
      Available: Delver Druid
      Allows : Rock Controlling I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets :
      Range : Touch - Range 3
      Commands : CHANT, CH
      Usage : CHANT QUAKE
      Example : chant "quake"
      This powerful chant will cause the earth beneath the druids enemies to begin
      shaking violently. Those effected will take damage from the rattling, and will
      probably fall down.


      Reabsorb (Chant_Reabsorb) -


      Chant : Reabsorb
      Domain : Deep magic
      Available: Druid
      Allows : Deep Lore I
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "REABSORB" [TARGET NAME]
      Example : chant "reabsorb" sword
      This chant causes the target item to be reabsorbed into the earth, returning to
      the dust from which it came.

      +

       
      Chant : Reabsorb
      Domain : Deep magic
      Available: Druid
      Allows : Deep Lore I
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "REABSORB" [TARGET NAME]
      Example : chant "reabsorb" sword
      This chant causes the target item to be reabsorbed into the earth, returning to
      the dust from which it came.


      Red Moon (Chant_RedMoon) -


      Chant : Red Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "RED moon"
      Example : chant "red mooon"
      This chant will cause all good in the room to take double damage during combat,
      and all evil in the room to take half damage.

      +

       
      Chant : Red Moon
      Domain : Moon altering
      Available: SkyWatcher
      Allows : Moon Enchanting I
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "RED moon"
      Example : chant "red mooon"
      This chant will cause all good in the room to take double damage during combat,
      and all evil in the room to take half damage.


      Reef Walking (Chant_ReefWalking) -


      Chant : Reef Walking
      Domain : Plant growth
      Available: Mer
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (61)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "REEF WALKING" [LOCATION NAME]
      Example : chant "reef walking" "grassy knoll"
      This chant requires at least two growths be created by the druid in watery
      areas, one at the source location, and another at the destination. These
      plants are created using either "summon seaweed" or "summon coral". If the
      growths exist, the druid may use his or her "my plants" skill to identify their
      locations. This chant then can be used to transport the druid from the
      location of one of the growths to the other.

      +

       
      Chant : Reef Walking
      Domain : Plant growth
      Available: Mer
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (61)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "REEF WALKING" [LOCATION NAME]
      Example : chant "reef walking" "grassy knoll"
      This chant requires at least two growths be created by the druid in watery
      areas, one at the source location, and another at the destination. These
      plants are created using either "summon seaweed" or "summon coral". If the
      growths exist, the druid may use his or her "my plants" skill to identify their
      locations. This chant then can be used to transport the druid from the
      location of one of the growths to the other.


      Reincarnation (Chant_Reincarnation) -


      Chant : Reincarnation
      Domain : Breeding
      Available: Druid
      Allows : Breeding I
      Use Cost : Mana (200)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "REINCARNATION" [TARGET NAME]
      Available: Druid
      Example : chant "reincarnation" bob
      This most powerful of Druid chants places a powerful geas upon the target.
      Once cast, this powerful effect will trigger whenever the person or creature
      under the geas dies, forcing them to be reincarnated as some random creature.
      After a long period of time, the geas will be lifted, and the target will be
      permanently stuck with the race they are at that moment. The duration of the
      chant effect is a few hours of real time. Casting this chant at the target
      again will lift the geas.

      +

       
      Chant : Reincarnation
      Domain : Breeding
      Available: Druid
      Allows : Breeding I
      Use Cost : Mana (200)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "REINCARNATION" [TARGET NAME]
      Available: Druid
      Example : chant "reincarnation" bob
      This most powerful of Druid chants places a powerful geas upon the target.
      Once cast, this powerful effect will trigger whenever the person or creature
      under the geas dies, forcing them to be reincarnated as some random creature.
      After a long period of time, the geas will be lifted, and the target will be
      permanently stuck with the race they are at that moment. The duration of the
      chant effect is a few hours of real time. Casting this chant at the target
      again will lift the geas.


      Repel Vermin (Chant_RepelVermin) -


      Chant : Repel Vermin
      Domain : Animal affinity
      Available: Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (54)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "REPEL VERMIN" [TARGET]
      Example : chant "repel vermin"
      This chant will create a field of protection from vermin around the target.
      Creatures fitting that description will be unable to approach or remain close
      to the target in combat, and insect summoning magic against the target will
      fail.

      +

       
      Chant : Repel Vermin
      Domain : Animal affinity
      Available: Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (54)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "REPEL VERMIN" [TARGET]
      Example : chant "repel vermin"
      This chant will create a field of protection from vermin around the target.
      Creatures fitting that description will be unable to approach or remain close
      to the target in combat, and insect summoning magic against the target will
      fail.


      Restore Mana (Chant_RestoreMana) -


      Chant : Restore Mana
      Domain : Preserving
      Allows : Preserving I
      Use Cost : Mana (50)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "RESTORE MANA" [TARGET NAME]
      Example : chant "restore mana" bob
      This chant quite simply transfers 50 points of mana from the source to the
      target.

      +

       
      Chant : Restore Mana
      Domain : Preserving
      Allows : Preserving I
      Use Cost : Mana (50)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "RESTORE MANA" [TARGET NAME]
      Example : chant "restore mana" bob
      This chant quite simply transfers 50 points of mana from the source to the
      target.


      Resuscitate Companion (Chant_ResuscitateCompanion) -


      Chant : Resuscitate Companion
      Domain : Animal affinity
      Available: Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "RESUSCITATE COMPANION" [TARGET NAME]
      Example : chant "resuscitate companion" fox
      If the ranger witnesses the dead of a animal follower, then this chant will
      restore life to the fallen companion.

      +

       
      Chant : Resuscitate Companion
      Domain : Animal affinity
      Available: Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "RESUSCITATE COMPANION" [TARGET NAME]
      Example : chant "resuscitate companion" fox
      If the ranger witnesses the dead of a animal follower, then this chant will
      restore life to the fallen companion.


      Rockfeet (Chant_Rockfeet) -


      Chant : Rockfeet
      Domain : Shape shifting
      Available: Delver
      Allows : Shapeshifting I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 10
      Commands : CHANT, CH
      Usage : CHANT "ROCKFEET" [TARGET NAME]
      Example : chant "rockfeet" orc
      This wicked chant causes the hands and the feet of the target to feel as heavy
      as rocks. Any effort involving either will quickly tire the target, eventually
      causing fatigue.

      +

       
      Chant : Rockfeet
      Domain : Shape shifting
      Available: Delver
      Allows : Shapeshifting I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 10
      Commands : CHANT, CH
      Usage : CHANT "ROCKFEET" [TARGET NAME]
      Example : chant "rockfeet" orc
      This wicked chant causes the hands and the feet of the target to feel as heavy
      as rocks. Any effort involving either will quickly tire the target, eventually
      causing fatigue.


      Rockthought (Chant_Rockthought) -


      Chant : Rockthought
      Domain : Enduring
      Available: Delver
      Allows : Enduring I
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT ROCKTHOUGHT [TARGET NAME]
      Example : chant rockthought orc
      This strange chant, whose effectiveness is always questionable, will first
      confuse the target, ending combat. The next action which the target performs
      will be burned into the targets mind. The target will then stubbornly perform
      that action (or try to) over and over until released from the chant.

      +

       
      Chant : Rockthought
      Domain : Enduring
      Available: Delver
      Allows : Enduring I
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT ROCKTHOUGHT [TARGET NAME]
      Example : chant rockthought orc
      This strange chant, whose effectiveness is always questionable, will first
      confuse the target, ending combat. The next action which the target performs
      will be burned into the targets mind. The target will then stubbornly perform
      that action (or try to) over and over until released from the chant.


      Root (Chant_Root) -


      Chant : Root
      Domain : Preserving
      Available: Gaian
      Allows : Preserving I
      Use Cost : Mana (58)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT ROOT
      Example : chant "root"
      This chant will cause the druid to become rooted in the ground. In this state,
      the druid is unable to advance or retreat in combat, or move from room to room
      until the chant is dispelled by a REVOKE call. The chant also protects the
      druid from summoning, dismissal, and spells of repulsion, wind gust, and
      reversed gravity.

      +

       
      Chant : Root
      Domain : Preserving
      Available: Gaian
      Allows : Preserving I
      Use Cost : Mana (58)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT ROOT
      Example : chant "root"
      This chant will cause the druid to become rooted in the ground. In this state,
      the druid is unable to advance or retreat in combat, or move from room to room
      until the chant is dispelled by a REVOKE call. The chant also protects the
      druid from summoning, dismissal, and spells of repulsion, wind gust, and
      reversed gravity.


      Rust Curse (Chant_RustCurse) -


      Chant : Rust Curse
      Domain : Deep magic
      Available: Delver Mer
      Allows : Deep Lore I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "RUST CURSE" [TARGET NAME]
      Example : chant "rust curse" orc
      This chant causes any metal items carried by the target, especially worn or
      wielded items, to begin rusting away into nothingness.

      +

       
      Chant : Rust Curse
      Domain : Deep magic
      Available: Delver Mer
      Allows : Deep Lore I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "RUST CURSE" [TARGET NAME]
      Example : chant "rust curse" orc
      This chant causes any metal items carried by the target, especially worn or
      wielded items, to begin rusting away into nothingness.


      Sacred Earth (Chant_SacredEarth) -


      Chant : Sacred Earth
      Domain : Enduring
      Available: Delver
      Allows : Enduring I
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SACRED EARTH"
      Example : chant "sacred earth"
      This chant will prevents the gathering of resources from this room and adjacent
      rooms by mundane means (foraging, mining, etc..).

      +

       
      Chant : Sacred Earth
      Domain : Enduring
      Available: Delver
      Allows : Enduring I
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SACRED EARTH"
      Example : chant "sacred earth"
      This chant will prevents the gathering of resources from this room and adjacent
      rooms by mundane means (foraging, mining, etc..).


      Sapling Workers (Chant_SaplingWorkers) -


      Chant : Sapling Workers
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (70)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SAPLING WORKERS"
      Example : chant "sapling workers"
      This chant will cause a nearby tree to animate and follow the caster. The
      sapling will be knowledgable in some craft, such as Leather Working, Tailoring,
      ScrimShaw, Sculpting, Foraging, Farming, or Butchering. The caster can then
      ORDER the sapling to perform its craft, provided the caster provides the
      necessary materials.

      +

       
      Chant : Sapling Workers
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (70)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SAPLING WORKERS"
      Example : chant "sapling workers"
      This chant will cause a nearby tree to animate and follow the caster. The
      sapling will be knowledgable in some craft, such as Leather Working, Tailoring,
      ScrimShaw, Sculpting, Foraging, Farming, or Butchering. The caster can then
      ORDER the sapling to perform its craft, provided the caster provides the
      necessary materials.


      Sense Age (Chant_SenseAge) -


      Chant : Sense Age
      Domain : Breeding
      Available: Beastmaster Druid
      Allows : Breeding I
      Use Cost : Mana (5)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE AGE" [TARGET NAME]
      Example : chant "sense age" baby
      Example : chant "sense age" orc
      This chant allows the druid to know the age of the target.

      +

       
      Chant : Sense Age
      Domain : Breeding
      Available: Beastmaster Druid
      Allows : Breeding I
      Use Cost : Mana (5)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE AGE" [TARGET NAME]
      Example : chant "sense age" baby
      Example : chant "sense age" orc
      This chant allows the druid to know the age of the target.


      Sense Fluids (Chant_SenseFluids) -


      Chant : Sense Fluids
      Domain : Deep magic
      Available: Delver Druid Mer
      Allows : Deep Lore I
      Use Cost : Mana (70)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE FLUID"
      Example : chant "sense fluids"
      This chant allows the druid to become sensitive to fluids on and below the
      ground, being able to easily identify specific kinds and their locations as he
      or she walks around.

      +

       
      Chant : Sense Fluids
      Domain : Deep magic
      Available: Delver Druid Mer
      Allows : Deep Lore I
      Use Cost : Mana (70)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE FLUID"
      Example : chant "sense fluids"
      This chant allows the druid to become sensitive to fluids on and below the
      ground, being able to easily identify specific kinds and their locations as he
      or she walks around.


      Sense Gems (Chant_SenseGems) -


      Chant : Sense Gems
      Domain : Rock control
      Available: Delver Druid Mer
      Allows : Rock Controlling I
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE GEMS"
      Example : chant "sense gems"
      This chant allows the druid to become sensitive to gems in the ground, being
      able to easily identify specific kinds and their locations as he or she walks
      around.

      +

       
      Chant : Sense Gems
      Domain : Rock control
      Available: Delver Druid Mer
      Allows : Rock Controlling I
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE GEMS"
      Example : chant "sense gems"
      This chant allows the druid to become sensitive to gems in the ground, being
      able to easily identify specific kinds and their locations as he or she walks
      around.


      Sense Metal (Chant_SenseMetal) -


      Chant : Sense Metal
      Domain : Rock control
      Available: Delver
      Allows : Rock Controlling I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE METAL"
      Example : chant "sense metal"
      This chant allows the druid to gain a sensitivity to metals. He will be able
      tell metallic items by looking at them, and will have a strong sense of whether
      a metallic resource is in the ground where he is.

      +

       
      Chant : Sense Metal
      Domain : Rock control
      Available: Delver
      Allows : Rock Controlling I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE METAL"
      Example : chant "sense metal"
      This chant allows the druid to gain a sensitivity to metals. He will be able
      tell metallic items by looking at them, and will have a strong sense of whether
      a metallic resource is in the ground where he is.


      Sense Ores (Chant_SenseOres) -


      Chant : Sense Ores
      Domain : Rock control
      Available: Delver Druid
      Allows : Rock Controlling I
      Use Cost : Mana (66)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE ORES"
      Example : chant "sense ores"
      This chant allows the druid to become sensitive to metals and stone in the
      ground, being able to easily identify specific kinds and their locations as he
      or she walks around.

      +

       
      Chant : Sense Ores
      Domain : Rock control
      Available: Delver Druid
      Allows : Rock Controlling I
      Use Cost : Mana (66)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE ORES"
      Example : chant "sense ores"
      This chant allows the druid to become sensitive to metals and stone in the
      ground, being able to easily identify specific kinds and their locations as he
      or she walks around.


      Sense Plants (Chant_SensePlants) -


      Chant : Sense Plants
      Domain : Plant control
      Available: Druid Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (65)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE PLANTS"
      Example : chant "sense plants"
      This chant allows the druid to become sensitive to trees and plants on the
      ground, being able to easily identify specific kinds and their locations as he
      or she walks around.

      +

       
      Chant : Sense Plants
      Domain : Plant control
      Available: Druid Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (65)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE PLANTS"
      Example : chant "sense plants"
      This chant allows the druid to become sensitive to trees and plants on the
      ground, being able to easily identify specific kinds and their locations as he
      or she walks around.


      Sense Poison (Chant_SensePoison) -


      Chant : Sense Poison
      Domain : Preserving
      Available: Beastmaster Druid
      Allows : Preserving I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE POISON" [TARGET NAME]
      Example : chant "sense poison" vial
      Example : chant "sense poison" orc
      This chant allows the druid to become sensitive to the poisonousness of a
      monster or drink.

      +

       
      Chant : Sense Poison
      Domain : Preserving
      Available: Beastmaster Druid
      Allows : Preserving I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE POISON" [TARGET NAME]
      Example : chant "sense poison" vial
      Example : chant "sense poison" orc
      This chant allows the druid to become sensitive to the poisonousness of a
      monster or drink.


      Sense Pregnancy (Chant_SensePregnancy) -


      Chant : Sense Pregnancy
      Domain : Breeding
      Available: Beastmaster Druid
      Allows : Breeding I
      Use Cost : Mana (5)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE PREGNANCY" [TARGET NAME]
      Example : chant "sense pregnancy" bobette
      This chant allows the druid to know whether the target is pregnant, and if so,
      how pregnant.

      +

       
      Chant : Sense Pregnancy
      Domain : Breeding
      Available: Beastmaster Druid
      Allows : Breeding I
      Use Cost : Mana (5)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE PREGNANCY" [TARGET NAME]
      Example : chant "sense pregnancy" bobette
      This chant allows the druid to know whether the target is pregnant, and if so,
      how pregnant.


      Sense Sentience (Chant_SenseSentience) -


      Chant : Sense Sentience
      Domain : Breeding
      Available: Druid Gaian
      Allows : Breeding I
      Use Cost : Mana (56)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE SENTIENCE" [TARGET NAME]
      Example : chant "sense sentience"
      Allows the chanter to sense the whereabouts of all sentient beings in all the
      wild places in the same area of the druid.

      +

       
      Chant : Sense Sentience
      Domain : Breeding
      Available: Druid Gaian
      Allows : Breeding I
      Use Cost : Mana (56)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE SENTIENCE" [TARGET NAME]
      Example : chant "sense sentience"
      Allows the chanter to sense the whereabouts of all sentient beings in all the
      wild places in the same area of the druid.


      Sense Water (Chant_SenseWater) -


      Chant : Sense Water
      Domain : Water lore
      Available: Mer
      Allows : Water Lore I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE WATER"
      Example : cast "sense water"
      Allows the caster to sense water sources all around.

      +

       
      Chant : Sense Water
      Domain : Water lore
      Available: Mer
      Allows : Water Lore I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SENSE WATER"
      Example : cast "sense water"
      Allows the caster to sense water sources all around.


      Shamblermorph (Chant_Shamblermorph) -


      Chant : Shamblermorph
      Domain : Shape shifting
      Available: Gaian
      Allows : Shapeshifting I
      Use Cost : Mana (75)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SHAMBLERMORPH" [TARGET NAME]
      Example : chant "shamblermorph" bob
      This chant will morph the target into a shambling mound, which is a ferocious
      plant creature. The effect is benevolent when cast on a follower of the druid,
      but considered malicous otherwise.

      +

       
      Chant : Shamblermorph
      Domain : Shape shifting
      Available: Gaian
      Allows : Shapeshifting I
      Use Cost : Mana (75)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SHAMBLERMORPH" [TARGET NAME]
      Example : chant "shamblermorph" bob
      This chant will morph the target into a shambling mound, which is a ferocious
      plant creature. The effect is benevolent when cast on a follower of the druid,
      but considered malicous otherwise.


      Shapelessness (Chant_Shapelessness) -


      Chant : Shapelessness
      Domain : Shape shifting
      Available: SkyWatcher
      Allows : Shapeshifting I
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SHAPELESSNESS"
      Example : chant "SHAPELESSNESS"
      The druid places him or herself in an ethereal state. In this state, the druid
      will float, and is able to walk through walls. However, the form is so
      unnatural that the druid will have trouble manipulating material things, and
      cannot carry equipment through doors.

      +

       
      Chant : Shapelessness
      Domain : Shape shifting
      Available: SkyWatcher
      Allows : Shapeshifting I
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SHAPELESSNESS"
      Example : chant "SHAPELESSNESS"
      The druid places him or herself in an ethereal state. In this state, the druid
      will float, and is able to walk through walls. However, the form is so
      unnatural that the druid will have trouble manipulating material things, and
      cannot carry equipment through doors.


      Shillelagh (Chant_Shillelagh) -


      Chant : Shillelagh
      Domain : Plant control
      Available: Druid Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (62)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SHILLELAGH" [ITEM NAME]
      Example : chant "shillelagh" staff
      This chant allows the druid to temporarily enchant a weapon of the type that
      druids are allowed to use. The enchanted weapon will do additional damage, and
      hit more often.

      +

       
      Chant : Shillelagh
      Domain : Plant control
      Available: Druid Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (62)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SHILLELAGH" [ITEM NAME]
      Example : chant "shillelagh" staff
      This chant allows the druid to temporarily enchant a weapon of the type that
      druids are allowed to use. The enchanted weapon will do additional damage, and
      hit more often.


      Sift Wrecks (Chant_SiftWrecks) -


      Chant : Sift Wrecks
      Domain : Water lore
      Available: Mer
      Allows : Water Lore I
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SIFT WRECKS"
      Example : chant "sift wrecks"
      If the druid has a summoned coral in the area, then this chant will create a
      communion with the coral, revealing any items at the bottom of the water within
      a wide radius of the caster that increases with level and expertise.

      +

       
      Chant : Sift Wrecks
      Domain : Water lore
      Available: Mer
      Allows : Water Lore I
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SIFT WRECKS"
      Example : chant "sift wrecks"
      If the druid has a summoned coral in the area, then this chant will create a
      communion with the coral, revealing any items at the bottom of the water within
      a wide radius of the caster that increases with level and expertise.


      Snatch Light (Chant_SnatchLight) -


      Chant : Snatch Light
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (62)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SNATCH LIGHT" [TARGET NAME]
      Example : chant "snatch light" orc
      This powerful chant creates an aura of darkness around the druid which is
      capable of reaching out to those around him and blocking out or blanketing all
      light sources in darkness.

      +

       
      Chant : Snatch Light
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (62)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SNATCH LIGHT" [TARGET NAME]
      Example : chant "snatch light" orc
      This powerful chant creates an aura of darkness around the druid which is
      capable of reaching out to those around him and blocking out or blanketing all
      light sources in darkness.


      Snuff Flame (Chant_SnuffFlame) -


      Chant : Snuff Flame
      Domain : Enduring
      Available: Mer SkyWatcher
      Allows : Enduring I
      Use Cost : Mana (53)
      Quality : Sometimes Beneficial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SNUFF FLAME" [TARGET NAME]
      Example : chant "snuff flame" orc
      This powerful chant will extinguish any torches, or fire-based spells on the
      target. It will also damage fire elementals.

      +

       
      Chant : Snuff Flame
      Domain : Enduring
      Available: Mer SkyWatcher
      Allows : Enduring I
      Use Cost : Mana (53)
      Quality : Sometimes Beneficial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SNUFF FLAME" [TARGET NAME]
      Example : chant "snuff flame" orc
      This powerful chant will extinguish any torches, or fire-based spells on the
      target. It will also damage fire elementals.


      Soaring Eagle (Chant_SoaringEagle) -


      Chant : Soaring Eagle
      Domain : Shape shifting
      Available: Beastmaster SkyWatcher
      Allows : Shapeshifting I
      Use Cost : Mana (66)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SOARING EAGLE"
      Example : chant "soaring eagle"
      This chant allows the druid to grow a pair of enormous wings, allowing him or
      her to fly around.

      +

       
      Chant : Soaring Eagle
      Domain : Shape shifting
      Available: Beastmaster SkyWatcher
      Allows : Shapeshifting I
      Use Cost : Mana (66)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SOARING EAGLE"
      Example : chant "soaring eagle"
      This chant allows the druid to grow a pair of enormous wings, allowing him or
      her to fly around.


      Song Ward (Chant_SongWard) -


      Chant : Song Ward
      Domain : Preserving
      Available: SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SONG WARD"
      Example : chant "song ward"
      This chant allows the druid to become almost immune to Bardic songs.

      +

       
      Chant : Song Ward
      Domain : Preserving
      Available: SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SONG WARD"
      Example : chant "song ward"
      This chant allows the druid to become almost immune to Bardic songs.


      Speak With Animals (Chant_SpeakWithAnimals) -


      Chant : Speak With Animals
      Domain : Animal affinity
      Available: Beastmaster Mer Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (53)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SPEAK WITH ANIMALS"
      Example : chant "speak with animals"
      This chant will allow the druid to speak with any animals he or she happens to
      encounter, and have them intelligibly speak back. Intelligent creatures, and
      creatures without their own language are not intelligible.

      +

       
      Chant : Speak With Animals
      Domain : Animal affinity
      Available: Beastmaster Mer Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (53)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SPEAK WITH ANIMALS"
      Example : chant "speak with animals"
      This chant will allow the druid to speak with any animals he or she happens to
      encounter, and have them intelligibly speak back. Intelligent creatures, and
      creatures without their own language are not intelligible.


      Speed Aging (Chant_SpeedAging) -


      Chant : Speed Aging
      Domain : Breeding
      Available: Beastmaster
      Allows : Breeding I
      Use Cost : Mana (all)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SPEED AGING" [TARGET NAME]
      Example : chant "speed aging" baby
      Example : chant "speed aging" apple
      This chant allows the druid to force the target to age a bit. This has
      different affects depending upon the target.

      +

       
      Chant : Speed Aging
      Domain : Breeding
      Available: Beastmaster
      Allows : Breeding I
      Use Cost : Mana (all)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SPEED AGING" [TARGET NAME]
      Example : chant "speed aging" baby
      Example : chant "speed aging" apple
      This chant allows the druid to force the target to age a bit. This has
      different affects depending upon the target.


      Speed Birth (Chant_SpeedBirth) -


      Chant : Speed Birth
      Domain : Breeding
      Available: Beastmaster
      Allows : Breeding I
      Use Cost : Mana (all)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SPEED BIRTH" [TARGET NAME]
      Example : chant "speed birth" bobbette
      This chant allows the druid to speed up the pregnancy of the target, so that
      the target will give birth sooner.

      +

       
      Chant : Speed Birth
      Domain : Breeding
      Available: Beastmaster
      Allows : Breeding I
      Use Cost : Mana (all)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SPEED BIRTH" [TARGET NAME]
      Example : chant "speed birth" bobbette
      This chant allows the druid to speed up the pregnancy of the target, so that
      the target will give birth sooner.


      Speed Time (Chant_SpeedTime) -


      Chant : Speed Time
      Domain : Moon summoning
      Available: Druid
      Allows : Moon Enchanting I, Summoning Mastery I
      Use Cost : Mana (100)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SPEED TIME"
      Example : chant "speed time"
      This powerful chant will cause time to move forward at an alarming rate. This
      is especially noticable when time-sensitive things are going on around the
      druid, such as combat. Magic affects will expire more quickly as well.

      +

       
      Chant : Speed Time
      Domain : Moon summoning
      Available: Druid
      Allows : Summoning Mastery I, Moon Enchanting I
      Use Cost : Mana (100)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SPEED TIME"
      Example : chant "speed time"
      This powerful chant will cause time to move forward at an alarming rate. This
      is especially noticable when time-sensitive things are going on around the
      druid, such as combat. Magic affects will expire more quickly as well.


      Spell Ward (Chant_SpellWard) -


      Chant : Spell Ward
      Domain : Preserving
      Available: SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SPELL WARD"
      Example : chant "spell ward"
      This chant allows the druid to become almost immune to arcane spells.

      +

       
      Chant : Spell Ward
      Domain : Preserving
      Available: SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SPELL WARD"
      Example : chant "spell ward"
      This chant allows the druid to become almost immune to arcane spells.


      Star Gazing (Chant_StarGazing) -


      Chant : Star Gazing
      Domain : Enduring
      Available: SkyWatcher
      Allows : Enduring I
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "STAR GAZING"
      Example : chant "star gazing"
      This chant will allow the druid to become enthralled by the nighttime sky.
      Extreme thoughts of good and evil will slowly fade from his or her mind with
      each passing minute. This chant is twice as effective as natural communion.
      Willful movements or speaking may break concentration.

      +

       
      Chant : Star Gazing
      Domain : Enduring
      Available: SkyWatcher
      Allows : Enduring I
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "STAR GAZING"
      Example : chant "star gazing"
      This chant will allow the druid to become enthralled by the nighttime sky.
      Extreme thoughts of good and evil will slowly fade from his or her mind with
      each passing minute. This chant is twice as effective as natural communion.
      Willful movements or speaking may break concentration.


      Stone Friend (Chant_StoneFriend) -


      Chant : Stone Friend
      Domain : Rock control
      Available: Delver
      Allows : Rock Controlling I
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "STONE FRIEND" [TARGET NAME]
      Example : chant "stone friend" golem
      This chant will cause a metal golem, stone golem, or earth elemental in the
      same room to immediately befriend the druid. The druid will then have the
      golem as a follower who will fight alongside, and follow all ORDERs that the
      druid gives.

      +

       
      Chant : Stone Friend
      Domain : Rock control
      Available: Delver
      Allows : Rock Controlling I
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "STONE FRIEND" [TARGET NAME]
      Example : chant "stone friend" golem
      This chant will cause a metal golem, stone golem, or earth elemental in the
      same room to immediately befriend the druid. The druid will then have the
      golem as a follower who will fight alongside, and follow all ORDERs that the
      druid gives.


      Stonewalking (Chant_Stonewalking) -


      Chant : Stonewalking
      Domain : Rock control
      Available: Delver
      Allows : Rock Controlling I
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "STONEWALKING"
      Example : chant "stonewalking"
      The druid phases into the walls of the cave or stone room, walking along them
      and within them for the duration of the chant. The druid is able to leave the
      walls temporarily to walk in other terrains, but will reenter the stone when it
      is avaiable. While walking in the stone, the druid is both invisible and
      hidden. Should the druid attack, or get an item, the chant will be broken.

      +

       
      Chant : Stonewalking
      Domain : Rock control
      Available: Delver
      Allows : Rock Controlling I
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "STONEWALKING"
      Example : chant "stonewalking"
      The druid phases into the walls of the cave or stone room, walking along them
      and within them for the duration of the chant. The druid is able to leave the
      walls temporarily to walk in other terrains, but will reenter the stone when it
      is avaiable. While walking in the stone, the druid is both invisible and
      hidden. Should the druid attack, or get an item, the chant will be broken.


      Strike Barren (Chant_StrikeBarren) -


      Chant : Strike Barren
      Domain : Breeding
      Available: Delver
      Allows : Breeding I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "STRIKE BARREN" [TARGET]
      Example : chant "strike barren" orcress
      This chant causes the target female to be utterly unable to become pregnant.
      It does not affect an existing pregnancy. This chant is extremely powerful,
      but can be dispelled with the fertility spell.

      +

       
      Chant : Strike Barren
      Domain : Breeding
      Available: Delver
      Allows : Breeding I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "STRIKE BARREN" [TARGET]
      Example : chant "strike barren" orcress
      This chant causes the target female to be utterly unable to become pregnant.
      It does not affect an existing pregnancy. This chant is extremely powerful,
      but can be dispelled with the fertility spell.


      Summon Animal (Chant_SummonAnimal) -


      Chant : Summon Animal
      Domain : Animal affinity
      Available: Beastmaster Druid Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON ANIMAL
      Example : chant "summon animal"
      This chant will cause a random animal to wander to and befriend the druid as
      per the "charm animal" chant.

      +

       
      Chant : Summon Animal
      Domain : Animal affinity
      Available: Beastmaster Druid Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON ANIMAL
      Example : chant "summon animal"
      This chant will cause a random animal to wander to and befriend the druid as
      per the "charm animal" chant.


      Summon Chum (Chant_SummonChum) -


      Chant : Summon Chum
      Domain : Water lore
      Available: Mer
      Allows : Water Lore I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON CHUM"
      Example : chant "summon chum"
      This chant will cause bits of edible fish parts to begin floating nearby.

      +

       
      Chant : Summon Chum
      Domain : Water lore
      Available: Mer
      Allows : Water Lore I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON CHUM"
      Example : chant "summon chum"
      This chant will cause bits of edible fish parts to begin floating nearby.


      Summon Cold (Chant_SummonCold) -


      Chant : Summon Cold
      Domain : Weather mastery
      Available: Druid SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (67)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON COLD"
      Example : chant "SUMMON COLD"
      This chant will cause the weather to become colder, ending heat waves, or
      turning rain to sleet! Success will depend, in part, on how large the area is
      that you are trying to affect. See help on Predict Weather for more information
      on weather control.

      +

       
      Chant : Summon Cold
      Domain : Weather mastery
      Available: Druid SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (67)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON COLD"
      Example : chant "SUMMON COLD"
      This chant will cause the weather to become colder, ending heat waves, or
      turning rain to sleet! Success will depend, in part, on how large the area is
      that you are trying to affect. See help on Predict Weather for more information
      on weather control.


      Summon Coral (Chant_SummonCoral) -


      Chant : Summon Coral
      Domain : Plant growth
      Available: Mer
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON CORAL"
      Example : chant "summon coral"
      This chant will cause a random batch of coral to magically appear for the
      druid. This formation will maintain a mystical connection to the druid, and
      the druid will always be aware of the coral through the "my plants" skill.
      These coral will vanish if touched, but can be used by the druid for the
      "tangle" and "plant pass" chants. This chant only works in a salty underwater
      room. See help on "my plants" for more information about plant (and coral!)
      summonings.

      +

       
      Chant : Summon Coral
      Domain : Plant growth
      Available: Mer
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON CORAL"
      Example : chant "summon coral"
      This chant will cause a random batch of coral to magically appear for the
      druid. This formation will maintain a mystical connection to the druid, and
      the druid will always be aware of the coral through the "my plants" skill.
      These coral will vanish if touched, but can be used by the druid for the
      "tangle" and "plant pass" chants. This chant only works in a salty underwater
      room. See help on "my plants" for more information about plant (and coral!)
      summonings.


      Summon Dustdevil (Chant_SummonDustdevil) -


      Chant : Summon Dustdevil
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (54)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON DUSTDEVIL"
      Example : chant "summon dustdevil"
      This powerful chant will create a swirling air elemental that will follow the
      druid around picking up any items that may fall on the ground. When its
      capacity is reached, the elemental will give the items to the druid. If the
      dustdevil should die, or the chant wear off, all items will hit the ground.

      +

       
      Chant : Summon Dustdevil
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (54)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON DUSTDEVIL"
      Example : chant "summon dustdevil"
      This powerful chant will create a swirling air elemental that will follow the
      druid around picking up any items that may fall on the ground. When its
      capacity is reached, the elemental will give the items to the druid. If the
      dustdevil should die, or the chant wear off, all items will hit the ground.


      Summon Elemental (Chant_SummonElemental) -


      Chant : Summon Elemental
      Domain : Deep magic
      Available: Druid
      Allows : Deep Lore I
      Use Cost : Mana (74)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON ELEMENTAL"
      Example : chant "summon elemental"
      This powerful chant will create a powerful elemental beast which will follow
      the druid and obey his or her commands. The elementals stay will be temporary,
      but not uneventful.

      +

       
      Chant : Summon Elemental
      Domain : Deep magic
      Available: Druid
      Allows : Deep Lore I
      Use Cost : Mana (74)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON ELEMENTAL"
      Example : chant "summon elemental"
      This powerful chant will create a powerful elemental beast which will follow
      the druid and obey his or her commands. The elementals stay will be temporary,
      but not uneventful.


      Summon Fear (Chant_SummonFear) -


      Chant : Summon Fear
      Domain : Enduring
      Available: Beastmaster Druid
      Allows : Enduring I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CHANT, CH
      Usage : CHANT "SUMMON FEAR"
      Example : chant "summon fear"
      This chant will create a great feeling of fear in the druids enemies, causing
      them to flee before the druid.

      +

       
      Chant : Summon Fear
      Domain : Enduring
      Available: Beastmaster Druid
      Allows : Enduring I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CHANT, CH
      Usage : CHANT "SUMMON FEAR"
      Example : chant "summon fear"
      This chant will create a great feeling of fear in the druids enemies, causing
      them to flee before the druid.


      Summon Fire (Chant_SummonFire) -


      Chant : Summon Fire
      Domain : Deep magic
      Available: Druid SkyWatcher
      Allows : Deep Lore I, Ignalist I
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON FIRE"
      Example : chant "SUMMON FIRE"
      This chant will cause a small campfire to appear where the druid is.

      +

       
      Chant : Summon Fire
      Domain : Deep magic
      Available: Druid SkyWatcher
      Allows : Ignalist I, Deep Lore I
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON FIRE"
      Example : chant "SUMMON FIRE"
      This chant will cause a small campfire to appear where the druid is.


      Summon Flower (Chant_SummonFlower) -


      Chant : Summon Flower
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON FLOWER"
      Example : chant "summon flower"
      This chant will cause a random flower to magically grow for the druid. This
      flower will maintain a mystical connection to the druid, and the druid will
      always be aware of the plants through the "my plants" skill. These flowers
      will die roughly 1 day after being picked, but can be used by the druid for the
      "tangle" and "plant pass" chants. See help on "my plants" for more information
      about plant summonings.

      +

       
      Chant : Summon Flower
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON FLOWER"
      Example : chant "summon flower"
      This chant will cause a random flower to magically grow for the druid. This
      flower will maintain a mystical connection to the druid, and the druid will
      always be aware of the plants through the "my plants" skill. These flowers
      will die roughly 1 day after being picked, but can be used by the druid for the
      "tangle" and "plant pass" chants. See help on "my plants" for more information
      about plant summonings.


      Summon FlyTrap (Chant_SummonFlyTrap) -


      Chant : Summon FlyTrap
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON FLYTRAP"
      Example : chant "summon flytrap"
      This chant causes an enormous flytrap to grow. This creature will lie dormant
      until an arachnid or insect-like creature happens along. It will brutally slay
      those types of creatures and eat their bodies.

      +

       
      Chant : Summon FlyTrap
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON FLYTRAP"
      Example : chant "summon flytrap"
      This chant causes an enormous flytrap to grow. This creature will lie dormant
      until an arachnid or insect-like creature happens along. It will brutally slay
      those types of creatures and eat their bodies.


      Summon Food (Chant_SummonFood) -


      Chant : Summon Food
      Domain : Plant growth
      Available: Druid Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON FOOD"
      Example : chant "summon food"
      This chant will cause a batch of edible berries to begin growing nearby.

      +

       
      Chant : Summon Food
      Domain : Plant growth
      Available: Druid Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON FOOD"
      Example : chant "summon food"
      This chant will cause a batch of edible berries to begin growing nearby.


      Summon Fungus (Chant_SummonFungus) -


      Chant : Summon Fungus
      Domain : Plant growth
      Available: Delver
      Allows : Plant Growing I, Distant Fungal Growth, Hardy Planting I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON FUNGUS"
      Example : chant "summon fungus"
      This chant will cause a random fungus to magically grow for the druid. This
      fungus will maintain a mystical connection to the druid, and the druid will
      always be aware of the plants through the "my plants" skill. This fungus will
      die roughly 1 day after being picked, but can be used by the druid for the
      "tangle" and "plant pass" chants. This chant only works inside caves and
      freshwater. See help on "my plants" for more information about plant
      summonings.

      +

       
      Chant : Summon Fungus
      Domain : Plant growth
      Available: Delver
      Allows : Plant Growing I, Distant Fungal Growth, Hardy Planting I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON FUNGUS"
      Example : chant "summon fungus"
      This chant will cause a random fungus to magically grow for the druid. This
      fungus will maintain a mystical connection to the druid, and the druid will
      always be aware of the plants through the "my plants" skill. This fungus will
      die roughly 1 day after being picked, but can be used by the druid for the
      "tangle" and "plant pass" chants. This chant only works inside caves and
      freshwater. See help on "my plants" for more information about plant
      summonings.


      Summon Hail (Chant_SummonHail) -


      Chant : Summon Hail
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 10
      Commands : CHANT, CH
      Usage : CHANT "SUMMON HAIL" [TARGET]
      Example : chant "summon hail"
      This chant must be cast either during a hail storm, or during a very strong
      winter cold snap. In those conditions, it will summon a hail storm if there was
      not one previously, and cause the hail to be directed at the target as a
      magical attack.

      +

       
      Chant : Summon Hail
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 10
      Commands : CHANT, CH
      Usage : CHANT "SUMMON HAIL" [TARGET]
      Example : chant "summon hail"
      This chant must be cast either during a hail storm, or during a very strong
      winter cold snap. In those conditions, it will summon a hail storm if there was
      not one previously, and cause the hail to be directed at the target as a
      magical attack.


      Summon Heat (Chant_SummonHeat) -


      Chant : Summon Heat
      Domain : Weather mastery
      Available: Druid SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON HEAT"
      Example : chant "summon heat"
      This chant will cause the weather to become warmer, melting snow to rain, and
      evaporating clouds. Success will depend, in part, on how large the area is that
      you are trying to affect. See help on Predict Weather for more information on
      weather control.

      +

       
      Chant : Summon Heat
      Domain : Weather mastery
      Available: Druid SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON HEAT"
      Example : chant "summon heat"
      This chant will cause the weather to become warmer, melting snow to rain, and
      evaporating clouds. Success will depend, in part, on how large the area is that
      you are trying to affect. See help on Predict Weather for more information on
      weather control.


      Summon Herbs (Chant_SummonHerb) -


      Chant : Summon Herbs
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON HERBS"
      Example : chant "summon herbs"
      This chant will cause few batches of herbs to sprout up from the ground. The
      druid must then use his or her Herbology skill to identify them.

      +

       
      Chant : Summon Herbs
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON HERBS"
      Example : chant "summon herbs"
      This chant will cause few batches of herbs to sprout up from the ground. The
      druid must then use his or her Herbology skill to identify them.


      Summon Houseplant (Chant_SummonHouseplant) -


      Chant : Summon Houseplant
      Domain : Plant growth
      Available: Gaian
      Allows : Distant Ingrowth, Plant Growing I, Hardy Planting I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON HOUSEPLANT"
      Example : chant "summon houseplant"
      This chant will cause a potted plant to magically appear for the druid. These
      plants will maintain a mystical connection to the druid, and the druid will
      always be aware of the plants through the "my plants" skill. These plants will
      decay if taken, can only appear in houses and buildings. They can also be used
      by the druid for the "tangle" and "plant pass" chants. See help on "my plants"
      for more information about plant summonings.

      +

       
      Chant : Summon Houseplant
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Distant Ingrowth, Hardy Planting I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON HOUSEPLANT"
      Example : chant "summon houseplant"
      This chant will cause a potted plant to magically appear for the druid. These
      plants will maintain a mystical connection to the druid, and the druid will
      always be aware of the plants through the "my plants" skill. These plants will
      decay if taken, can only appear in houses and buildings. They can also be used
      by the druid for the "tangle" and "plant pass" chants. See help on "my plants"
      for more information about plant summonings.


      Summon Insects (Chant_SummonInsects) -


      Chant : Summon Insects
      Domain : Animal affinity
      Available: Druid Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 5
      Commands : CHANT, CH
      Usage : CHANT "SUMMON INSECTS"
      Example : chant "summon insects"
      This chant will summon an enormous swarm of insects to appear and begin to
      harass the enemies of the druid. The biting insects do little damage, but they
      are dilligent!

      +

       
      Chant : Summon Insects
      Domain : Animal affinity
      Available: Druid Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 5
      Commands : CHANT, CH
      Usage : CHANT "SUMMON INSECTS"
      Example : chant "summon insects"
      This chant will summon an enormous swarm of insects to appear and begin to
      harass the enemies of the druid. The biting insects do little damage, but they
      are dilligent!


      Summon Ivy (Chant_SummonIvy) -


      Chant : Summon Ivy
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON IVY"
      Example : chant "summon ivy"
      This chant will cause a poisonous plant to magically grow for the druid. These
      plants will maintain a mystical connection to the druid, and the druid will
      always be aware of the plants through the "my plants" skill. These plants will
      die if picked, and will poison the picker. They can also be used by the druid
      for the "tangle" and "plant pass" chants. See help on "my plants" for more
      information about plant summonings.

      +

       
      Chant : Summon Ivy
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON IVY"
      Example : chant "summon ivy"
      This chant will cause a poisonous plant to magically grow for the druid. These
      plants will maintain a mystical connection to the druid, and the druid will
      always be aware of the plants through the "my plants" skill. These plants will
      die if picked, and will poison the picker. They can also be used by the druid
      for the "tangle" and "plant pass" chants. See help on "my plants" for more
      information about plant summonings.


      Summon Jellyfish (Chant_SummonJellyfish) -


      Chant : Summon Jellyfish
      Domain : Animal affinity
      Available: Mer
      Allows : Animal Affinity I
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Rooms
      Range : Touch - Range 3
      Commands : CHANT, CH
      Usage : CHANT "SUMMON JELLYFISH"
      Example : chant "summon jellyfish"
      The anger of combat will cause this chant to summon a vast angry swarm of
      jellyfish into the underwater room with the caster. The jellyfish will proceed
      to sting anyone who is not in the casters group. The more enemies in the room,
      the more effective it is.

      +

       
      Chant : Summon Jellyfish
      Domain : Animal affinity
      Available: Mer
      Allows : Animal Affinity I
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Rooms
      Range : Touch - Range 3
      Commands : CHANT, CH
      Usage : CHANT "SUMMON JELLYFISH"
      Example : chant "summon jellyfish"
      The anger of combat will cause this chant to summon a vast angry swarm of
      jellyfish into the underwater room with the caster. The jellyfish will proceed
      to sting anyone who is not in the casters group. The more enemies in the room,
      the more effective it is.


      Summon Lightning (Chant_SummonLightning) -


      Chant : Summon Lightning
      Domain : Weather mastery
      Available: Druid SkyWatcher
      Allows : Airelist I, Weather Mastering I
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 10
      Commands : CHANT, CH
      Usage : CHANT "SUMMON LIGHTNING" [TARGET NAME]
      Example : chant "summon lightning" orc
      This extremely powerful chant requires a thunder storm be raging overhead.
      Under those conditions, the chant will cause a powerful bolt of lightning to
      attack and fry the target of the chant.

      +

       
      Chant : Summon Lightning
      Domain : Weather mastery
      Available: Druid SkyWatcher
      Allows : Airelist I, Weather Mastering I
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 10
      Commands : CHANT, CH
      Usage : CHANT "SUMMON LIGHTNING" [TARGET NAME]
      Example : chant "summon lightning" orc
      This extremely powerful chant requires a thunder storm be raging overhead.
      Under those conditions, the chant will cause a powerful bolt of lightning to
      attack and fry the target of the chant.


      Summon Moon (Chant_SummonMoon) -


      Chant : Summon Moon
      Domain : Moon summoning
      Available: SkyWatcher
      Allows : Moon Enchanting I, Summoning Mastery I
      Use Cost : Mana (66)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON MOON"
      Example : chant "summon moon"
      This chant will allow the moon to be seen while indoors, so long as it is
      nighttime outside. With the moon visible, other moon chants may be cast.

      +

       
      Chant : Summon Moon
      Domain : Moon summoning
      Available: SkyWatcher
      Allows : Summoning Mastery I, Moon Enchanting I
      Use Cost : Mana (66)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON MOON"
      Example : chant "summon moon"
      This chant will allow the moon to be seen while indoors, so long as it is
      nighttime outside. With the moon visible, other moon chants may be cast.


      Summon Mount (Chant_SummonMount) -


      Chant : Summon Mount
      Domain : Animal affinity
      Available: Druid Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON MOUNT"
      Example : chant "summon mount"
      This chant will summon a wild stallion to bear the druid from place to place.

      +

       
      Chant : Summon Mount
      Domain : Animal affinity
      Available: Druid Ranger
      Allows : Animal Affinity I
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON MOUNT"
      Example : chant "summon mount"
      This chant will summon a wild stallion to bear the druid from place to place.


      Summon Peace (Chant_SummonPeace) -


      Chant : Summon Peace
      Domain : Preserving
      Available: Druid Ranger
      Allows : Preserving I
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON PEACE"
      Example : chant "summon peace"
      This chant will inspire everyone who hears it to stop fighting.

      +

       
      Chant : Summon Peace
      Domain : Preserving
      Available: Druid Ranger
      Allows : Preserving I
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON PEACE"
      Example : chant "summon peace"
      This chant will inspire everyone who hears it to stop fighting.


      Summon Plague (Chant_Plague) -


      Chant : Summon Plague
      Domain : Enduring
      Available: Beastmaster Druid
      Allows : Enduring I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON PLAGUE" [TARGET NAME]
      Example : chant "summon plague" orc
      Inflicts the target with a horrendous disease.

      +

       
      Chant : Summon Plague
      Domain : Enduring
      Available: Beastmaster Druid
      Allows : Enduring I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON PLAGUE" [TARGET NAME]
      Example : chant "summon plague" orc
      Inflicts the target with a horrendous disease.


      Summon Plants (Chant_SummonPlants) -


      Chant : Summon Plants
      Domain : Plant growth
      Available: Charlatan Druid Gaian
      Allows : Distant Growth, Plant Growing I, Hardy Planting I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON PLANTS"
      Example : chant "summon plants"
      This chant will cause a random batch of plants to magically grow for the druid.
      These plants will maintain a mystical connection to the druid, and the druid
      will always be aware of the plants through the "my plants" skill. These plants
      will die if picked, but can be used by the druid for the "tangle" and "plant
      pass" chants. See help on "my plants" for more information about plant
      summonings.

      +

       
      Chant : Summon Plants
      Domain : Plant growth
      Available: Charlatan Druid Gaian
      Allows : Plant Growing I, Distant Growth, Hardy Planting I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON PLANTS"
      Example : chant "summon plants"
      This chant will cause a random batch of plants to magically grow for the druid.
      These plants will maintain a mystical connection to the druid, and the druid
      will always be aware of the plants through the "my plants" skill. These plants
      will die if picked, but can be used by the druid for the "tangle" and "plant
      pass" chants. See help on "my plants" for more information about plant
      summonings.


      Summon Pool (Chant_SummonPool) -


      Chant : Summon Pool
      Domain : Weather mastery
      Available: Delver
      Allows : Weather Mastering I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON POOL"
      Example : chant "summon pool"
      This chant will cause a small magical pool to begin out of the floor of a cave,
      The water will be cool and clean, good for drinking.

      +

       
      Chant : Summon Pool
      Domain : Weather mastery
      Available: Delver
      Allows : Weather Mastering I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON POOL"
      Example : chant "summon pool"
      This chant will cause a small magical pool to begin out of the floor of a cave,
      The water will be cool and clean, good for drinking.


      Summon Rain (Chant_SummonRain) -


      Chant : Summon Rain
      Domain : Weather mastery
      Available: Druid SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (68)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON RAIN"
      Example : chant "summon rain"
      This chant will end droughts, and cause the skys to open up and pour down rain
      on clear days. Combined with "summon wind", this can create a nasty
      thunderstorm. Success will depend, in part, on how large the area is that you
      are trying to affect. See help on Predict Weather for more information on
      weather control.

      +

       
      Chant : Summon Rain
      Domain : Weather mastery
      Available: Druid SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (68)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON RAIN"
      Example : chant "summon rain"
      This chant will end droughts, and cause the skys to open up and pour down rain
      on clear days. Combined with "summon wind", this can create a nasty
      thunderstorm. Success will depend, in part, on how large the area is that you
      are trying to affect. See help on Predict Weather for more information on
      weather control.


      Summon Rock Golem (Chant_SummonRockGolem) -


      Chant : Summon Rock Golem
      Domain : Rock control
      Available: Delver
      Allows : Rock Controlling I
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON ROCK GOLEM"
      Example : chant "summon rock golem"
      This chant will summon a golem of rock and stone to appear out of a cave wall.
      The golem will follow and fight for the druid.

      +

       
      Chant : Summon Rock Golem
      Domain : Rock control
      Available: Delver
      Allows : Rock Controlling I
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON ROCK GOLEM"
      Example : chant "summon rock golem"
      This chant will summon a golem of rock and stone to appear out of a cave wall.
      The golem will follow and fight for the druid.


      Summon Sapling (Chant_SummonSapling) -


      Chant : Summon Sapling
      Domain : Plant control
      Available: Druid Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (74)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON SAPLING"
      Example : chant "summon sapling"
      If the druid is in a sufficiently wooded area, the druid may use their combat
      anger to animate a small sapling tree nearby to fight for the druid. The
      sapling will become a tree again once combat ends, and remains rooted. The vine
      is also able to rescue the druid from his or her enemies. The druid needs only
      to order the vine to rescue 'order vine rescue'.

      +

       
      Chant : Summon Sapling
      Domain : Plant control
      Available: Druid Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (74)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON SAPLING"
      Example : chant "summon sapling"
      If the druid is in a sufficiently wooded area, the druid may use their combat
      anger to animate a small sapling tree nearby to fight for the druid. The
      sapling will become a tree again once combat ends, and remains rooted. The vine
      is also able to rescue the druid from his or her enemies. The druid needs only
      to order the vine to rescue 'order vine rescue'.


      Summon School (Chant_SummonSchool) -


      Chant : Summon School
      Domain : Animal affinity
      Available: Mer
      Allows : Animal Affinity I
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON SCHOOL
      Example : chant "summon school"
      While underwater and in an underwater animal shape, this chant will call in
      nearby creatures of the same race, and identical appearance, to swim in a tight
      school formation with the caster. The school will move and act as a single
      individual, and combatants will often attack a member of the school instead of
      the druid.

      +

       
      Chant : Summon School
      Domain : Animal affinity
      Available: Mer
      Allows : Animal Affinity I
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON SCHOOL
      Example : chant "summon school"
      While underwater and in an underwater animal shape, this chant will call in
      nearby creatures of the same race, and identical appearance, to swim in a tight
      school formation with the caster. The school will move and act as a single
      individual, and combatants will often attack a member of the school instead of
      the druid.


      Summon Seaweed (Chant_SummonSeaweed) -


      Chant : Summon Seaweed
      Domain : Plant growth
      Available: Gaian Mer
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON SEAWEED"
      Example : chant "summon seaweed"
      This chant will cause a random batch of seaweed to magically grow for the
      druid. These plants will maintain a mystical connection to the druid, and the
      druid will always be aware of the plants through the "my plants" skill. These
      plants will die if touched, but can be used by the druid for the "tangle" and
      "plant pass" chants. See help on "my plants" for more information about plant
      summonings.

      +

       
      Chant : Summon Seaweed
      Domain : Plant growth
      Available: Gaian Mer
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON SEAWEED"
      Example : chant "summon seaweed"
      This chant will cause a random batch of seaweed to magically grow for the
      druid. These plants will maintain a mystical connection to the druid, and the
      druid will always be aware of the plants through the "my plants" skill. These
      plants will die if touched, but can be used by the druid for the "tangle" and
      "plant pass" chants. See help on "my plants" for more information about plant
      summonings.


      Summon Seeds (Chant_SummonSeed) -


      Chant : Summon Seeds
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (61)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON SEEDS" [SEED TYPE]
      Example : chant "summon seeds" list
      Example : chant "summon seeds" apple
      This chant cause seeds of the type specified to appear in the hands of the
      druid. The seeds are then useful for the Farming skill.

      +

       
      Chant : Summon Seeds
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (61)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON SEEDS" [SEED TYPE]
      Example : chant "summon seeds" list
      Example : chant "summon seeds" apple
      This chant cause seeds of the type specified to appear in the hands of the
      druid. The seeds are then useful for the Farming skill.

      +
      Summon Sun (Chant_SummonSun) +

       
      Chant : Summon Sun
      Domain : Weather mastery
      Available: Gaian
      Allows : Weather Mastering I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON SUN"
      Example : chant "summon sun"
      This chant will allow the sun poke through in conditions where it normally
      might not be able to, even indoors, so long as it is daytime outside.


      Summon Tornado (Chant_SummonTornado) -


      Chant : Summon Tornado
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (75)
      Quality : Malicious
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON TORNADO"
      Example : chant "summon tornado"
      This chant will cause a rainstorm to unleash a ferocious tornado on all
      inhabitants. The tornado will suck up items and people alike, and toss them
      around like ragdolls in the debris.

      +

       
      Chant : Summon Tornado
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (75)
      Quality : Malicious
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON TORNADO"
      Example : chant "summon tornado"
      This chant will cause a rainstorm to unleash a ferocious tornado on all
      inhabitants. The tornado will suck up items and people alike, and toss them
      around like ragdolls in the debris.


      Summon Tree (Chant_SummonTree) -


      Chant : Summon Tree
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (60)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON TREE"
      Example : chant "summon tree"
      This chant will cause tree to magically grow for the druid. These trees will
      maintain a mystical connection to the druid, and the druid will always be aware
      of the plants through the "my plants" skill. The tree cannot be picked, but
      will die off if someone chops it down with the Chopping skill. The tree can
      serve as a medium for the "Plant Pass" chant, and it's roots serve for the
      "Tangle" chant. See help on "my plants" for more information about plant
      summonings.

      +

       
      Chant : Summon Tree
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (60)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON TREE"
      Example : chant "summon tree"
      This chant will cause tree to magically grow for the druid. These trees will
      maintain a mystical connection to the druid, and the druid will always be aware
      of the plants through the "my plants" skill. The tree cannot be picked, but
      will die off if someone chops it down with the Chopping skill. The tree can
      serve as a medium for the "Plant Pass" chant, and it's roots serve for the
      "Tangle" chant. See help on "my plants" for more information about plant
      summonings.


      Summon Vine (Chant_SummonVine) -


      Chant : Summon Vine
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (54)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON VINE"
      Example : chant "summon vine"
      If the druid is in a sufficiently foliated area, the druid may use their combat
      anger to animate a nearby vine to fight for the druid. The vine will grow
      still again once combat ends, and remains rooted. The vine is also able to
      rescue the druid from his or her enemies. The druid needs only to order the
      vine to rescue 'order vine rescue'.

      +

       
      Chant : Summon Vine
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (54)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON VINE"
      Example : chant "summon vine"
      If the druid is in a sufficiently foliated area, the druid may use their combat
      anger to animate a nearby vine to fight for the druid. The vine will grow
      still again once combat ends, and remains rooted. The vine is also able to
      rescue the druid from his or her enemies. The druid needs only to order the
      vine to rescue 'order vine rescue'.


      Summon Water (Chant_SummonWater) -


      Chant : Summon Water
      Domain : Weather mastery
      Available: Delver Druid
      Allows : Weather Mastering I
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON WATER"
      Example : chant "summon water"
      This chant will cause a small magical spring to begin running nearby. The
      water will be sweet and clean, good for drinking.

      +

       
      Chant : Summon Water
      Domain : Weather mastery
      Available: Delver Druid
      Allows : Weather Mastering I
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON WATER"
      Example : chant "summon water"
      This chant will cause a small magical spring to begin running nearby. The
      water will be sweet and clean, good for drinking.


      Summon Wind (Chant_SummonWind) -


      Chant : Summon Wind
      Domain : Weather mastery
      Available: Druid SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON WIND"
      Example : chant "summon wind"
      This chant will cause the winds to begin blowing, turning rain into
      thunderstorm, and snow into a terrible blizzard. Success will depend, in part,
      on how large the area is that you are trying to affect. See help on Predict
      Weather for more information on weather control.

      +

       
      Chant : Summon Wind
      Domain : Weather mastery
      Available: Druid SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SUMMON WIND"
      Example : chant "summon wind"
      This chant will cause the winds to begin blowing, turning rain into
      thunderstorm, and snow into a terrible blizzard. Success will depend, in part,
      on how large the area is that you are trying to affect. See help on Predict
      Weather for more information on weather control.


      Sunray (Chant_Sunray) -


      Chant : Sunray
      Domain : Weather mastery
      Available: Druid Ranger SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT SUNRAY [TARGET NAME]
      Example : chant "sunray" orc
      This chant will cause a bright ray of sunshine to beam into the eyes of the
      target. The target will then be blinded.

      +

       
      Chant : Sunray
      Domain : Weather mastery
      Available: Druid Ranger SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT SUNRAY [TARGET NAME]
      Example : chant "sunray" orc
      This chant will cause a bright ray of sunshine to beam into the eyes of the
      target. The target will then be blinded.


      Sweet Scent (Chant_SweetScent) -


      Chant : Sweet Scent
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (75)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SWEET SCENT"
      Example : chant "sweet scent"
      This chant must be cast on one of the druids plants, such as those created with
      the Summon Plants chant. The plant will then begin to exude an irresistable
      smell which will attract all creatures of animal intelligence to it.

      +

       
      Chant : Sweet Scent
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (75)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "SWEET SCENT"
      Example : chant "sweet scent"
      This chant must be cast on one of the druids plants, such as those created with
      the Summon Plants chant. The plant will then begin to exude an irresistable
      smell which will attract all creatures of animal intelligence to it.


      Tangle (Chant_Tangle) -


      Chant : Tangle
      Domain : Plant control
      Available: Druid
      Allows : Plant Mastering I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : CHANT, CH
      Usage : CHANT TANGLE [TARGET NAME]
      Example : chant "tangle" orc
      This chant requires the cooperation of a plant summoned by the druid, typically
      with the "summon plants" chant. The chant will cause the magical plants to
      entangle the target, making them unable to fight until they are able to fight
      themselves free of the plants grip.

      +

       
      Chant : Tangle
      Domain : Plant control
      Available: Druid
      Allows : Plant Mastering I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : CHANT, CH
      Usage : CHANT TANGLE [TARGET NAME]
      Example : chant "tangle" orc
      This chant requires the cooperation of a plant summoned by the druid, typically
      with the "summon plants" chant. The chant will cause the magical plants to
      entangle the target, making them unable to fight until they are able to fight
      themselves free of the plants grip.


      Tap Grapevine (Chant_TapGrapevine) -


      Chant : Tap Grapevine
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "TAP GRAPEVINE"
      Example : chant "tap grapevine"
      If the druid is in the same room as a plant summoned by another druid, this
      chant will cause the mind of the druid to be linked with all that druids
      plants, namely those created with the "Summon Plants" chant. During the
      duration of the chant, the druid will be able to hear all speaking that goes on
      in the same room as the other druids plants, regardless of the location of the
      druid.

      +

       
      Chant : Tap Grapevine
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "TAP GRAPEVINE"
      Example : chant "tap grapevine"
      If the druid is in the same room as a plant summoned by another druid, this
      chant will cause the mind of the druid to be linked with all that druids
      plants, namely those created with the "Summon Plants" chant. During the
      duration of the chant, the druid will be able to hear all speaking that goes on
      in the same room as the other druids plants, regardless of the location of the
      druid.


      Tether (Chant_Tether) -


      Chant : Tether
      Domain : Preserving
      Available: Delver
      Allows : Preserving I
      Use Cost : Mana (52)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "TETHER"
      Example : chant "tether"
      This strange chant causes a magical tether to trail behind the druid, attaching
      to the places and rooms he leaves. Should the druid fall off a cliff, or meet
      with some other untimely or deadly accident, the tether will pull him back,
      preventing potential tragedy.

      +

       
      Chant : Tether
      Domain : Preserving
      Available: Delver
      Allows : Preserving I
      Use Cost : Mana (52)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "TETHER"
      Example : chant "tether"
      This strange chant causes a magical tether to trail behind the druid, attaching
      to the places and rooms he leaves. Should the druid fall off a cliff, or meet
      with some other untimely or deadly accident, the tether will pull him back,
      preventing potential tragedy.


      Thorns (Chant_Thorns) -


      Chant : Thorns
      Domain : Shape shifting
      Available: Gaian
      Allows : Shapeshifting I
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "THORNS"
      Example : cast "thorns"
      Causes the caster to become covered in long thorns that prick anyone trying to
      attack or touch them in melee.

      +

       
      Chant : Thorns
      Domain : Shape shifting
      Available: Gaian
      Allows : Shapeshifting I
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "THORNS"
      Example : cast "thorns"
      Causes the caster to become covered in long thorns that prick anyone trying to
      attack or touch them in melee.


      Tidal Wave (Chant_TidalWave) -


      Chant : Tidal Wave
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (536870912)
      Quality : Malicious
      Targets : Items Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "TIDAL WAVE" ([TARGET])
      Example : chant "tidal wave" ship
      Example : chant "tidal wave"
      If the druid is near enough to a body of water from which to summon a tidal
      wave, this chant will call one forth. When cast upon a ship, it can wash all
      the inhabitants from the ship into the water. When not cast upon a ship, it
      can wash the inhabitants into the next room. Anyone hit by the tidal wave will
      also take a bit of damage.

      +

       
      Chant : Tidal Wave
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (536870912)
      Quality : Malicious
      Targets : Items Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "TIDAL WAVE" ([TARGET])
      Example : chant "tidal wave" ship
      Example : chant "tidal wave"
      If the druid is near enough to a body of water from which to summon a tidal
      wave, this chant will call one forth. When cast upon a ship, it can wash all
      the inhabitants from the ship into the water. When not cast upon a ship, it
      can wash the inhabitants into the next room. Anyone hit by the tidal wave will
      also take a bit of damage.


      Tide Moon (Chant_TideMoon) -


      Chant : Tide Moon
      Domain : Moon altering
      Available: Mer
      Allows : Moon Enchanting I
      Use Cost : Mana (547608330)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "TIDE MOON"
      Example : chant "tide moon"
      This powerful chant can be used to change the shape of the moon for the entire
      area for the duration of the chant. Each time it is cast, it will change the
      shape a bit more, but it will also attempt to alter the tides.

      +

       
      Chant : Tide Moon
      Domain : Moon altering
      Available: Mer
      Allows : Moon Enchanting I
      Use Cost : Mana (547608330)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "TIDE MOON"
      Example : chant "tide moon"
      This powerful chant can be used to change the shape of the moon for the entire
      area for the duration of the chant. Each time it is cast, it will change the
      shape a bit more, but it will also attempt to alter the tides.


      Treeform (Chant_Treeform) -


      Chant : Treeform
      Domain : Shape shifting
      Available: Druid
      Allows : Shapeshifting I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch - Range 3
      Commands : CHANT, CH
      Usage : CHANT TREEFORM
      Example : chant "treeform"
      This chant will allow the druid to take on the form of a tree at will. In this
      form, the druid is unable to be attacked, and may consider him or herself safe.

      +

       
      Chant : Treeform
      Domain : Shape shifting
      Available: Druid
      Allows : Shapeshifting I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch - Range 3
      Commands : CHANT, CH
      Usage : CHANT TREEFORM
      Example : chant "treeform"
      This chant will allow the druid to take on the form of a tree at will. In this
      form, the druid is unable to be attacked, and may consider him or herself safe.


      Treehouse (Chant_Treehouse) -


      Chant : Treehouse
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (71)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT TREEHOUSE
      Example : chant "treehouse"
      This chant will cause a treehouse to appear up in a nearby tree. The druid may
      then climb into the treehouse and observe all of the surrounding rooms by
      merely LOOKing in the proper direction.

      +

       
      Chant : Treehouse
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (71)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT TREEHOUSE
      Example : chant "treehouse"
      This chant will cause a treehouse to appear up in a nearby tree. The druid may
      then climb into the treehouse and observe all of the surrounding rooms by
      merely LOOKing in the proper direction.


      Treemind (Chant_Treemind) -


      Chant : Treemind
      Domain : Preserving
      Available: Druid
      Allows : Preserving I
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT TREEMIND
      Example : chant "treemind"
      This chant will allow the druid gain treelike protection against mind attacks,
      such as mind affecting spells and charms.

      +

       
      Chant : Treemind
      Domain : Preserving
      Available: Druid
      Allows : Preserving I
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT TREEMIND
      Example : chant "treemind"
      This chant will allow the druid gain treelike protection against mind attacks,
      such as mind affecting spells and charms.


      Treemorph (Chant_Treemorph) -


      Chant : Treemorph
      Domain : Shape shifting
      Available: Druid
      Allows : Shapeshifting I
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT TREEMORPH [TARGET NAME]
      Example : chant "treemorph" orc
      This chant will cause the target to turn into a tree, unable to move, speak, or
      be attacked.

      +

       
      Chant : Treemorph
      Domain : Shape shifting
      Available: Druid
      Allows : Shapeshifting I
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT TREEMORPH [TARGET NAME]
      Example : chant "treemorph" orc
      This chant will cause the target to turn into a tree, unable to move, speak, or
      be attacked.


      Tremor Sense (Chant_TremorSense) -


      Chant : Tremor Sense
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (69)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "TREMOR SENSE"
      Example : chant "tremor sense"
      This chant requires the druid to be sitting on the ground, resting. It will
      inform the druid of any footsteps or other movement from up to 5 rooms away.

      +

       
      Chant : Tremor Sense
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (69)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "TREMOR SENSE"
      Example : chant "tremor sense"
      This chant requires the druid to be sitting on the ground, resting. It will
      inform the druid of any footsteps or other movement from up to 5 rooms away.


      Tsunami (Chant_Tsunami) -


      Chant : Tsunami
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (536870912)
      Quality : Malicious
      Targets : Items Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "TSUNAMI"
      Example : chant "tsunami"
      This powerful chant calls forth the waves from a nearby source to unleash a
      massive tsunami upon the casters room and all adjacent rooms. The initial
      impact will do some damage, and will fill those places with water for the
      duration of the chant.

      +

       
      Chant : Tsunami
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (536870912)
      Quality : Malicious
      Targets : Items Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "TSUNAMI"
      Example : chant "tsunami"
      This powerful chant calls forth the waves from a nearby source to unleash a
      massive tsunami upon the casters room and all adjacent rooms. The initial
      impact will do some damage, and will fill those places with water for the
      duration of the chant.


      Unbreakable (Chant_Unbreakable) -


      Chant : Unbreakable
      Domain : Preserving
      Available: Delver
      Allows : Preserving I
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "UNBREAKABLE" [TARGET ITEM]
      Example : chant "unbreakable" sword
      This chant makes the target item incapable of sustaining damage for the
      duration of the chant. It will also protect the item from numerous magical
      affects as well.

      +

       
      Chant : Unbreakable
      Domain : Preserving
      Available: Delver
      Allows : Preserving I
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "UNBREAKABLE" [TARGET ITEM]
      Example : chant "unbreakable" sword
      This chant makes the target item incapable of sustaining damage for the
      duration of the chant. It will also protect the item from numerous magical
      affects as well.


      Underwater Action (Chant_UnderwaterAction) -


      Chant : Underwater Action
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (58)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "UNDERWATER ACTION" [TARGET NAME]
      Example : chant "underwater action" bob
      This chant allows the target to have an innate sense of how to move in water.
      Whenever the target enters a watery room, the target will immediately begin to
      swim like a dolphin and move more quickly.

      +

       
      Chant : Underwater Action
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (58)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "UNDERWATER ACTION" [TARGET NAME]
      Example : chant "underwater action" bob
      This chant allows the target to have an innate sense of how to move in water.
      Whenever the target enters a watery room, the target will immediately begin to
      swim like a dolphin and move more quickly.


      Unicorns Health (Chant_UnicornsHealth) -


      Chant : Unicorns Health
      Domain : Preserving
      Available: Beastmaster
      Allows : Preserving I
      Use Cost : Mana (73)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "UNICORNS HEALTH"
      Example : chant "unicorns health"
      This chant causes the druid to become as healthy as a unicorn by boosting their
      constitution more and more as the druid gains levels.

      +

       
      Chant : Unicorns Health
      Domain : Preserving
      Available: Beastmaster
      Allows : Preserving I
      Use Cost : Mana (73)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "UNICORNS HEALTH"
      Example : chant "unicorns health"
      This chant causes the druid to become as healthy as a unicorn by boosting their
      constitution more and more as the druid gains levels.


      Vampire Vine (Chant_VampireVine) -


      Chant : Vampire Vine
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "VAMPIRE VINE"
      Example : chant "vampire vine"
      If the druid is in a sufficiently foliated area, the druid may use their combat
      anger to animate a nearby vine to fight for the druid. The vine will grow
      still again once combat ends, and remains rooted. The vine will also have a
      faint undead aura, healing itself and the summoning druid part of all damage
      done by the vine. The vine is also able to rescue the druid from his or her
      enemies. The druid needs only to order the vine to rescue 'order vine rescue'.

      +

       
      Chant : Vampire Vine
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "VAMPIRE VINE"
      Example : chant "vampire vine"
      If the druid is in a sufficiently foliated area, the druid may use their combat
      anger to animate a nearby vine to fight for the druid. The vine will grow
      still again once combat ends, and remains rooted. The vine will also have a
      faint undead aura, healing itself and the summoning druid part of all damage
      done by the vine. The vine is also able to rescue the druid from his or her
      enemies. The druid needs only to order the vine to rescue 'order vine rescue'.


      Venom Ward (Chant_VenomWard) -


      Chant : Venom Ward
      Domain : Preserving
      Available: Beastmaster Druid Mer Ranger
      Allows : Preserving I
      Use Cost : Mana (56)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "VENOM WARD"
      Example : chant "venom ward"
      This chant allows the druid to become resistant (but not immune) to poisonous
      attacks. Attacks of this kind include spells, bites and other magical and
      non-magical attacks.

      +

       
      Chant : Venom Ward
      Domain : Preserving
      Available: Beastmaster Druid Mer Ranger
      Allows : Preserving I
      Use Cost : Mana (56)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "VENOM WARD"
      Example : chant "venom ward"
      This chant allows the druid to become resistant (but not immune) to poisonous
      attacks. Attacks of this kind include spells, bites and other magical and
      non-magical attacks.


      Venomous Bite (Chant_Poison) -


      Skill : Poison
      Use Cost : Mana (25) Movement (25)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : POISONSTING

      Chant : Venomous Bite
      Domain : Enduring
      Available: Druid
      Allows : Enduring I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "VENOMOUS BITE" [TARGET NAME]
      Example : chant "venomous bite" bob
      The druid's chant aids in the infliction of a poisonous bite on the target.

      +

       
      Skill : Poison
      Use Cost : Mana (25) Movement (25)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : POISONSTING

      Chant : Venomous Bite
      Domain : Enduring
      Available: Druid
      Allows : Enduring I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "VENOMOUS BITE" [TARGET NAME]
      Example : chant "venomous bite" bob
      The druid's chant aids in the infliction of a poisonous bite on the target.


      Vine Mass (Chant_VineMass) -


      Chant : Vine Mass
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "VINE MASS"
      Example : chant "vine mass"
      If the druid is in a sufficiently foliated area, the druid may use their combat
      anger to animate numerous nearby vines to fight for the druid. The vines will
      grow still again once combat ends, and remain rooted. The vines are also able
      to rescue the druid from his or her enemies. The druid needs only to order the
      vines to rescue 'order all rescue'.

      +

       
      Chant : Vine Mass
      Domain : Plant control
      Available: Gaian
      Allows : Plant Mastering I
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "VINE MASS"
      Example : chant "vine mass"
      If the druid is in a sufficiently foliated area, the druid may use their combat
      anger to animate numerous nearby vines to fight for the druid. The vines will
      grow still again once combat ends, and remain rooted. The vines are also able
      to rescue the druid from his or her enemies. The druid needs only to order the
      vines to rescue 'order all rescue'.


      Vine Weave (Chant_VineWeave) -


      Chant : Vine Weave
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (50)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "VINE WEAVE"
      Example : chant "vine weave"
      If the druid is in a sufficiently vegetative area, this chant will cause a a
      random woven item to grow out of the ground. This powerful chant always costs
      50 mana, however.

      +

       
      Chant : Vine Weave
      Domain : Plant growth
      Available: Gaian
      Allows : Plant Growing I, Hardy Planting I
      Use Cost : Mana (50)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "VINE WEAVE"
      Example : chant "vine weave"
      If the druid is in a sufficiently vegetative area, this chant will cause a a
      random woven item to grow out of the ground. This powerful chant always costs
      50 mana, however.


      Volcanic Chasm (Chant_VolcanicChasm) -


      Chant : Volcanic Chasm
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "VOLCANIC CHASM"
      Example : chant "volcanic chasm"
      If the druid is in a cave room, this chant will turn it into a volcanic chasm,
      with sulfurous gasses and flames assaulting all who are within it.

      +

       
      Chant : Volcanic Chasm
      Domain : Deep magic
      Available: Delver
      Allows : Deep Lore I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "VOLCANIC CHASM"
      Example : chant "volcanic chasm"
      If the druid is in a cave room, this chant will turn it into a volcanic chasm,
      with sulfurous gasses and flames assaulting all who are within it.


      Waking Moon (Chant_WakingMoon) -


      Chant : Waking Moon
      Domain : Moon summoning
      Available: SkyWatcher
      Allows : Moon Enchanting I, Summoning Mastery I
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WAKING MOON"
      Example : chant "waking moon"
      This chant will allow the moon to be seen during the day, so long as the druid
      is outside. With the moon visible, other moon chants may be cast.

      +

       
      Chant : Waking Moon
      Domain : Moon summoning
      Available: SkyWatcher
      Allows : Summoning Mastery I, Moon Enchanting I
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WAKING MOON"
      Example : chant "waking moon"
      This chant will allow the moon to be seen during the day, so long as the druid
      is outside. With the moon visible, other moon chants may be cast.


      Warning Winds (Chant_WarningWinds) -


      Chant : Warning Winds
      Domain : Weather mastery
      Available: Mer SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (61)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WARNING WINDS"
      Example : chant "warning winds"
      Example : chant "warning winds"
      This chant will allow the druid to be aware of enemies or fighting in nearby
      rooms.

      +

       
      Chant : Warning Winds
      Domain : Weather mastery
      Available: Mer SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (61)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WARNING WINDS"
      Example : chant "warning winds"
      Example : chant "warning winds"
      This chant will allow the druid to be aware of enemies or fighting in nearby
      rooms.


      Warp Wood (Chant_WarpWood) -


      Chant : Warp Wood
      Domain : Plant control
      Available: Druid
      Allows : Plant Mastering I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WARP WOOD" [TARGET NAME]
      Example : chant "warp wood" orc
      Example : chant "warp wood" staff
      This chant will cause wooden weapons or items to begin to warp and mutate,
      taking considerable damage.

      +

       
      Chant : Warp Wood
      Domain : Plant control
      Available: Druid
      Allows : Plant Mastering I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WARP WOOD" [TARGET NAME]
      Example : chant "warp wood" orc
      Example : chant "warp wood" staff
      This chant will cause wooden weapons or items to begin to warp and mutate,
      taking considerable damage.


      Water Hammer (Chant_WaterHammer) -


      Chant : Water Hammer
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 10
      Commands : CHANT, CH
      Usage : CHANT "WATER HAMMER" [TARGET NAME]
      Example : chant "water hammer" orc
      If the druid has a sufficiently large source of water available, he or she can
      use this chant to gather the water into a tight compressed wave and hurl it at
      the target.

      +

       
      Chant : Water Hammer
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 10
      Commands : CHANT, CH
      Usage : CHANT "WATER HAMMER" [TARGET NAME]
      Example : chant "water hammer" orc
      If the druid has a sufficiently large source of water available, he or she can
      use this chant to gather the water into a tight compressed wave and hurl it at
      the target.


      Water Walking (Chant_WaterWalking) -


      Chant : Water Walking
      Domain : Enduring
      Available: Druid Mer Ranger
      Allows : Enduring I
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WATER WALKING"
      Example : chant "water walking"
      This chant will allow the druid to glide lightly above the water as if he or
      she is flying.

      +

       
      Chant : Water Walking
      Domain : Enduring
      Available: Druid Mer Ranger
      Allows : Enduring I
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WATER WALKING"
      Example : chant "water walking"
      This chant will allow the druid to glide lightly above the water as if he or
      she is flying.


      Waterguard (Chant_Waterguard) -


      Chant : Waterguard
      Domain : Preserving
      Available: Mer
      Allows : Preserving I
      Use Cost : Mana (60)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WATERGUARD" [TARGET]
      Example : chant "waterguard" bob
      This chant will give the target a field of anti-water protection, lessing the
      damage from water based attacks for a brief time, and preventing any water
      damage to their equipment for the entire duration of the chant.

      +

       
      Chant : Waterguard
      Domain : Preserving
      Available: Mer
      Allows : Preserving I
      Use Cost : Mana (60)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WATERGUARD" [TARGET]
      Example : chant "waterguard" bob
      This chant will give the target a field of anti-water protection, lessing the
      damage from water based attacks for a brief time, and preventing any water
      damage to their equipment for the entire duration of the chant.


      Waterspout (Chant_Waterspout) -


      Chant : Waterspout
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WATERSPOUT"
      Example : chant "waterspout"
      This chant will cause the surrounding waters to unleash a ferocious waterspout
      on all inhabitants. The waterspout will suck up items and people alike, and
      toss them around like ragdolls in the debris.

      +

       
      Chant : Waterspout
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets :
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WATERSPOUT"
      Example : chant "waterspout"
      This chant will cause the surrounding waters to unleash a ferocious waterspout
      on all inhabitants. The waterspout will suck up items and people alike, and
      toss them around like ragdolls in the debris.


      Whirlpool (Chant_Whirlpool) -


      Chant : Whirlpool
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (1063004405)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WHIRLPOOL"
      Example : chant "whirlpool"
      This chant, when cast out over the water, will sweep in any persons or ships
      out on the water into its grasp. It will twirl them around until they reach
      the center and are thrust down to the bottom of the waters. As with all
      aggressive magic, only those whom the druid may attack will be affected by the
      magic.

      +

       
      Chant : Whirlpool
      Domain : Water control
      Available: Mer
      Allows : Water Controlling I
      Use Cost : Mana (1063004405)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WHIRLPOOL"
      Example : chant "whirlpool"
      This chant, when cast out over the water, will sweep in any persons or ships
      out on the water into its grasp. It will twirl them around until they reach
      the center and are thrust down to the bottom of the waters. As with all
      aggressive magic, only those whom the druid may attack will be affected by the
      magic.


      Whisperward (Chant_WhisperWard) -


      Chant : Whisperward
      Domain : Preserving
      Available: Druid Mer SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (60)
      Quality : Circumstantial
      Targets : Items Exits Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT WHISPERWARD [TARGET NAME] [HOLD/WIELD/WEAR/TOUCH/ENTER]
      Example : chant "whisperward" chest touch
      This is a complicated chant that allows an object or place to notify the druid
      when affected in a certain way. The first argument is the target of the spell,
      which is any inanimate object or "room". The last argument describes the
      circumstances under which the notify triggers, whether when touched (such as
      getting, getting from, or putting into), held or wielded, worn, or whenever
      anyone enters the same room. The object will only notify the druid one time
      before the chant expires.

      +

       
      Chant : Whisperward
      Domain : Preserving
      Available: Druid Mer SkyWatcher
      Allows : Preserving I
      Use Cost : Mana (60)
      Quality : Circumstantial
      Targets : Items Exits Rooms
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT WHISPERWARD [TARGET NAME] [HOLD/WIELD/WEAR/TOUCH/ENTER]
      Example : chant "whisperward" chest touch
      This is a complicated chant that allows an object or place to notify the druid
      when affected in a certain way. The first argument is the target of the spell,
      which is any inanimate object or "room". The last argument describes the
      circumstances under which the notify triggers, whether when touched (such as
      getting, getting from, or putting into), held or wielded, worn, or whenever
      anyone enters the same room. The object will only notify the druid one time
      before the chant expires.


      Wind Color (Chant_WindColor) -


      Chant : Wind Color
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WIND COLOR"
      Example : chant "wind color"
      This chant allows the druid, upon entering a new room, to gather information
      about the mobs and or items in the room. This is done by observing the color
      of the winds, which will be coded as follows:
      Black - Something Undead
      Red - Something evil
      Blue - Something good
      Green - A neutral creature
      Grey - Something metal or stone
      Purple - Something hidden
      Yellow - Something invisible
      Brown - Something wooden
      Orange - Something trapped
      (Striped colors) - a single source of multiple colors
      (Swirling colors) - multiple sources of multiple colors
      (Dull colors) - highest level is below 15 levels below the caster
      (Faded colors) - highest level is below 5 levels below the caster
      (Bright colors) - highest level is between 5 and 15 levels above the caster
      (Brilliant colors) - highest level is between 15 and 25 levels above the caster
      (Dazzling colors) - highest level is 25 levels or more above the caster

      +

       
      Chant : Wind Color
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WIND COLOR"
      Example : chant "wind color"
      This chant allows the druid, upon entering a new room, to gather information
      about the mobs and or items in the room. This is done by observing the color
      of the winds, which will be coded as follows:
      Black - Something Undead
      Red - Something evil
      Blue - Something good
      Green - A neutral creature
      Grey - Something metal or stone
      Purple - Something hidden
      Yellow - Something invisible
      Brown - Something wooden
      Orange - Something trapped
      (Striped colors) - a single source of multiple colors
      (Swirling colors) - multiple sources of multiple colors
      (Dull colors) - highest level is below 15 levels below the caster
      (Faded colors) - highest level is below 5 levels below the caster
      (Bright colors) - highest level is between 5 and 15 levels above the caster
      (Brilliant colors) - highest level is between 15 and 25 levels above the caster

      (Dazzling colors) - highest level is 25 levels or more above the caster


      Wind Gust (Chant_WindGust) -


      Chant : Wind Gust
      Domain : Weather mastery
      Available: Druid Ranger SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 4
      Commands : CHANT, CH
      Usage : CHANT "WIND GUST" [TARGET NAME]
      Example : chant "wind gust" orc
      This chant will summon a strong gust of wind to blow away the target. The
      target may also be knocked down.

      +

       
      Chant : Wind Gust
      Domain : Weather mastery
      Available: Druid Ranger SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 4
      Commands : CHANT, CH
      Usage : CHANT "WIND GUST" [TARGET NAME]
      Example : chant "wind gust" orc
      This chant will summon a strong gust of wind to blow away the target. The
      target may also be knocked down.


      Wind Shape (Chant_WindShape) -


      Chant : Wind Shape
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WIND SHAPE"
      Example : chant "wind shape"
      This chant causes the druid to shimmer and become like the wind. In this
      condition, the caster takes only 3/4 damage from physical weapon sources.

      +

       
      Chant : Wind Shape
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WIND SHAPE"
      Example : chant "wind shape"
      This chant causes the druid to shimmer and become like the wind. In this
      condition, the caster takes only 3/4 damage from physical weapon sources.


      Wind Snatcher (Chant_WindSnatcher) -


      Chant : Wind Snatcher
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (73)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WIND SNATCHER"
      Example : chant "wind snatcher"
      This chant creates a form around the druid which will suck in any wind-related
      magic that is used in the same room as the druid.

      +

       
      Chant : Wind Snatcher
      Domain : Weather mastery
      Available: SkyWatcher
      Allows : Weather Mastering I
      Use Cost : Mana (73)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WIND SNATCHER"
      Example : chant "wind snatcher"
      This chant creates a form around the druid which will suck in any wind-related
      magic that is used in the same room as the druid.


      Worms (Chant_Worms) -


      Chant : Worms
      Domain : Animal affinity
      Available: Delver
      Allows : Animal Affinity I
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WORMS" [TARGET NAME]
      Example : chant "worms" orc
      This chant will cause a horrid worm disease in the stomach of the target. The
      worms will begin eating the target from the inside out, doing damage, and
      making the target constantly hungry.

      +

       
      Chant : Worms
      Domain : Animal affinity
      Available: Delver
      Allows : Animal Affinity I
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT "WORMS" [TARGET NAME]
      Example : chant "worms" orc
      This chant will cause a horrid worm disease in the stomach of the target. The
      worms will begin eating the target from the inside out, doing damage, and
      making the target constantly hungry.


      Yearning (Chant_Yearning) -


      Chant : Yearning
      Domain : Breeding
      Available: Beastmaster
      Allows : Breeding I
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT YEARNING [TARGET NAME]
      Example : chant "yearning" orc
      This chant will cause the target to have a crazed need to mate. The target
      will suffer a lower wisdom until they choose to fulfill the need.

      +
       
      Chant : Yearning
      Domain : Breeding
      Available: Beastmaster
      Allows : Breeding I
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT YEARNING [TARGET NAME]
      Example : chant "yearning" orc
      This chant will cause the target to have a crazed need to mate. The target
      will suffer a lower wisdom until they choose to fulfill the need.

      \ No newline at end of file diff --git a/guides/refs/skillsd.html b/guides/refs/skillsd.html index 833cd9b72a2..7272902a245 100644 --- a/guides/refs/skillsd.html +++ b/guides/refs/skillsd.html @@ -358,223 +358,223 @@

      CoffeeMud 5.9


      Accompaniment (Play_Accompaniment) -


      Song : Accompaniment
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (35) Movement (35)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY ACCOMPANIMENT
      Example : play accompaniment
      This tune will grant extra levels to any OTHER bards in the playing-bard`s
      group.

      +

       
      Song : Accompaniment
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (35) Movement (35)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY ACCOMPANIMENT
      Example : play accompaniment
      This tune will grant extra levels to any OTHER bards in the playing-bard`s
      group.


      Armor (Song_Armor) -


      Song : Armor
      Domain : Singing
      Available: Bard Minstrel
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (55)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING ARMOR
      Example : sing armor
      The bards and the bard`s group become harder to hit in combat.

      +

       
      Song : Armor
      Domain : Singing
      Available: Bard Minstrel
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (55)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING ARMOR
      Example : sing armor
      The bards and the bard`s group become harder to hit in combat.


      Awareness (Song_Detection) -


      Song : Awareness
      Domain : Singing
      Available: Bard Charlatan Jester
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING AWARENESS
      Example : sing AWARENESS
      Allows the bard and the bard`s group to detect magical items and creatures.

      +

       
      Song : Awareness
      Domain : Singing
      Available: Bard Charlatan Jester
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING AWARENESS
      Example : sing AWARENESS
      Allows the bard and the bard`s group to detect magical items and creatures.


      Babble (Song_Babble) -


      Song : Babble
      Domain : Singing
      Available: Bard Jester
      Allows : Sharp Singing I, Echoed Singing I, Resounding Singing I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING BABBLE
      Example : sing babble
      Anyone not in the bard`s group will begin to speak unintelligibly.

      +

       
      Song : Babble
      Domain : Singing
      Available: Bard Jester
      Allows : Resounding Singing I, Sharp Singing I, Echoed Singing I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING BABBLE
      Example : sing babble
      Anyone not in the bard`s group will begin to speak unintelligibly.


      Background (Play_Background) -


      Song : Background
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (27) Movement (27)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY BACKGROUND
      Example : play background
      This tune will grant bonuses to all saving throws for all members of the bard`s
      group.

      +

       
      Song : Background
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (27) Movement (27)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY BACKGROUND
      Example : play background
      This tune will grant bonuses to all saving throws for all members of the bard`s
      group.


      Ballad (Play_Ballad) -


      Song : Ballad
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (29) Movement (29)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY BALLAD
      Example : play ballad
      This tune inspires the bard and his or her group to better attacking, and
      better resistance to mind attacks.

      +

       
      Song : Ballad
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (29) Movement (29)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY BALLAD
      Example : play ballad
      This tune inspires the bard and his or her group to better attacking, and
      better resistance to mind attacks.


      Ballet (Dance_Ballet) -


      Song : Ballet
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Slow Dancing I, Steady Dancing I
      Use Cost : Movement (64)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE BALLET
      Example : dance ballet
      This highly graceful dance form grants the dancer and his or her party a great
      bonus to Dexterity.

      +

       
      Song : Ballet
      Domain : Dancing
      Available: Dancer
      Allows : Slow Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (64)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE BALLET
      Example : dance ballet
      This highly graceful dance form grants the dancer and his or her party a great
      bonus to Dexterity.


      Basse (Dance_Basse) -


      Song : Basse
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Slow Dancing I, Steady Dancing I
      Use Cost : Movement (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE BASSE
      Example : dance basse
      This highly dignified walking dance from France will make the dancer and his or
      her party unattackable by aggressive monsters, due to the monsters awe of the
      dancers.

      +

       
      Song : Basse
      Domain : Dancing
      Available: Dancer
      Allows : Slow Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE BASSE
      Example : dance basse
      This highly dignified walking dance from France will make the dancer and his or
      her party unattackable by aggressive monsters, due to the monsters awe of the
      dancers.


      Battlehymn (Play_Battlehymn) -


      Song : Battlehymn
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (37) Movement (37)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY BATTLEHYMN
      Example : play battlehymn
      This song will grant the bard and the bard`s group a bonus to their damage
      during combat. The song must be started during combat to be effective.

      +

       
      Song : Battlehymn
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (37) Movement (37)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY BATTLEHYMN
      Example : play battlehymn
      This song will grant the bard and the bard`s group a bonus to their damage
      during combat. The song must be started during combat to be effective.


      Blasting (Song_Blasting) -


      Song : Blasting
      Domain : Singing
      Available: Bard
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (70)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING BLASTING
      Example : sing blasting
      Improves the damage ability of the bard and the bard`s group.

      +

       
      Song : Blasting
      Domain : Singing
      Available: Bard
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (70)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING BLASTING
      Example : sing blasting
      Improves the damage ability of the bard and the bard`s group.


      Blues (Play_Blues) -


      Song : Blues
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Rhythmic Playing I, Sharp Playing I
      Use Cost : Mana (29) Movement (29)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY BLUES
      Example : play blues
      This tune affects the enemies of the bard. They will have depressed attack
      skill, grow hungry faster, and be more susceptible to certain unjust skills.

      +

       
      Song : Blues
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Sharp Playing I
      Use Cost : Mana (29) Movement (29)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY BLUES
      Example : play blues
      This tune affects the enemies of the bard. They will have depressed attack
      skill, grow hungry faster, and be more susceptible to certain unjust skills.


      Break (Play_Break) -


      Song : Break
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (25) Movement (25)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY BREAK
      Example : play break
      This causes the bard to stop playing his or her instrument. See also help on
      WEAPON BREAK.

      +

       
      Song : Break
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (25) Movement (25)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY BREAK
      Example : play break
      This causes the bard to stop playing his or her instrument. See also help on
      WEAPON BREAK.


      Butoh (Dance_Butoh) -


      Song : Butoh
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Slow Dancing I, Steady Dancing I
      Use Cost : Movement (66)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE BUTOH
      Example : dance butoh
      This expressionist dance form, highly spiritual in nature, assist the dancer
      and his or her party in the recovery of mana.

      +

       
      Song : Butoh
      Domain : Dancing
      Available: Dancer
      Allows : Slow Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (66)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE BUTOH
      Example : dance butoh
      This expressionist dance form, highly spiritual in nature, assist the dancer
      and his or her party in the recovery of mana.


      Butterfly (Dance_Butterfly) -


      Song : Butterfly
      Domain : Dancing
      Available: Dancer
      Allows : Beat Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (73)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE BUTTERFLY
      Example : dance butterfly
      This Native American dance grants the dancer and his or her party the ability
      to fly.

      +

       
      Song : Butterfly
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Beat Dancing I
      Use Cost : Movement (73)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE BUTTERFLY
      Example : dance butterfly
      This Native American dance grants the dancer and his or her party the ability
      to fly.


      Can-Can (Dance_CanCan) -


      Song : Can-Can
      Domain : Dancing
      Available: Dancer
      Allows : Beat Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (51)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE "CAN-CAN"
      Example : dance "can-can"
      This exihilirating, high-kicking dance allows the dancer and his or her party
      to get an extra kick attack every combat round.

      +

       
      Song : Can-Can
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Beat Dancing I
      Use Cost : Movement (51)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE "CAN-CAN"
      Example : dance "can-can"
      This exihilirating, high-kicking dance allows the dancer and his or her party
      to get an extra kick attack every combat round.


      Capoeira (Dance_Capoeira) -


      Song : Capoeira
      Domain : Dancing
      Available: Dancer
      Allows : Beat Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (57)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE CAPOEIRA
      Example : dance capoeira
      This acrobatic and athletic Brazilian fighting dance grants the dancer and his
      or her party bonus attack and damage when fighting unarmed.

      +

       
      Song : Capoeira
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Beat Dancing I
      Use Cost : Movement (57)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE CAPOEIRA
      Example : dance capoeira
      This acrobatic and athletic Brazilian fighting dance grants the dancer and his
      or her party bonus attack and damage when fighting unarmed.


      Carol (Play_Carol) -


      Song : Carol
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (28) Movement (28)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY CAROL
      Example : play carol
      This song increases the bard and the bard`s groups defence against mind based
      attacks.

      +

       
      Song : Carol
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (28) Movement (28)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY CAROL
      Example : play carol
      This song increases the bard and the bard`s groups defence against mind based
      attacks.


      Charge! (Play_Charge) -


      Skill : Charge
      Domain : Acrobatic
      Available: Barbarian
      Allows : Combat Fluidity I, Acrobatic I
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 2
      Commands : CHARGE
      Usage : PLAY CHARGE! ([TARGET])
      Example : play charge! orc
      This song will cause the bard and the bard`s group to charge the target, giving
      them a bonus to attack and damage, at the expense of some defence.

      +

       
      Skill : Charge
      Domain : Acrobatic
      Available: Barbarian
      Allows : Acrobatic I, Combat Fluidity I
      Use Cost : Movement (51)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 2
      Commands : CHARGE
      Usage : PLAY CHARGE! ([TARGET])
      Example : play charge! orc
      This song will cause the bard and the bard`s group to charge the target, giving
      them a bonus to attack and damage, at the expense of some defence.


      Clarinets (Play_Clarinets) -


      Song : Clarinets
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Rhythmic Playing I, Sharp Playing I
      Use Cost : Mana (28) Movement (28)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY CLARINETS
      Example : play clarinets
      This song brings out the magical abilities of all kinds of clarinet-like
      instruments. It will cause a Shocking Grasp on enemies, as per the spell.

      +

       
      Song : Clarinets
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Sharp Playing I
      Use Cost : Mana (28) Movement (28)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY CLARINETS
      Example : play clarinets
      This song brings out the magical abilities of all kinds of clarinet-like
      instruments. It will cause a Shocking Grasp on enemies, as per the spell.


      Clog Dance (Dance_Clog) -


      Song : Clog Dance
      Domain : Dancing
      Available: Jester Dancer
      Allows : Long Dancing I, Steady Dancing I, Fast Dancing I
      Use Cost : Movement (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE CLOG
      Example : dance clog
      This loud, thumping folk dance will make the dancer's enemies clumsy in combat.

      +

       
      Song : Clog Dance
      Domain : Dancing
      Available: Jester Dancer
      Allows : Long Dancing I, Steady Dancing I, Fast Dancing I
      Use Cost : Movement (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE CLOG
      Example : dance clog
      This loud, thumping folk dance will make the dancer's enemies clumsy in combat.


      Clumsiness (Song_Clumsiness) -


      Song : Clumsiness
      Domain : Singing
      Available: Bard Jester
      Allows : Sharp Singing I, Echoed Singing I, Resounding Singing I
      Use Cost : Mana (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING CLUMSINESS
      Example : sing clumsiness
      Enemies of the bard lose some of their dexterity, and become easier to hit in
      combat.

      +

       
      Song : Clumsiness
      Domain : Singing
      Available: Bard Jester
      Allows : Resounding Singing I, Sharp Singing I, Echoed Singing I
      Use Cost : Mana (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING CLUMSINESS
      Example : sing clumsiness
      Enemies of the bard lose some of their dexterity, and become easier to hit in
      combat.


      Comprehension (Song_Comprehension) -


      Song : Comprehension
      Domain : Singing
      Available: Bard Charlatan
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (61)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING COMPREHENSION
      Example : sing comprehension
      Allows the bard and the bard`s group to understand any language being spoken.

      +

       
      Song : Comprehension
      Domain : Singing
      Available: Bard Charlatan
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (61)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING COMPREHENSION
      Example : sing comprehension
      Allows the bard and the bard`s group to understand any language being spoken.


      Cotillon (Dance_Cotillon) -


      Song : Cotillon
      Domain : Dancing
      Available: Dancer
      Allows : Beat Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (63)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE COTILLON
      Example : dance cotillon
      This ballroom dance, characterized by couples switching partners, will cause
      the dancer and his or her party to automatically rescue each other during
      combat.

      +

       
      Song : Cotillon
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Beat Dancing I
      Use Cost : Movement (63)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE COTILLON
      Example : dance cotillon
      This ballroom dance, characterized by couples switching partners, will cause
      the dancer and his or her party to automatically rescue each other during
      combat.


      Courante (Dance_Courante) -


      Song : Courante
      Domain : Dancing
      Available: Dancer
      Allows : Beat Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (67)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE COURANTE
      Example : dance courante
      This French running dance grants the dancer and his or her party an extra
      attack per round.

      +

       
      Song : Courante
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Beat Dancing I
      Use Cost : Movement (67)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE COURANTE
      Example : dance courante
      This French running dance grants the dancer and his or her party an extra
      attack per round.


      Cymbals (Play_Cymbals) -


      Song : Cymbals
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (27) Movement (27)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY CYMBALS
      Example : play cymbals
      This song brings out the magical abilities of all kinds of cymbal-like
      instruments. It will cause a Knock spell to be cast all around.

      +

       
      Song : Cymbals
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (27) Movement (27)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY CYMBALS
      Example : play cymbals
      This song brings out the magical abilities of all kinds of cymbal-like
      instruments. It will cause a Knock spell to be cast all around.


      Death (Song_Death) -


      Song : Death
      Domain : Singing
      Available: Bard
      Allows : Sharp Singing I, Echoed Singing I, Resounding Singing I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING DEATH
      Example : sing death
      Deals deadly blows to all enemies hearing the bard. The healthier the
      listener, the more gruesome the blow.

      Note: This song allows the Resounding expertise, but does not benefit from it.

      +

       
      Song : Death
      Domain : Singing
      Available: Bard
      Allows : Resounding Singing I, Sharp Singing I, Echoed Singing I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING DEATH
      Example : sing death
      Deals deadly blows to all enemies hearing the bard. The healthier the
      listener, the more gruesome the blow.

      Note: This song allows the Resounding expertise, but does not benefit from it.


      Dexterity (Song_Dexterity) -


      Song : Dexterity
      Domain : Singing
      Available: Bard
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING DEXTERITY [AMOUNT OF DEXTERITY]
      Example : sing dexterity 5
      The bard can sing away some of his or her dexterity, granting the bonus to
      members of the bard`s group.

      +

       
      Song : Dexterity
      Domain : Singing
      Available: Bard
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING DEXTERITY [AMOUNT OF DEXTERITY]
      Example : sing dexterity 5
      The bard can sing away some of his or her dexterity, granting the bonus to
      members of the bard`s group.


      Dirge (Play_Dirge) -


      Song : Dirge
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (32) Movement (32)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY DIRGE [TARGET BODY]
      Example : play dirge "body of an orc"
      This song will cause any dead bodys in the room to fade away, which will also
      give the bard and the bard`s group a little extra experience.

      +

       
      Song : Dirge
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (32) Movement (32)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY DIRGE [TARGET BODY]
      Example : play dirge "body of an orc"
      This song will cause any dead bodys in the room to fade away, which will also
      give the bard and the bard`s group a little extra experience.


      Disgust (Song_Disgust) -


      Song : Disgust
      Domain : Singing
      Available: Several Classes
      Allows : Sharp Singing I, Echoed Singing I, Resounding Singing I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING DISGUST
      Example : sing disgust
      All noncombatant enemies hearing the bard will become disgusted, attacking
      someone else in the room at random.

      +

       
      Song : Disgust
      Domain : Singing
      Available: Several Classes
      Allows : Resounding Singing I, Sharp Singing I, Echoed Singing I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING DISGUST
      Example : sing disgust
      All noncombatant enemies hearing the bard will become disgusted, attacking
      someone else in the room at random.


      Distraction (Song_Distraction) -


      Song : Distraction
      Domain : Singing
      Available: Bard Jester
      Allows : Sharp Singing I, Echoed Singing I, Resounding Singing I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING DISTRACTION
      Example : sing distraction
      Enemies of the bard will become distracted during combat, forgetting to make
      their attacks from time to time.

      +

       
      Song : Distraction
      Domain : Singing
      Available: Bard Jester
      Allows : Resounding Singing I, Sharp Singing I, Echoed Singing I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING DISTRACTION
      Example : sing distraction
      Enemies of the bard will become distracted during combat, forgetting to make
      their attacks from time to time.


      Ditty (Play_Ditty) -


      Song : Ditty
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (32) Movement (32)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY DITTY
      Example : play ditty
      While this song is playing, the bard and the bard`s group will all gain back
      hit points at an accellerated rate.

      +

       
      Song : Ditty
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (32) Movement (32)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY DITTY
      Example : play ditty
      While this song is playing, the bard and the bard`s group will all gain back
      hit points at an accellerated rate.


      Drums (Play_Drums) -


      Song : Drums
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Rhythmic Playing I, Sharp Playing I
      Use Cost : Mana (26) Movement (26)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY DRUMS
      Example : play drums
      This song brings out the magical abilities of all kinds of drum-like
      instruments. It will cause deafness to all enemies, as per the spell.

      +

       
      Song : Drums
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Sharp Playing I
      Use Cost : Mana (26) Movement (26)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY DRUMS
      Example : play drums
      This song brings out the magical abilities of all kinds of drum-like
      instruments. It will cause deafness to all enemies, as per the spell.


      Drunkenness (Song_Inebriation) -


      Song : Drunkenness
      Domain : Singing
      Available: Bard Jester
      Allows : Sharp Singing I, Echoed Singing I, Resounding Singing I
      Use Cost : Mana (52)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING DRUNKENNESS
      Example : sing DRUNKENNESS
      Enemies of the bard who hear this song become drunk, making them almost random
      attackers in combat.

      +

       
      Song : Drunkenness
      Domain : Singing
      Available: Bard Jester
      Allows : Resounding Singing I, Sharp Singing I, Echoed Singing I
      Use Cost : Mana (52)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING DRUNKENNESS
      Example : sing DRUNKENNESS
      Enemies of the bard who hear this song become drunk, making them almost random
      attackers in combat.


      Flamenco (Dance_Flamenco) -


      Song : Flamenco
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Fast Dancing I
      Use Cost : Movement (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE FLAMENCO
      Example : dance flamenco
      This Spanish dance, charicterized by stamping footwork, will cause damage to
      the dancer's enemies.

      +

       
      Song : Flamenco
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Fast Dancing I
      Use Cost : Movement (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE FLAMENCO
      Example : dance flamenco
      This Spanish dance, charicterized by stamping footwork, will cause damage to
      the dancer's enemies.


      Flight (Song_Flight) -


      Song : Flight
      Domain : Singing
      Available: Bard
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (68)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING FLIGHT
      Example : sing flight
      Allows the bard and the bard`s group to flee combat without experience penalty.
      The bard sings this to the tune of "Brave, Brave Sir Robin".

      +

       
      Song : Flight
      Domain : Singing
      Available: Bard
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (68)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING FLIGHT
      Example : sing flight
      Allows the bard and the bard`s group to flee combat without experience penalty.
      The bard sings this to the tune of "Brave, Brave Sir Robin".


      Flutes (Play_Flutes) -


      Song : Flutes
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Rhythmic Playing I, Sharp Playing I
      Use Cost : Mana (26) Movement (26)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY FLUTES
      Example : play flutes
      This song brings out the magical abilities of all kinds of flute-like
      instruments. It will cast charm animal to all enemies, as per the druidic
      chant.

      +

       
      Song : Flutes
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Sharp Playing I
      Use Cost : Mana (26) Movement (26)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY FLUTES
      Example : play flutes
      This song brings out the magical abilities of all kinds of flute-like
      instruments. It will cast charm animal to all enemies, as per the druidic
      chant.


      Flying (Song_Flying) -


      Song : Flying
      Domain : Singing
      Available: Bard
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (73)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING FLYING
      Example : sing flying
      Allows the bard and the bard`s group to fly.

      +

       
      Song : Flying
      Domain : Singing
      Available: Bard
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (73)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING FLYING
      Example : sing flying
      Allows the bard and the bard`s group to fly.


      Foxtrot (Dance_Foxtrot) -


      Song : Foxtrot
      Domain : Dancing
      Available: Dancer
      Allows : Beat Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (52)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE FOXTROT
      Example : dance foxtrot
      This slow marching dance allows the dancer and his or her party to recover mana
      and movement at an accellerated rate.

      +

       
      Song : Foxtrot
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Beat Dancing I
      Use Cost : Movement (52)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE FOXTROT
      Example : dance foxtrot
      This slow marching dance allows the dancer and his or her party to recover mana
      and movement at an accellerated rate.


      Friendship (Song_Friendship) -


      Song : Friendship
      Domain : Singing
      Available: Bard
      Allows : Sharp Singing I, Echoed Singing I, Resounding Singing I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING FRIENDSHIP
      Example : sing friendship
      Has a powerful charming effect on all bard enemies hearing the song.

      +

       
      Song : Friendship
      Domain : Singing
      Available: Bard
      Allows : Resounding Singing I, Sharp Singing I, Echoed Singing I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING FRIENDSHIP
      Example : sing friendship
      Has a powerful charming effect on all bard enemies hearing the song.


      Grass (Dance_Grass) -


      Song : Grass
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Slow Dancing I, Steady Dancing I
      Use Cost : Movement (55)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE GRASS
      Example : dance grass
      This religious dance of Native Americans grants the dancer and his or her party
      the same affect as the BLESS prayer, which is a bonus to armor.

      +

       
      Song : Grass
      Domain : Dancing
      Available: Dancer
      Allows : Slow Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (55)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE GRASS
      Example : dance grass
      This religious dance of Native Americans grants the dancer and his or her party
      the same affect as the BLESS prayer, which is a bonus to armor.


      Guitars (Play_Guitars) -


      Song : Guitars
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Rhythmic Playing I, Sharp Playing I
      Use Cost : Mana (28) Movement (28)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY GUITARS
      Example : play guitars
      This song brings out the magical abilities of all kinds of guitar-like
      instruments. It will cast fireball at all enemies, as per the spell.

      +

       
      Song : Guitars
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Sharp Playing I
      Use Cost : Mana (28) Movement (28)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY GUITARS
      Example : play guitars
      This song brings out the magical abilities of all kinds of guitar-like
      instruments. It will cast fireball at all enemies, as per the spell.


      Harmonicas (Play_Harmonicas) -


      Song : Harmonicas
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (34) Movement (34)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY HARMONICAS
      Example : play harmonicas
      This song brings out the magical abilities of all kinds of harmonica-like
      instruments. It will cast awe on the bard and the bard`s group.

      +

       
      Song : Harmonicas
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (34) Movement (34)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY HARMONICAS
      Example : play harmonicas
      This song brings out the magical abilities of all kinds of harmonica-like
      instruments. It will cast awe on the bard and the bard`s group.


      Harmony (Play_Harmony) -


      Song : Harmony
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (36) Movement (36)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY HARMONY
      Example : play harmony
      This song produces a calming affect for the bard and the bard`s group.

      +

       
      Song : Harmony
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (36) Movement (36)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY HARMONY
      Example : play harmony
      This song produces a calming affect for the bard and the bard`s group.


      Harps (Play_Harps) -


      Song : Harps
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (27) Movement (27)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY HARPS
      Example : play harps
      This song brings out the magical abilities of all kinds of harp-like
      instruments. It will cast "friends" on the bard and the bard`s group, as per
      the spell.

      +

       
      Song : Harps
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (27) Movement (27)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY HARPS
      Example : play harps
      This song brings out the magical abilities of all kinds of harp-like
      instruments. It will cast "friends" on the bard and the bard`s group, as per
      the spell.


      Health (Song_Health) -


      Song : Health
      Domain : Singing
      Available: Bard
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING HEALTH
      Example : sing health
      Grants to the bard and members of the bard`s group hearing the song bonus
      maximum hit points, which must be healed to use.

      +

       
      Song : Health
      Domain : Singing
      Available: Bard
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING HEALTH
      Example : sing health
      Grants to the bard and members of the bard`s group hearing the song bonus
      maximum hit points, which must be healed to use.


      Horns (Play_Horns) -


      Song : Horns
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Rhythmic Playing I, Sharp Playing I
      Use Cost : Mana (30) Movement (30)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY HORNS
      Example : play horns
      This song brings out the magical abilities of all kinds of horn-like
      instruments. It will cast "faerie fire" on all enemies, as per the spell.

      +

       
      Song : Horns
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Sharp Playing I
      Use Cost : Mana (30) Movement (30)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY HORNS
      Example : play horns
      This song brings out the magical abilities of all kinds of horn-like
      instruments. It will cast "faerie fire" on all enemies, as per the spell.


      Jingledress (Dance_Jingledress) -


      Song : Jingledress
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Slow Dancing I, Steady Dancing I
      Use Cost : Movement (71)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE JINGLEDRESS
      Example : dance jingledress
      This Native American religious dance grants a healing affect to the dancer and
      his or her party every tick.

      +

       
      Song : Jingledress
      Domain : Dancing
      Available: Dancer
      Allows : Slow Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (71)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE JINGLEDRESS
      Example : dance jingledress
      This Native American religious dance grants a healing affect to the dancer and
      his or her party every tick.


      Jitterbug (Dance_Jitterbug) -


      Song : Jitterbug
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Slow Dancing I, Steady Dancing I
      Use Cost : Movement (65)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE JITTERBUG
      Example : dance jitterbug
      This dance, characterized by spins, improvised moves, cartwheels, and jumps
      grants the dancer and his or her party a high degree of protection from various
      unnatural things, such as acid, cold, electricity, fire, and gas at the cost of
      some attack ability and dexterity.

      +

       
      Song : Jitterbug
      Domain : Dancing
      Available: Dancer
      Allows : Slow Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (65)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE JITTERBUG
      Example : dance jitterbug
      This dance, characterized by spins, improvised moves, cartwheels, and jumps
      grants the dancer and his or her party a high degree of protection from various
      unnatural things, such as acid, cold, electricity, fire, and gas at the cost of
      some attack ability and dexterity.


      Knowledge (Song_Knowledge) -


      Song : Knowledge
      Domain : Singing
      Available: Bard Charlatan
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (69)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING KNOWLEDGE
      Example : sing knowledge
      The bards and the bard`s group gain two points of intelligence and wisdom.

      +

       
      Song : Knowledge
      Domain : Singing
      Available: Bard Charlatan
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (69)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING KNOWLEDGE
      Example : sing knowledge
      The bards and the bard`s group gain two points of intelligence and wisdom.


      Lethargy (Song_Lethargy) -


      Song : Lethargy
      Domain : Singing
      Available: Bard
      Allows : Sharp Singing I, Echoed Singing I, Resounding Singing I
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING LETHARGY
      Example : sing lethargy
      Enemies of the bard who hear this song move more slowly, cutting in half their
      number of attacks.

      +

       
      Song : Lethargy
      Domain : Singing
      Available: Bard
      Allows : Resounding Singing I, Sharp Singing I, Echoed Singing I
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING LETHARGY
      Example : sing lethargy
      Enemies of the bard who hear this song move more slowly, cutting in half their
      number of attacks.


      Lightness (Song_Lightness) -


      Song : Lightness
      Domain : Singing
      Available: Jester
      Allows : Sharp Singing I, Echoed Singing I, Resounding Singing I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING LIGHTNESS
      Example : sing lightness
      Friends of the bard who hear this song to become light as a feather, able to
      fall from high places without taking damage.

      +

       
      Song : Lightness
      Domain : Singing
      Available: Jester
      Allows : Resounding Singing I, Sharp Singing I, Echoed Singing I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING LIGHTNESS
      Example : sing lightness
      Friends of the bard who hear this song to become light as a feather, able to
      fall from high places without taking damage.


      Love Song (Play_LoveSong) -


      Song : Love Song
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (28) Movement (28)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY "LOVE SONG"
      Example : play "love song"
      This song increases the charisma of the bard and the bard`s group. It may also
      inspire loving feelings.

      +

       
      Song : Love Song
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (28) Movement (28)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY "LOVE SONG"
      Example : play "love song"
      This song increases the charisma of the bard and the bard`s group. It may also
      inspire loving feelings.


      Lullabies (Play_Lullabies) -


      Song : Lullabies
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Rhythmic Playing I, Sharp Playing I
      Use Cost : Mana (34) Movement (34)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY LULLABIES
      Example : play lullabies
      This song puts to sleep all enemies of the bard.

      +

       
      Song : Lullabies
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Sharp Playing I
      Use Cost : Mana (34) Movement (34)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY LULLABIES
      Example : play lullabies
      This song puts to sleep all enemies of the bard.


      Lullaby (Song_Lullibye) -


      Song : Lullaby
      Domain : Singing
      Available: Bard
      Allows : Sharp Singing I, Echoed Singing I, Resounding Singing I
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING LULLABY
      Example : sing lullaby
      Enemies of the bard who hear this song fall fast asleep.

      +

       
      Song : Lullaby
      Domain : Singing
      Available: Bard
      Allows : Resounding Singing I, Sharp Singing I, Echoed Singing I
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING LULLABY
      Example : sing lullaby
      Enemies of the bard who hear this song fall fast asleep.


      Macabre (Dance_Macabre) -


      Song : Macabre
      Domain : Dancing
      Available: Dancer
      Allows : Beat Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (74)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE MACABRE
      Example : dance macabre
      This European dance from the middle ages, characterized by skeletons playing
      instruments, gives the dancer and his or her party bonus attack and damage,
      especially when hidden.

      +

       
      Song : Macabre
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Beat Dancing I
      Use Cost : Movement (74)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE MACABRE
      Example : dance macabre
      This European dance from the middle ages, characterized by skeletons playing
      instruments, gives the dancer and his or her party bonus attack and damage,
      especially when hidden.


      Mana (Song_Mana) -


      Song : Mana
      Domain : Singing
      Available: Bard Charlatan
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (66)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING MANA
      Example : sing mana
      The bards and the bard`s group regains mana more quickly.

      +

       
      Song : Mana
      Domain : Singing
      Available: Bard Charlatan
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (66)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING MANA
      Example : sing mana
      The bards and the bard`s group regains mana more quickly.


      Manipuri (Dance_Manipuri) -


      Song : Manipuri
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Slow Dancing I, Steady Dancing I
      Use Cost : Movement (62)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE MANIPURI
      Example : dance manipuri
      This soft, religious dance from India will create peace for the dancer and his
      or her party.

      +

       
      Song : Manipuri
      Domain : Dancing
      Available: Dancer
      Allows : Slow Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (62)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE MANIPURI
      Example : dance manipuri
      This soft, religious dance from India will create peace for the dancer and his
      or her party.


      March (Play_March) -


      Song : March
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (26) Movement (26)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY MARCH
      Example : play march
      This song allows movement to be quickly regenerated for the bard and the bard`s
      group.

      +

       
      Song : March
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (26) Movement (26)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY MARCH
      Example : play march
      This song allows movement to be quickly regenerated for the bard and the bard`s
      group.


      Melody (Play_Melody) -


      Song : Melody
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Rhythmic Playing I, Sharp Playing I
      Use Cost : Mana (27) Movement (27)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY MELODY
      Example : play melody
      This song makes all enemies of the bard more susceptible to mind-based attacks.

      +

       
      Song : Melody
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Sharp Playing I
      Use Cost : Mana (27) Movement (27)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY MELODY
      Example : play melody
      This song makes all enemies of the bard more susceptible to mind-based attacks.


      Mercy (Song_Mercy) -


      Song : Mercy
      Domain : Singing
      Available: Bard Jester
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (62)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI

      Prayer : Mercy
      Domain : Warding
      Available: Cleric
      Allows : Divine Warding I
      Alignment: pure goodness, good
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : SING MERCY
      Example : sing mercy
      The bards and the bard`s group gain a short rest from the attacks of aggressive
      monsters whenever entering a new room or place.

      +

       
      Song : Mercy
      Domain : Singing
      Available: Bard Jester
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (62)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI

      Prayer : Mercy
      Domain : Warding
      Available: Cleric
      Allows : Divine Warding I
      Alignment: pure goodness, good
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : SING MERCY
      Example : sing mercy
      The bards and the bard`s group gain a short rest from the attacks of aggressive
      monsters whenever entering a new room or place.


      Morris (Dance_Morris) -


      Song : Morris
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Fast Dancing I
      Use Cost : Movement (72)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE MORRIS
      Example : dance morris
      This English ceremonial dance, characterized by ringing bells on the dancers
      feet, will cause the dancers enemies to become highly distracted during combat.

      +

       
      Song : Morris
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Fast Dancing I
      Use Cost : Movement (72)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE MORRIS
      Example : dance morris
      This English ceremonial dance, characterized by ringing bells on the dancers
      feet, will cause the dancers enemies to become highly distracted during combat.


      Musette (Dance_Musette) -


      Song : Musette
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Fast Dancing I
      Use Cost : Movement (68)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE MUSETTE
      Example : dance musette
      This slow moving dance, usually done to a bass drone, will cut the attacks of
      the dancers enemies in half.

      +

       
      Song : Musette
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Fast Dancing I
      Use Cost : Movement (68)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE MUSETTE
      Example : dance musette
      This slow moving dance, usually done to a bass drone, will cut the attacks of
      the dancers enemies in half.


      Muting (Song_Mute) -


      Song : Muting
      Domain : Singing
      Available: Bard Jester
      Allows : Sharp Singing I, Echoed Singing I, Resounding Singing I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING MUTING
      Example : sing muting
      Enemies of the bard who hear this song find themselves unable to speak, sing,
      pray, or cast verbal spells.

      +

       
      Song : Muting
      Domain : Singing
      Available: Bard Jester
      Allows : Resounding Singing I, Sharp Singing I, Echoed Singing I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING MUTING
      Example : sing muting
      Enemies of the bard who hear this song find themselves unable to speak, sing,
      pray, or cast verbal spells.


      Mystical (Play_Mystical) -


      Song : Mystical
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (37) Movement (37)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY MYSTICAL
      Example : play mystical
      This song is a tremendous benefit to all spell and spell-like affects. So long
      as this mystical tune is playing, no arcane spell affects on anyone in the same
      room as the bard will expire.

      +

       
      Song : Mystical
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (37) Movement (37)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY MYSTICAL
      Example : play mystical
      This song is a tremendous benefit to all spell and spell-like affects. So long
      as this mystical tune is playing, no arcane spell affects on anyone in the same
      room as the bard will expire.


      Nothing (Song_Nothing) -


      Song : Nothing
      Domain : Singing
      Available: Several Classes
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING NOTHING
      Example : sing nothing
      Causes the bard to stop singing.

      +

       
      Song : Nothing
      Domain : Singing
      Available: Several Classes
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING NOTHING
      Example : sing nothing
      Causes the bard to stop singing.


      Oboes (Play_Oboes) -


      Song : Oboes
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Rhythmic Playing I, Sharp Playing I
      Use Cost : Mana (29) Movement (29)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY OBOES
      Example : play oboes
      This song brings out the magical abilities of all kinds of oboe-like
      instruments. It will cast "acid arrow" at all enemies, as per the spell.

      +

       
      Song : Oboes
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Sharp Playing I
      Use Cost : Mana (29) Movement (29)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY OBOES
      Example : play oboes
      This song brings out the magical abilities of all kinds of oboe-like
      instruments. It will cast "acid arrow" at all enemies, as per the spell.


      Ode (Song_Ode) -


      Song : Ode
      Domain : Singing
      Available: Bard
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (80)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING ODE ([MOB NAME])
      Example : sing ode
      Example : sing ode bob
      This song allows the bard to either compose an ode about a player or monster
      which is present, or sing an ode already composed. To compose an ode about a
      subject, the bard must enter 'sing ode name' while the subject is in the room.
      The bard must then be careful to follow the subject around during the
      composition, so as to maintain contact. If the bard should lose contact with
      the subject of the ode, the composition will fail. At any time, the bard may
      end the composition by entering 'sing ode' (without the name).

      Once an ode has been composed, the ode may be sung again using 'sing ode name'.
      The ode will echo the three top activities which the bard witnessed the subject
      doing during composition. It will then allow the bards entire group to benefit
      from this composition. Benefits may be increased abilities, increased saving
      throws, increased stats, or other benefits. These benefits will all depend
      upon the nature of the composition. Once an ode has been composed about a
      subject, a new composition about the same subject may not be made.

      Enter 'sing ode' (without a name) will end a composition in progress. It will
      also allow the bard to review the odes already composed in the past.

      +

       
      Song : Ode
      Domain : Singing
      Available: Bard
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (80)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING ODE ([MOB NAME])
      Example : sing ode
      Example : sing ode bob
      This song allows the bard to either compose an ode about a player or monster
      which is present, or sing an ode already composed. To compose an ode about a
      subject, the bard must enter 'sing ode name' while the subject is in the room.
      The bard must then be careful to follow the subject around during the
      composition, so as to maintain contact. If the bard should lose contact with
      the subject of the ode, the composition will fail. At any time, the bard may
      end the composition by entering 'sing ode' (without the name).

      Once an ode has been composed, the ode may be sung again using 'sing ode name'.
      The ode will echo the three top activities which the bard witnessed the subject
      doing during composition. It will then allow the bards entire group to benefit
      from this composition. Benefits may be increased abilities, increased saving
      throws, increased stats, or other benefits. These benefits will all depend
      upon the nature of the composition. Once an ode has been composed about a
      subject, a new composition about the same subject may not be made.

      Enter 'sing ode' (without a name) will end a composition in progress. It will
      also allow the bard to review the odes already composed in the past.


      Organs (Play_Organs) -


      Song : Organs
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (36) Movement (36)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY ORGANS
      Example : play organs
      This song brings out the magical abilities of all kinds of organ-like
      instruments. It will cast "protect health" at the bard and all of his group,
      as per the prayer.

      +

       
      Song : Organs
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (36) Movement (36)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY ORGANS
      Example : play organs
      This song brings out the magical abilities of all kinds of organ-like
      instruments. It will cast "protect health" at the bard and all of his group,
      as per the prayer.


      Pianos (Play_Pianos) -


      Song : Pianos
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Rhythmic Playing I, Sharp Playing I
      Use Cost : Mana (33) Movement (33)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY PIANOS
      Example : play pianos
      This song brings out the magical abilities of all kinds of piano-like
      instruments. It will cast feeblemind at all enemies, as per the spell.

      +

       
      Song : Pianos
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Sharp Playing I
      Use Cost : Mana (33) Movement (33)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY PIANOS
      Example : play pianos
      This song brings out the magical abilities of all kinds of piano-like
      instruments. It will cast feeblemind at all enemies, as per the spell.


      Pirate Shanty (Song_PirateShanty) -


      Song : Pirate Shanty
      Domain : Singing
      Available: Pirate
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING PIRATE SHANTY
      Example : sing pirate shanty
      The singer and their group regains movement and loses fatigue while the song is
      being sung in the same room. The more people singing the song the larger the
      effect.

      +

       
      Song : Pirate Shanty
      Domain : Singing
      Available: Pirate
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING PIRATE SHANTY
      Example : sing pirate shanty
      The singer and their group regains movement and loses fatigue while the song is
      being sung in the same room. The more people singing the song the larger the
      effect.


      Polka (Dance_Polka) -


      Song : Polka
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Fast Dancing I
      Use Cost : Movement (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE POLKA
      Example : dance polka
      This quick dance, popular in German drinking and dancing halls, will inebriate
      the dancers enemies.

      +

       
      Song : Polka
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Fast Dancing I
      Use Cost : Movement (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE POLKA
      Example : dance polka
      This quick dance, popular in German drinking and dancing halls, will inebriate
      the dancers enemies.


      Protection (Song_Protection) -


      Song : Protection
      Domain : Singing
      Available: Bard Charlatan
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING PROTECTION
      Example : sing protection
      The bards and the bard`s group gain an invulnerability to certain magical and
      elemental affects, and become harder to hit, at the expense of a little
      dexterity.

      +

       
      Song : Protection
      Domain : Singing
      Available: Bard Charlatan
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING PROTECTION
      Example : sing protection
      The bards and the bard`s group gain an invulnerability to certain magical and
      elemental affects, and become harder to hit, at the expense of a little
      dexterity.


      Quickness (Song_Quickness) -


      Song : Quickness
      Domain : Singing
      Available: Bard Jester Minstrel
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (67)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING QUICKNESS
      Example : sing quickness
      The bards and the bard`s group begin to move more quickly, gaining one
      additional attack per round.

      +

       
      Song : Quickness
      Domain : Singing
      Available: Bard Jester Minstrel
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (67)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING QUICKNESS
      Example : sing quickness
      The bards and the bard`s group begin to move more quickly, gaining one
      additional attack per round.


      Rage (Song_Rage) -


      Song : Rage
      Domain : Singing
      Available: Bard Charlatan Jester
      Allows : Sharp Singing I, Echoed Singing I, Resounding Singing I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING RAGE
      Example : sing rage
      Enemies of the bard who hear this song become enraged, doing more damage in
      combat, but hitting less often, and being more easily hit. Enraged mobs are
      also unable to flee.

      +

       
      Song : Rage
      Domain : Singing
      Available: Bard Charlatan Jester
      Allows : Resounding Singing I, Sharp Singing I, Echoed Singing I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING RAGE
      Example : sing rage
      Enemies of the bard who hear this song become enraged, doing more damage in
      combat, but hitting less often, and being more easily hit. Enraged mobs are
      also unable to flee.


      Rags Sharqi (Dance_RagsSharqi) -


      Song : Rags Sharqi
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Slow Dancing I, Steady Dancing I
      Use Cost : Movement (62)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE RAGSSHARQI
      Example : dance ragssharqi
      Also known as the Belly dance, this Egyptian dance will grant the dancer and
      his or her party bonus hit points and a small resistance to disease.

      +

       
      Song : Rags Sharqi
      Domain : Dancing
      Available: Dancer
      Allows : Slow Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (62)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE RAGSSHARQI
      Example : dance ragssharqi
      Also known as the Belly dance, this Egyptian dance will grant the dancer and
      his or her party bonus hit points and a small resistance to disease.


      Rebirth (Song_Rebirth) -


      Song : Rebirth
      Domain : Singing
      Available: Bard
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (75)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING REBIRTH
      Example : sing rebirth
      The dead, cold bodies of any players in the same room as the bard are
      resusitated.

      +

       
      Song : Rebirth
      Domain : Singing
      Available: Bard
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (75)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING REBIRTH
      Example : sing rebirth
      The dead, cold bodies of any players in the same room as the bard are
      resusitated.


      Retreat (Play_Retreat) -


      Song : Retreat
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (30) Movement (30)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY RETREAT ([DIRECTION])
      Example : play retreat east
      This song will cause the bard and all of his or her group to retreat in the
      direction specified, in an orderly fashion. No experience is lost when fleeing
      combat in this way.

      +

       
      Song : Retreat
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (30) Movement (30)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY RETREAT ([DIRECTION])
      Example : play retreat east
      This song will cause the bard and all of his or her group to retreat in the
      direction specified, in an orderly fashion. No experience is lost when fleeing
      combat in this way.


      Reveille (Play_Reveille) -


      Song : Reveille
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (31) Movement (31)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY REVEILLE
      Example : play reveille
      This song wakes up everyone in the room, and all adjacent rooms. For a few
      moments, everyone waking up will be under the affect of "Search", as per the
      common skill.

      +

       
      Song : Reveille
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (31) Movement (31)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY REVEILLE
      Example : play reveille
      This song wakes up everyone in the room, and all adjacent rooms. For a few
      moments, everyone waking up will be under the affect of "Search", as per the
      common skill.


      Revelation (Song_Revelation) -


      Song : Revelation
      Domain : Singing
      Available: Bard
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING REVELATION
      Example : sing revelation
      The bards and the bard`s group gain the ability to see in the dark, as well as
      to see invisible things and creatures.

      +

       
      Song : Revelation
      Domain : Singing
      Available: Bard
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING REVELATION
      Example : sing revelation
      The bards and the bard`s group gain the ability to see in the dark, as well as
      to see invisible things and creatures.


      Rhythm (Play_Rhythm) -


      Song : Rhythm
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Rhythmic Playing I, Sharp Playing I
      Use Cost : Mana (26) Movement (26)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY RHYTHM
      Example : play rhythm
      This song decreases the magical resistance of all enemies of the bard. "The
      Rhythm is gonna get you..."

      +

       
      Song : Rhythm
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Sharp Playing I
      Use Cost : Mana (26) Movement (26)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY RHYTHM
      Example : play rhythm
      This song decreases the magical resistance of all enemies of the bard. "The
      Rhythm is gonna get you..."


      Salsa (Dance_Salsa) -


      Song : Salsa
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Slow Dancing I, Steady Dancing I
      Use Cost : Movement (55)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE SALSA
      Example : dance salsa
      This sensuous cuban dancing style grants the dancer and his or her party bonus
      to Charisma, and a very romantic mood.

      +

       
      Song : Salsa
      Domain : Dancing
      Available: Dancer
      Allows : Slow Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (55)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE SALSA
      Example : dance salsa
      This sensuous cuban dancing style grants the dancer and his or her party bonus
      to Charisma, and a very romantic mood.


      Seeing (Song_Seeing) -


      Song : Seeing
      Domain : Singing
      Available: Bard Jester
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING SEEING
      Example : sing seeing
      The bards and the bard`s group gain the ability to see hidden and sneaking
      creatures, as well as infravision, or the ability to see non-undead creatures
      in the dark.

      +

       
      Song : Seeing
      Domain : Singing
      Available: Bard Jester
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING SEEING
      Example : sing seeing
      The bards and the bard`s group gain the ability to see hidden and sneaking
      creatures, as well as infravision, or the ability to see non-undead creatures
      in the dark.


      Serenity (Song_Serenity) -


      Song : Serenity
      Domain : Singing
      Available: Bard Minstrel
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING SERENITY
      Example : sing serenity
      Enemies hearing the bard immediately cease combat, and gain a suddenly peaceful
      nature. Noone hearing the bard will be able to fight for the duration of the
      song.

      +

       
      Song : Serenity
      Domain : Singing
      Available: Bard Minstrel
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING SERENITY
      Example : sing serenity
      Enemies hearing the bard immediately cease combat, and gain a suddenly peaceful
      nature. Noone hearing the bard will be able to fight for the duration of the
      song.


      Silencing (Song_Silence) -


      Song : Silencing
      Domain : Singing
      Available: Bard
      Allows : Sharp Singing I, Echoed Singing I, Resounding Singing I
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING SILENCING
      Example : sing silencing
      Enemies of the bard who hear this song find themselves unable to speak, sing,
      pray, hear sounds, or cast verbal spells

      +

       
      Song : Silencing
      Domain : Singing
      Available: Bard
      Allows : Resounding Singing I, Sharp Singing I, Echoed Singing I
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING SILENCING
      Example : sing silencing
      Enemies of the bard who hear this song find themselves unable to speak, sing,
      pray, hear sounds, or cast verbal spells


      Single Mindedness (Song_SingleMindedness) -


      Song : Single Mindedness
      Domain : Singing
      Available: Jester
      Allows : Sharp Singing I, Echoed Singing I, Resounding Singing I
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING "SINGLE MINDEDNESS"
      Example : sing "single mindedness"
      Enemies of the bard who hear this song find themselves unable perform any
      action except for the first action they perform when this song starts.

      +

       
      Song : Single Mindedness
      Domain : Singing
      Available: Jester
      Allows : Resounding Singing I, Sharp Singing I, Echoed Singing I
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING "SINGLE MINDEDNESS"
      Example : sing "single mindedness"
      Enemies of the bard who hear this song find themselves unable perform any
      action except for the first action they perform when this song starts.


      Solo (Play_Solo) -


      Song : Solo
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (33) Movement (33)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY SOLO
      Example : play solo
      This song will instantly stop all other bard songs in the room, including
      dances, instruments, and other songs. If another bard wishes to play their own
      songs, they will have to compete with the soloing player. Essentially, this
      allows a bard to "upstage" other bards, rendering them mute. Playing solo
      requires extra mana to expell the other songs, however.

      +

       
      Song : Solo
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (33) Movement (33)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY SOLO
      Example : play solo
      This song will instantly stop all other bard songs in the room, including
      dances, instruments, and other songs. If another bard wishes to play their own
      songs, they will have to compete with the soloing player. Essentially, this
      allows a bard to "upstage" other bards, rendering them mute. Playing solo
      requires extra mana to expell the other songs, however.


      Spiritual (Play_Spiritual) -


      Song : Spiritual
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (35) Movement (35)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY SPIRITUAL
      Example : play spiritual
      This song is a tremendous benefit to all prayer and prayer-like affects. So
      long as this mystical tune is playing, no divine prayer affects on anyone in
      the same room as the bard will expire.

      +

       
      Song : Spiritual
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (35) Movement (35)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY SPIRITUAL
      Example : play spiritual
      This song is a tremendous benefit to all prayer and prayer-like affects. So
      long as this mystical tune is playing, no divine prayer affects on anyone in
      the same room as the bard will expire.


      Square (Dance_Square) -


      Song : Square
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Fast Dancing I
      Use Cost : Movement (80)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE SQUARE
      Example : dance square
      This American couple dance, where moves are usually called out by a singer,
      causes all who hear and witness the dancer to follow his or her commands
      whenever they are spoken by the dancer.

      +

       
      Song : Square
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Fast Dancing I
      Use Cost : Movement (80)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE SQUARE
      Example : dance square
      This American couple dance, where moves are usually called out by a singer,
      causes all who hear and witness the dancer to follow his or her commands
      whenever they are spoken by the dancer.


      Stop (Dance_Stop) -


      Song : Stop
      Domain : Dancing
      Available: Jester Dancer
      Allows : Beat Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (51)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE STOP
      Example : dance stop
      This causes the dancer to stop dancing.

      +

       
      Song : Stop
      Domain : Dancing
      Available: Jester Dancer
      Allows : Long Dancing I, Steady Dancing I, Beat Dancing I
      Use Cost : Movement (51)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE STOP
      Example : dance stop
      This causes the dancer to stop dancing.


      Strength (Song_Strength) -


      Song : Strength
      Domain : Singing
      Available: Bard Charlatan
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING STRENGTH [AMOUNT OF STRENGTH]
      Example : sing strength 5
      The bard can sing away some of his or her strength, granting the bonus to
      members of the bard`s group.

      +

       
      Song : Strength
      Domain : Singing
      Available: Bard Charlatan
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING STRENGTH [AMOUNT OF STRENGTH]
      Example : sing strength 5
      The bard can sing away some of his or her strength, granting the bonus to
      members of the bard`s group.


      Suave (Song_Charm) -


      Song : Suave
      Domain : Singing
      Available: Bard Charlatan Jester
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING SUAVE
      Example : sing suave
      Improves the Charisma of the bard and the bard`s group.

      +

       
      Song : Suave
      Domain : Singing
      Available: Bard Charlatan Jester
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING SUAVE
      Example : sing suave
      Improves the Charisma of the bard and the bard`s group.


      Swing (Dance_Swing) -


      Song : Swing
      Domain : Dancing
      Available: Dancer
      Allows : Beat Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (58)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE SWING
      Example : dance swing
      This highly social and flamboyant dancing style grants the dancer and his or
      her party parrying abilities, both armed and unarmed.

      +

       
      Song : Swing
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Beat Dancing I
      Use Cost : Movement (58)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE SWING
      Example : dance swing
      This highly social and flamboyant dancing style grants the dancer and his or
      her party parrying abilities, both armed and unarmed.


      Swords (Dance_Swords) -


      Song : Swords
      Domain : Dancing
      Available: Dancer
      Allows : Beat Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (69)
      Quality : Sometimes Beneficial
      Targets : Items Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE SWORDS
      Example : dance swords
      This mystical and magical dance, related to the Indian snake charm, will cause
      any swords on the ground to rise up and attack the dancer's enemies.

      +

       
      Song : Swords
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Beat Dancing I
      Use Cost : Movement (69)
      Quality : Sometimes Beneficial
      Targets : Items Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE SWORDS
      Example : dance swords
      This mystical and magical dance, related to the Indian snake charm, will cause
      any swords on the ground to rise up and attack the dancer's enemies.


      Symphony (Play_Symphony) -


      Song : Symphony
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (31) Movement (31)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY SYMPHONY
      Example : play symphony
      This extremely versatile song has a different affect for every single
      instrument that exists.

      +

       
      Song : Symphony
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (31) Movement (31)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY SYMPHONY
      Example : play symphony
      This extremely versatile song has a different affect for every single
      instrument that exists.


      Tango (Dance_Tango) -


      Song : Tango
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Slow Dancing I, Steady Dancing I
      Use Cost : Movement (60)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE TANGO
      Example : dance tango
      This highly beautiful and sensual dancing style from Argentina gives the dancer
      and his or her party members a huge bonus to Charisma.

      +

       
      Song : Tango
      Domain : Dancing
      Available: Dancer
      Allows : Slow Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (60)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE TANGO
      Example : dance tango
      This highly beautiful and sensual dancing style from Argentina gives the dancer
      and his or her party members a huge bonus to Charisma.


      Tap (Dance_Tap) -


      Song : Tap
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Fast Dancing I
      Use Cost : Movement (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE TAP
      Example : dance tap
      This American percussive dance, characterized by rapid and tiring foot tapping
      will tire out the dancers enemies, taking away their mana as well.

      +

       
      Song : Tap
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Fast Dancing I
      Use Cost : Movement (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE TAP
      Example : dance tap
      This American percussive dance, characterized by rapid and tiring foot tapping
      will tire out the dancers enemies, taking away their mana as well.


      Tarantella (Dance_Tarantella) -


      Song : Tarantella
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Slow Dancing I, Steady Dancing I
      Use Cost : Movement (53)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE TARANTELLA
      Example : dance tarantella
      This Italian folk dance, whose origin comes from a belief that the dance would
      sweat out a spider's poison, protects the dancer and his or her party from
      poison, as well as removing poison every minute.

      +

       
      Song : Tarantella
      Domain : Dancing
      Available: Dancer
      Allows : Slow Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (53)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE TARANTELLA
      Example : dance tarantella
      This Italian folk dance, whose origin comes from a belief that the dance would
      sweat out a spider's poison, protects the dancer and his or her party from
      poison, as well as removing poison every minute.


      Tempo (Play_Tempo) -


      Song : Tempo
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (25) Movement (25)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY TEMPO
      Example : play tempo
      This song causes the common skills of the bard and the bard`s group to be
      completed more quickly.

      +

       
      Song : Tempo
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (25) Movement (25)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY TEMPO
      Example : play tempo
      This song causes the common skills of the bard and the bard`s group to be
      completed more quickly.


      Thanks (Song_Thanks) -


      Song : Thanks
      Domain : Singing
      Available: Bard Charlatan Jester Minstrel
      Allows : Sharp Singing I, Echoed Singing I, Resounding Singing I
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING THANKS
      Example : sing thanks
      Non-monster enemies of the bard who hear this song may be inspired to give a
      coin to the bard, with thanks.

      +

       
      Song : Thanks
      Domain : Singing
      Available: Bard Charlatan Jester Minstrel
      Allows : Resounding Singing I, Sharp Singing I, Echoed Singing I
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING THANKS
      Example : sing thanks
      Non-monster enemies of the bard who hear this song may be inspired to give a
      coin to the bard, with thanks.


      Tribal (Play_Tribal) -


      Song : Tribal
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (36) Movement (36)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY TRIBAL
      Example : play tribal
      This song is a tremendous benefit to all chant and chant-like affects. So long
      as this mystical tune is playing, all druidic affects on the bard and his or
      her followers will be maintained indefinitely.

      +

       
      Song : Tribal
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (36) Movement (36)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY TRIBAL
      Example : play tribal
      This song is a tremendous benefit to all chant and chant-like affects. So long
      as this mystical tune is playing, all druidic affects on the bard and his or
      her followers will be maintained indefinitely.


      Trombones (Play_Trombones) -


      Song : Trombones
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (37) Movement (37)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY TROMBONES
      Example : play trombones
      This song brings out the magical abilities of all kinds of trombone-like
      instruments. It will cast frenzy on the bard and his or her group, as per the
      spell.

      +

       
      Song : Trombones
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (37) Movement (37)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY TROMBONES
      Example : play trombones
      This song brings out the magical abilities of all kinds of trombone-like
      instruments. It will cast frenzy on the bard and his or her group, as per the
      spell.


      Trumpets (Play_Trumpets) -


      Song : Trumpets
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Rhythmic Playing I, Sharp Playing I
      Use Cost : Mana (32) Movement (32)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY TRUMPETS
      Example : play trumpets
      This song brings out the magical abilities of all kinds of trumpet-like
      instruments. It will cast shatter on all enemies, as per the spell.

      +

       
      Song : Trumpets
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Sharp Playing I
      Use Cost : Mana (32) Movement (32)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY TRUMPETS
      Example : play trumpets
      This song brings out the magical abilities of all kinds of trumpet-like
      instruments. It will cast shatter on all enemies, as per the spell.


      Tubas (Play_Tubas) -


      Song : Tubas
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Rhythmic Playing I, Sharp Playing I
      Use Cost : Mana (35) Movement (35)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY TUBAS
      Example : play tubas
      This song brings out the magical abilities of all kinds of tuba-like
      instruments. It will cast "Gust of Wind" on all enemies, as per the spell.

      +

       
      Song : Tubas
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Sharp Playing I
      Use Cost : Mana (35) Movement (35)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY TUBAS
      Example : play tubas
      This song brings out the magical abilities of all kinds of tuba-like
      instruments. It will cast "Gust of Wind" on all enemies, as per the spell.


      Valor (Song_Valor) -


      Song : Valor
      Domain : Singing
      Available: Bard
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (53)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING VALOR
      Example : sing valor
      The bards and the bard`s group become more proficient with their weapons, and
      gain more attack skill.

      +

       
      Song : Valor
      Domain : Singing
      Available: Bard
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (53)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI
      Usage : SING VALOR
      Example : sing valor
      The bards and the bard`s group become more proficient with their weapons, and
      gain more attack skill.


      Violins (Play_Violins) -


      Song : Violins
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Rhythmic Playing I, Sharp Playing I
      Use Cost : Mana (29) Movement (29)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY VIOLINS
      Example : play violins
      This song brings out the magical abilities of all kinds of violin-like
      instruments. It casts Frost on all enemies, as per the spell.

      +

       
      Song : Violins
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Sharp Playing I
      Use Cost : Mana (29) Movement (29)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY VIOLINS
      Example : play violins
      This song brings out the magical abilities of all kinds of violin-like
      instruments. It casts Frost on all enemies, as per the spell.


      Waltz (Dance_Waltz) -


      Song : Waltz
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Slow Dancing I, Steady Dancing I
      Use Cost : Movement (54)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE WALTZ
      Example : dance waltz
      This dance in 3-3 time gives 3 points to a random ability score for the dancer
      and his or her party. An extra 3 points is awarded to another ability every 9
      levels of the dancer.

      +

       
      Song : Waltz
      Domain : Dancing
      Available: Dancer
      Allows : Slow Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (54)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE WALTZ
      Example : dance waltz
      This dance in 3-3 time gives 3 points to a random ability score for the dancer
      and his or her party. An extra 3 points is awarded to another ability every 9
      levels of the dancer.


      War (Dance_War) -


      Song : War
      Domain : Dancing
      Available: Dancer
      Allows : Beat Dancing I, Long Dancing I, Steady Dancing I
      Use Cost : Movement (75)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE WAR
      Example : dance war
      This Native American dance grants the dancer and his or her party members a
      huge bonus to attack, damage, and armor, as well as bonus to their stats, all
      at the expense of Mana.

      +

       
      Song : War
      Domain : Dancing
      Available: Dancer
      Allows : Long Dancing I, Steady Dancing I, Beat Dancing I
      Use Cost : Movement (75)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : DANCE, DA
      Usage : DANCE WAR
      Example : dance war
      This Native American dance grants the dancer and his or her party members a
      huge bonus to attack, damage, and armor, as well as bonus to their stats, all
      at the expense of Mana.


      Wood Clappers (Play_Woods) -


      Song : Wood Clappers
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Bold Playing I, Rhythmic Playing I
      Use Cost : Mana (25) Movement (25)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY "WOOD CLAPPERS"
      Example : play "wood clappers"
      This song brings out the magical abilities of all kinds of wood-clapping
      instruments. It casts shield on the bard and his or her group, as per the
      spell.

      +

       
      Song : Wood Clappers
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Bold Playing I
      Use Cost : Mana (25) Movement (25)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY "WOOD CLAPPERS"
      Example : play "wood clappers"
      This song brings out the magical abilities of all kinds of wood-clapping
      instruments. It casts shield on the bard and his or her group, as per the
      spell.


      Xylophones (Play_Xylophones) -


      Song : Xylophones
      Domain : Playing
      Available: Minstrel
      Allows : Resounding Playing I, Rhythmic Playing I, Sharp Playing I
      Use Cost : Mana (31) Movement (31)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY XYLOPHONES
      Example : play xylophones
      This song brings out the magical abilities of all kinds of xylophone-like
      instruments. It casts slow on all enemies, as per the spell.

      +
       
      Song : Xylophones
      Domain : Playing
      Available: Minstrel
      Allows : Rhythmic Playing I, Resounding Playing I, Sharp Playing I
      Use Cost : Mana (31) Movement (31)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PLAY, PL, PLA
      Usage : PLAY XYLOPHONES
      Example : play xylophones
      This song brings out the magical abilities of all kinds of xylophone-like
      instruments. It casts slow on all enemies, as per the spell.

      diff --git a/guides/refs/skillse.html b/guides/refs/skillse.html index e00fc153d07..3a87dfe47f2 100644 --- a/guides/refs/skillse.html +++ b/guides/refs/skillse.html @@ -87,6 +87,24 @@

      CoffeeMud 5.9

    • Acting X   +
    • Advanced Cooking I +   + +
    • Advanced Cooking II +   + +
    • Advanced Cooking III +   + +
    • Advanced Crafting I +   + +
    • Advanced Crafting II +   + +
    • Advanced Crafting III +   +
    • Airelist I   @@ -906,6 +924,36 @@

      CoffeeMud 5.9

    • Creating X   +
    • Creative Food Prep I +   + +
    • Creative Food Prep II +   + +
    • Creative Food Prep III +   + +
    • Creative Food Prep IV +   + +
    • Creative Food Prep V +   + +
    • Creative Food Prep VI +   + +
    • Creative Food Prep VII +   + +
    • Creative Food Prep VIII +   + +
    • Creative Food Prep IX +   + +
    • Creative Food Prep X +   +
    • Criminal Deviousness I   @@ -1125,6 +1173,33 @@

      CoffeeMud 5.9

    • Durable Crafting III   +
    • Durable Metalworking I +   + +
    • Durable Metalworking II +   + +
    • Durable Metalworking III +   + +
    • Durable Sewing I +   + +
    • Durable Sewing II +   + +
    • Durable Sewing III +   + +
    • Durable Shaping I +   + +
    • Durable Shaping II +   + +
    • Durable Shaping III +   +
    • Echoed Singing I   @@ -1935,6 +2010,36 @@

      CoffeeMud 5.9

    • Foolmaking X   +
    • Fortified Baking I +   + +
    • Fortified Baking II +   + +
    • Fortified Baking III +   + +
    • Fortified Baking IV +   + +
    • Fortified Baking V +   + +
    • Fortified Baking VI +   + +
    • Fortified Baking VII +   + +
    • Fortified Baking VIII +   + +
    • Fortified Baking IX +   + +
    • Fortified Baking X +   +
    • Ghoul Lore I   @@ -2154,6 +2259,36 @@

      CoffeeMud 5.9

    • Ignalist X   +
    • Imbued Distilling I +   + +
    • Imbued Distilling II +   + +
    • Imbued Distilling III +   + +
    • Imbued Distilling IV +   + +
    • Imbued Distilling V +   + +
    • Imbued Distilling VI +   + +
    • Imbued Distilling VII +   + +
    • Imbued Distilling VIII +   + +
    • Imbued Distilling IX +   + +
    • Imbued Distilling X +   +
    • Influencing I   @@ -2322,6 +2457,42 @@

      CoffeeMud 5.9

    • Light Crafting III   +
    • Light Fabricating I +   + +
    • Light Fabricating II +   + +
    • Light Fabricating III +   + +
    • Light Metalworking I +   + +
    • Light Metalworking II +   + +
    • Light Metalworking III +   + +
    • Light Sewing I +   + +
    • Light Sewing II +   + +
    • Light Sewing III +   + +
    • Light Shaping I +   + +
    • Light Shaping II +   + +
    • Light Shaping III +   +
    • Long Dancing I   @@ -3051,6 +3222,132 @@

      CoffeeMud 5.9

    • Quality Crafting III   +
    • Quality Fabricating I +   + +
    • Quality Fabricating II +   + +
    • Quality Fabricating III +   + +
    • Quality Metalworking I +   + +
    • Quality Metalworking II +   + +
    • Quality Metalworking III +   + +
    • Quality Sewing I +   + +
    • Quality Sewing II +   + +
    • Quality Sewing III +   + +
    • Quality Shaping I +   + +
    • Quality Shaping II +   + +
    • Quality Shaping III +   + +
    • Quick Building I +   + +
    • Quick Building II +   + +
    • Quick Building III +   + +
    • Quick Building IV +   + +
    • Quick Building V +   + +
    • Quick Building VI +   + +
    • Quick Building VII +   + +
    • Quick Building VIII +   + +
    • Quick Building IX +   + +
    • Quick Building X +   + +
    • Quick Cooking I +   + +
    • Quick Cooking II +   + +
    • Quick Cooking III +   + +
    • Quick Cooking IV +   + +
    • Quick Cooking V +   + +
    • Quick Cooking VI +   + +
    • Quick Cooking VII +   + +
    • Quick Cooking VIII +   + +
    • Quick Cooking IX +   + +
    • Quick Cooking X +   + +
    • Quick Crafting I +   + +
    • Quick Crafting II +   + +
    • Quick Crafting III +   + +
    • Quick Crafting IV +   + +
    • Quick Crafting V +   + +
    • Quick Crafting VI +   + +
    • Quick Crafting VII +   + +
    • Quick Crafting VIII +   + +
    • Quick Crafting IX +   + +
    • Quick Crafting X +   +
    • Quick Worker I   @@ -3081,6 +3378,36 @@

      CoffeeMud 5.9

    • Quick Worker X   +
    • Quick Working I +   + +
    • Quick Working II +   + +
    • Quick Working III +   + +
    • Quick Working IV +   + +
    • Quick Working V +   + +
    • Quick Working VI +   + +
    • Quick Working VII +   + +
    • Quick Working VIII +   + +
    • Quick Working IX +   + +
    • Quick Working X +   +
    • Ranged Abjuring I   @@ -4881,6 +5208,36 @@

      CoffeeMud 5.9

    • Vigilantly X   +
    • Vigorous Cooking I +   + +
    • Vigorous Cooking II +   + +
    • Vigorous Cooking III +   + +
    • Vigorous Cooking IV +   + +
    • Vigorous Cooking V +   + +
    • Vigorous Cooking VI +   + +
    • Vigorous Cooking VII +   + +
    • Vigorous Cooking VIII +   + +
    • Vigorous Cooking IX +   + +
    • Vigorous Cooking X +   +
    • Water Controlling I   @@ -5005,3321 +5362,3559 @@

      CoffeeMud 5.9


      Acrobatic I (ACROBAT1) -


      Expertise: Acrobatic I
      Requires : A skill of type: Acrobatic. Only highest class levels greater than
      or equal to 28. A base dexterity of at least 13.
      The ability to make more graceful and powerful acrobatic maneuvers.

      +

       
      Expertise: Acrobatic I
      Requires : A skill of type: Acrobatic. Only highest class levels greater than
      or equal to 28. A base dexterity of at least 13.
      The ability to make more graceful and powerful acrobatic maneuvers.


      Acrobatic II (ACROBAT2) -


      Expertise: Acrobatic II
      Requires : The following expertise: Acrobatic I. A skill of type: Acrobatic.
      Only highest class levels greater than or equal to 33. A base dexterity of at
      least 14.
      The ability to make more graceful and powerful acrobatic maneuvers.

      +

       
      Expertise: Acrobatic II
      Requires : The following expertise: Acrobatic I. A skill of type: Acrobatic.
      Only highest class levels greater than or equal to 33. A base dexterity of at
      least 14.
      The ability to make more graceful and powerful acrobatic maneuvers.


      Acrobatic III (ACROBAT3) -


      Expertise: Acrobatic III
      Requires : The following expertise: Acrobatic II. A skill of type: Acrobatic.
      Only highest class levels greater than or equal to 38. A base dexterity of at
      least 15.
      The ability to make more graceful and powerful acrobatic maneuvers.

      +

       
      Expertise: Acrobatic III
      Requires : The following expertise: Acrobatic II. A skill of type: Acrobatic.
      Only highest class levels greater than or equal to 38. A base dexterity of at
      least 15.
      The ability to make more graceful and powerful acrobatic maneuvers.


      Acrobatic IV (ACROBAT4) -


      Expertise: Acrobatic IV
      Requires : The following expertise: Acrobatic III. A skill of type: Acrobatic.
      Only highest class levels greater than or equal to 43. A base dexterity of at
      least 16.
      The ability to make more graceful and powerful acrobatic maneuvers.

      +

       
      Expertise: Acrobatic IV
      Requires : The following expertise: Acrobatic III. A skill of type: Acrobatic.
      Only highest class levels greater than or equal to 43. A base dexterity of at
      least 16.
      The ability to make more graceful and powerful acrobatic maneuvers.


      Acrobatic V (ACROBAT5) -


      Expertise: Acrobatic V
      Requires : The following expertise: Acrobatic IV. A skill of type: Acrobatic.
      Only highest class levels greater than or equal to 48. A base dexterity of at
      least 17.
      The ability to make more graceful and powerful acrobatic maneuvers.

      +

       
      Expertise: Acrobatic V
      Requires : The following expertise: Acrobatic IV. A skill of type: Acrobatic.
      Only highest class levels greater than or equal to 48. A base dexterity of at
      least 17.
      The ability to make more graceful and powerful acrobatic maneuvers.


      Acrobatic VI (ACROBAT6) -


      Expertise: Acrobatic VI
      Requires : The following expertise: Acrobatic V. A skill of type: Acrobatic.
      Only highest class levels greater than or equal to 53. A base dexterity of at
      least 18.
      The ability to make more graceful and powerful acrobatic maneuvers.

      +

       
      Expertise: Acrobatic VI
      Requires : The following expertise: Acrobatic V. A skill of type: Acrobatic.
      Only highest class levels greater than or equal to 53. A base dexterity of at
      least 18.
      The ability to make more graceful and powerful acrobatic maneuvers.


      Acrobatic VII (ACROBAT7) -


      Expertise: Acrobatic VII
      Requires : The following expertise: Acrobatic VI. A skill of type: Acrobatic.
      Only highest class levels greater than or equal to 58. A base dexterity of at
      least 19.
      The ability to make more graceful and powerful acrobatic maneuvers.

      +

       
      Expertise: Acrobatic VII
      Requires : The following expertise: Acrobatic VI. A skill of type: Acrobatic.
      Only highest class levels greater than or equal to 58. A base dexterity of at
      least 19.
      The ability to make more graceful and powerful acrobatic maneuvers.


      Acrobatic VIII (ACROBAT8) -


      Expertise: Acrobatic VIII
      Requires : The following expertise: Acrobatic VII. A skill of type: Acrobatic.
      Only highest class levels greater than or equal to 63. A base dexterity of at
      least 20.
      The ability to make more graceful and powerful acrobatic maneuvers.

      +

       
      Expertise: Acrobatic VIII
      Requires : The following expertise: Acrobatic VII. A skill of type: Acrobatic.
      Only highest class levels greater than or equal to 63. A base dexterity of at
      least 20.
      The ability to make more graceful and powerful acrobatic maneuvers.


      Acrobatic IX (ACROBAT9) -


      Expertise: Acrobatic IX
      Requires : The following expertise: Acrobatic VIII. A skill of type:
      Acrobatic. Only highest class levels greater than or equal to 68. A base
      dexterity of at least 21.
      The ability to make more graceful and powerful acrobatic maneuvers.

      +

       
      Expertise: Acrobatic IX
      Requires : The following expertise: Acrobatic VIII. A skill of type:
      Acrobatic. Only highest class levels greater than or equal to 68. A base
      dexterity of at least 21.
      The ability to make more graceful and powerful acrobatic maneuvers.


      Acrobatic X (ACROBAT10) -


      Expertise: Acrobatic X
      Requires : The following expertise: Acrobatic IX. A skill of type: Acrobatic.
      Only highest class levels greater than or equal to 73. A base dexterity of at
      least 22.
      The ability to make more graceful and powerful acrobatic maneuvers.

      +

       
      Expertise: Acrobatic X
      Requires : The following expertise: Acrobatic IX. A skill of type: Acrobatic.
      Only highest class levels greater than or equal to 73. A base dexterity of at
      least 22.
      The ability to make more graceful and powerful acrobatic maneuvers.


      Acting I (ACTING1) -


      Expertise: Acting I
      Requires : A skill of type: Theatre. Only highest class levels greater than or
      equal to 23. A base charisma of at least 13.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Acting I
      Requires : A skill of type: Theatre. Only highest class levels greater than or
      equal to 23. A base charisma of at least 13.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Acting II (ACTING2) -


      Expertise: Acting II
      Requires : The following expertise: Acting I. A skill of type: Theatre. Only
      highest class levels greater than or equal to 28. A base charisma of at least
      14.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Acting II
      Requires : The following expertise: Acting I. A skill of type: Theatre. Only
      highest class levels greater than or equal to 28. A base charisma of at least
      14.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Acting III (ACTING3) -


      Expertise: Acting III
      Requires : The following expertise: Acting II. A skill of type: Theatre. Only
      highest class levels greater than or equal to 33. A base charisma of at least
      15.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Acting III
      Requires : The following expertise: Acting II. A skill of type: Theatre. Only
      highest class levels greater than or equal to 33. A base charisma of at least
      15.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Acting IV (ACTING4) -


      Expertise: Acting IV
      Requires : The following expertise: Acting III. A skill of type: Theatre.
      Only highest class levels greater than or equal to 38. A base charisma of at
      least 16.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Acting IV
      Requires : The following expertise: Acting III. A skill of type: Theatre.
      Only highest class levels greater than or equal to 38. A base charisma of at
      least 16.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Acting V (ACTING5) -


      Expertise: Acting V
      Requires : The following expertise: Acting IV. A skill of type: Theatre. Only
      highest class levels greater than or equal to 43. A base charisma of at least
      17.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Acting V
      Requires : The following expertise: Acting IV. A skill of type: Theatre. Only
      highest class levels greater than or equal to 43. A base charisma of at least
      17.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Acting VI (ACTING6) -


      Expertise: Acting VI
      Requires : The following expertise: Acting V. A skill of type: Theatre. Only
      highest class levels greater than or equal to 48. A base charisma of at least
      18.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Acting VI
      Requires : The following expertise: Acting V. A skill of type: Theatre. Only
      highest class levels greater than or equal to 48. A base charisma of at least
      18.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Acting VII (ACTING7) -


      Expertise: Acting VII
      Requires : The following expertise: Acting VI. A skill of type: Theatre. Only
      highest class levels greater than or equal to 53. A base charisma of at least
      19.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Acting VII
      Requires : The following expertise: Acting VI. A skill of type: Theatre. Only
      highest class levels greater than or equal to 53. A base charisma of at least
      19.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Acting VIII (ACTING8) -


      Expertise: Acting VIII
      Requires : The following expertise: Acting VII. A skill of type: Theatre.
      Only highest class levels greater than or equal to 58. A base charisma of at
      least 20.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Acting VIII
      Requires : The following expertise: Acting VII. A skill of type: Theatre.
      Only highest class levels greater than or equal to 58. A base charisma of at
      least 20.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Acting IX (ACTING9) -


      Expertise: Acting IX
      Requires : The following expertise: Acting VIII. A skill of type: Theatre.
      Only highest class levels greater than or equal to 63. A base charisma of at
      least 21.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Acting IX
      Requires : The following expertise: Acting VIII. A skill of type: Theatre.
      Only highest class levels greater than or equal to 63. A base charisma of at
      least 21.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Acting X (ACTING10) -


      Expertise: Acting X
      Requires : The following expertise: Acting IX. A skill of type: Theatre. Only
      highest class levels greater than or equal to 68. A base charisma of at least
      22.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Acting X
      Requires : The following expertise: Acting IX. A skill of type: Theatre. Only
      highest class levels greater than or equal to 68. A base charisma of at least
      22.
      The ability to use theatre skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +
      Advanced Cooking I (ADVNCOOK1) +

       
      Expertise: Advanced Cooking I
      Requires : A skill of type: Epicurean. Only highest class levels greater than
      or equal to 21. A base wisdom of at least 14. A base intelligence of at least
      14.
      The ability to cook items of higher level. Items cooked "Improved" are also a
      tiny bit better.

      +
      Advanced Cooking II (ADVNCOOK2) +

       
      Expertise: Advanced Cooking II
      Requires : The following expertise: Advanced Cooking I. A skill of type:
      Epicurean. Only highest class levels greater than or equal to 41. A base
      wisdom of at least 18. A base intelligence of at least 18.
      The ability to cook items of higher level. Items cooked "Enhanced" are also a
      little better.

      +
      Advanced Cooking III (ADVNCOOK3) +

       
      Expertise: Advanced Cooking III
      Requires : The following expertise: Advanced Cooking II. A skill of type:
      Epicurean. Only highest class levels greater than or equal to 61. A base
      wisdom of at least 22. A base intelligence of at least 22.
      The ability to cook items of higher level. Items cooked "Superior" are also
      better.

      +
      Advanced Crafting I (ADVNCRAFT1) +

       
      Expertise: Advanced Crafting I
      Requires : A skill of type: Crafting and not Nature lore. Only highest class
      levels greater than or equal to 21. A base wisdom of at least 14. A base
      intelligence of at least 14.
      The ability to craft items of higher level. Items crafted "Improved" are also a
      tiny bit better.

      +
      Advanced Crafting II (ADVNCRAFT2) +

       
      Expertise: Advanced Crafting II
      Requires : The following expertise: Advanced Crafting I. A skill of type:
      Crafting and not Nature lore. Only highest class levels greater than or equal
      to 41. A base wisdom of at least 18. A base intelligence of at least 18.
      The ability to craft items of higher level. Items crafted "Enhanced" are also a
      little better.

      +
      Advanced Crafting III (ADVNCRAFT3) +

       
      Expertise: Advanced Crafting III
      Requires : The following expertise: Advanced Crafting II. A skill of type:
      Crafting and not Nature lore. Only highest class levels greater than or equal
      to 61. A base wisdom of at least 22. A base intelligence of at least 22.
      The ability to craft items of higher level. Items crafted "Superior" are also
      better.


      Airelist I (AIRELIST1) -


      Expertise: Airelist I
      Requires : A skill of type: Electrocuting. Only highest class levels greater
      than or equal to 31. A base dexterity of at least 13.
      The ability to deal more damage from magical electrical attacks

      +

       
      Expertise: Airelist I
      Requires : A skill of type: Electrocuting. Only highest class levels greater
      than or equal to 31. A base dexterity of at least 13.
      The ability to deal more damage from magical electrical attacks


      Airelist II (AIRELIST2) -


      Expertise: Airelist II
      Requires : The following expertise: Airelist I. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 36. A base
      dexterity of at least 14.
      The ability to deal more damage from magical electrical attacks

      +

       
      Expertise: Airelist II
      Requires : The following expertise: Airelist I. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 36. A base
      dexterity of at least 14.
      The ability to deal more damage from magical electrical attacks


      Airelist III (AIRELIST3) -


      Expertise: Airelist III
      Requires : The following expertise: Airelist II. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 41. A base
      dexterity of at least 15.
      The ability to deal more damage from magical electrical attacks

      +

       
      Expertise: Airelist III
      Requires : The following expertise: Airelist II. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 41. A base
      dexterity of at least 15.
      The ability to deal more damage from magical electrical attacks


      Airelist IV (AIRELIST4) -


      Expertise: Airelist IV
      Requires : The following expertise: Airelist III. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 46. A base
      dexterity of at least 16.
      The ability to deal more damage from magical electrical attacks

      +

       
      Expertise: Airelist IV
      Requires : The following expertise: Airelist III. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 46. A base
      dexterity of at least 16.
      The ability to deal more damage from magical electrical attacks


      Airelist V (AIRELIST5) -


      Expertise: Airelist V
      Requires : The following expertise: Airelist IV. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 51. A base
      dexterity of at least 17.
      The ability to deal more damage from magical electrical attacks

      +

       
      Expertise: Airelist V
      Requires : The following expertise: Airelist IV. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 51. A base
      dexterity of at least 17.
      The ability to deal more damage from magical electrical attacks


      Airelist VI (AIRELIST6) -


      Expertise: Airelist VI
      Requires : The following expertise: Airelist V. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 56. A base
      dexterity of at least 18.
      The ability to deal more damage from magical electrical attacks

      +

       
      Expertise: Airelist VI
      Requires : The following expertise: Airelist V. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 56. A base
      dexterity of at least 18.
      The ability to deal more damage from magical electrical attacks


      Airelist VII (AIRELIST7) -


      Expertise: Airelist VII
      Requires : The following expertise: Airelist VI. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 61. A base
      dexterity of at least 19.
      The ability to deal more damage from magical electrical attacks

      +

       
      Expertise: Airelist VII
      Requires : The following expertise: Airelist VI. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 61. A base
      dexterity of at least 19.
      The ability to deal more damage from magical electrical attacks


      Airelist VIII (AIRELIST8) -


      Expertise: Airelist VIII
      Requires : The following expertise: Airelist VII. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 66. A base
      dexterity of at least 20.
      The ability to deal more damage from magical electrical attacks

      +

       
      Expertise: Airelist VIII
      Requires : The following expertise: Airelist VII. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 66. A base
      dexterity of at least 20.
      The ability to deal more damage from magical electrical attacks


      Airelist IX (AIRELIST9) -


      Expertise: Airelist IX
      Requires : The following expertise: Airelist VIII. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 71. A base
      dexterity of at least 21.
      The ability to deal more damage from magical electrical attacks

      +

       
      Expertise: Airelist IX
      Requires : The following expertise: Airelist VIII. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 71. A base
      dexterity of at least 21.
      The ability to deal more damage from magical electrical attacks


      Airelist X (AIRELIST10) -


      Expertise: Airelist X
      Requires : The following expertise: Airelist IX. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 76. A base
      dexterity of at least 22.
      The ability to deal more damage from magical electrical attacks

      +

       
      Expertise: Airelist X
      Requires : The following expertise: Airelist IX. A skill of type:
      Electrocuting. Only highest class levels greater than or equal to 76. A base
      dexterity of at least 22.
      The ability to deal more damage from magical electrical attacks


      Anatomy I (ANATOMY1) -


      Expertise: Anatomy I
      Requires : A skill of type: Anatomy. Only highest class levels greater than or
      equal to 14. A base intelligence of at least 13.
      Ability to apply improved anatomical knowledge to the practical arts.

      +

       
      Expertise: Anatomy I
      Requires : A skill of type: Anatomy. Only highest class levels greater than or
      equal to 14. A base intelligence of at least 13.
      Ability to apply improved anatomical knowledge to the practical arts.


      Anatomy II (ANATOMY2) -


      Expertise: Anatomy II
      Requires : The following expertise: Anatomy I. A skill of type: Anatomy. Only
      highest class levels greater than or equal to 19. A base intelligence of at
      least 14.
      Ability to apply improved anatomical knowledge to the practical arts.

      +

       
      Expertise: Anatomy II
      Requires : The following expertise: Anatomy I. A skill of type: Anatomy. Only
      highest class levels greater than or equal to 19. A base intelligence of at
      least 14.
      Ability to apply improved anatomical knowledge to the practical arts.


      Anatomy III (ANATOMY3) -


      Expertise: Anatomy III
      Requires : The following expertise: Anatomy II. A skill of type: Anatomy.
      Only highest class levels greater than or equal to 24. A base intelligence of
      at least 15.
      Ability to apply improved anatomical knowledge to the practical arts.

      +

       
      Expertise: Anatomy III
      Requires : The following expertise: Anatomy II. A skill of type: Anatomy.
      Only highest class levels greater than or equal to 24. A base intelligence of
      at least 15.
      Ability to apply improved anatomical knowledge to the practical arts.


      Anatomy IV (ANATOMY4) -


      Expertise: Anatomy IV
      Requires : The following expertise: Anatomy III. A skill of type: Anatomy.
      Only highest class levels greater than or equal to 29. A base intelligence of
      at least 16.
      Ability to apply improved anatomical knowledge to the practical arts.

      +

       
      Expertise: Anatomy IV
      Requires : The following expertise: Anatomy III. A skill of type: Anatomy.
      Only highest class levels greater than or equal to 29. A base intelligence of
      at least 16.
      Ability to apply improved anatomical knowledge to the practical arts.


      Anatomy V (ANATOMY5) -


      Expertise: Anatomy V
      Requires : The following expertise: Anatomy IV. A skill of type: Anatomy.
      Only highest class levels greater than or equal to 34. A base intelligence of
      at least 17.
      Ability to apply improved anatomical knowledge to the practical arts.

      +

       
      Expertise: Anatomy V
      Requires : The following expertise: Anatomy IV. A skill of type: Anatomy.
      Only highest class levels greater than or equal to 34. A base intelligence of
      at least 17.
      Ability to apply improved anatomical knowledge to the practical arts.


      Anatomy VI (ANATOMY6) -


      Expertise: Anatomy VI
      Requires : The following expertise: Anatomy V. A skill of type: Anatomy. Only
      highest class levels greater than or equal to 39. A base intelligence of at
      least 18.
      Ability to apply improved anatomical knowledge to the practical arts.

      +

       
      Expertise: Anatomy VI
      Requires : The following expertise: Anatomy V. A skill of type: Anatomy. Only
      highest class levels greater than or equal to 39. A base intelligence of at
      least 18.
      Ability to apply improved anatomical knowledge to the practical arts.


      Anatomy VII (ANATOMY7) -


      Expertise: Anatomy VII
      Requires : The following expertise: Anatomy VI. A skill of type: Anatomy.
      Only highest class levels greater than or equal to 44. A base intelligence of
      at least 19.
      Ability to apply improved anatomical knowledge to the practical arts.

      +

       
      Expertise: Anatomy VII
      Requires : The following expertise: Anatomy VI. A skill of type: Anatomy.
      Only highest class levels greater than or equal to 44. A base intelligence of
      at least 19.
      Ability to apply improved anatomical knowledge to the practical arts.


      Anatomy VIII (ANATOMY8) -


      Expertise: Anatomy VIII
      Requires : The following expertise: Anatomy VII. A skill of type: Anatomy.
      Only highest class levels greater than or equal to 49. A base intelligence of
      at least 20.
      Ability to apply improved anatomical knowledge to the practical arts.

      +

       
      Expertise: Anatomy VIII
      Requires : The following expertise: Anatomy VII. A skill of type: Anatomy.
      Only highest class levels greater than or equal to 49. A base intelligence of
      at least 20.
      Ability to apply improved anatomical knowledge to the practical arts.


      Anatomy IX (ANATOMY9) -


      Expertise: Anatomy IX
      Requires : The following expertise: Anatomy VIII. A skill of type: Anatomy.
      Only highest class levels greater than or equal to 54. A base intelligence of
      at least 21.
      Ability to apply improved anatomical knowledge to the practical arts.

      +

       
      Expertise: Anatomy IX
      Requires : The following expertise: Anatomy VIII. A skill of type: Anatomy.
      Only highest class levels greater than or equal to 54. A base intelligence of
      at least 21.
      Ability to apply improved anatomical knowledge to the practical arts.


      Anatomy X (ANATOMY10) -


      Expertise: Anatomy X
      Requires : The following expertise: Anatomy IX. A skill of type: Anatomy.
      Only highest class levels greater than or equal to 59. A base intelligence of
      at least 22.
      Ability to apply improved anatomical knowledge to the practical arts.

      +

       
      Expertise: Anatomy X
      Requires : The following expertise: Anatomy IX. A skill of type: Anatomy.
      Only highest class levels greater than or equal to 59. A base intelligence of
      at least 22.
      Ability to apply improved anatomical knowledge to the practical arts.


      Animal Affinity I (ANIMALIST1) -


      Expertise: Animal Affinity I
      Requires : A skill of type: Animal affinity. Only highest class levels greater
      than or equal to 30. A base dexterity of at least 13.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Animal Affinity I
      Requires : A skill of type: Animal affinity. Only highest class levels greater
      than or equal to 30. A base dexterity of at least 13.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Animal Affinity II (ANIMALIST2) -


      Expertise: Animal Affinity II
      Requires : The following expertise: Animal Affinity I. A skill of type: Animal
      affinity. Only highest class levels greater than or equal to 35. A base
      dexterity of at least 14.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Animal Affinity II
      Requires : The following expertise: Animal Affinity I. A skill of type: Animal
      affinity. Only highest class levels greater than or equal to 35. A base
      dexterity of at least 14.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Animal Affinity III (ANIMALIST3) -


      Expertise: Animal Affinity III
      Requires : The following expertise: Animal Affinity II. A skill of type:
      Animal affinity. Only highest class levels greater than or equal to 40. A
      base dexterity of at least 15.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Animal Affinity III
      Requires : The following expertise: Animal Affinity II. A skill of type:
      Animal affinity. Only highest class levels greater than or equal to 40. A
      base dexterity of at least 15.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Animal Affinity IV (ANIMALIST4) -


      Expertise: Animal Affinity IV
      Requires : The following expertise: Animal Affinity III. A skill of type:
      Animal affinity. Only highest class levels greater than or equal to 45. A
      base dexterity of at least 16.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Animal Affinity IV
      Requires : The following expertise: Animal Affinity III. A skill of type:
      Animal affinity. Only highest class levels greater than or equal to 45. A
      base dexterity of at least 16.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Animal Affinity V (ANIMALIST5) -


      Expertise: Animal Affinity V
      Requires : The following expertise: Animal Affinity IV. A skill of type:
      Animal affinity. Only highest class levels greater than or equal to 50. A
      base dexterity of at least 17.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Animal Affinity V
      Requires : The following expertise: Animal Affinity IV. A skill of type:
      Animal affinity. Only highest class levels greater than or equal to 50. A
      base dexterity of at least 17.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Animal Affinity VI (ANIMALIST6) -


      Expertise: Animal Affinity VI
      Requires : The following expertise: Animal Affinity V. A skill of type: Animal
      affinity. Only highest class levels greater than or equal to 55. A base
      dexterity of at least 18.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Animal Affinity VI
      Requires : The following expertise: Animal Affinity V. A skill of type: Animal
      affinity. Only highest class levels greater than or equal to 55. A base
      dexterity of at least 18.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Animal Affinity VII (ANIMALIST7) -


      Expertise: Animal Affinity VII
      Requires : The following expertise: Animal Affinity VI. A skill of type:
      Animal affinity. Only highest class levels greater than or equal to 60. A
      base dexterity of at least 19.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Animal Affinity VII
      Requires : The following expertise: Animal Affinity VI. A skill of type:
      Animal affinity. Only highest class levels greater than or equal to 60. A
      base dexterity of at least 19.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Animal Affinity VIII (ANIMALIST8) -


      Expertise: Animal Affinity VIII
      Requires : The following expertise: Animal Affinity VII. A skill of type:
      Animal affinity. Only highest class levels greater than or equal to 65. A
      base dexterity of at least 20.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Animal Affinity VIII
      Requires : The following expertise: Animal Affinity VII. A skill of type:
      Animal affinity. Only highest class levels greater than or equal to 65. A
      base dexterity of at least 20.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Animal Affinity IX (ANIMALIST9) -


      Expertise: Animal Affinity IX
      Requires : The following expertise: Animal Affinity VIII. A skill of type:
      Animal affinity. Only highest class levels greater than or equal to 70. A
      base dexterity of at least 21.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Animal Affinity IX
      Requires : The following expertise: Animal Affinity VIII. A skill of type:
      Animal affinity. Only highest class levels greater than or equal to 70. A
      base dexterity of at least 21.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Animal Affinity X (ANIMALIST10) -


      Expertise: Animal Affinity X
      Requires : The following expertise: Animal Affinity IX. A skill of type:
      Animal affinity. Only highest class levels greater than or equal to 75. A
      base dexterity of at least 22.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Animal Affinity X
      Requires : The following expertise: Animal Affinity IX. A skill of type:
      Animal affinity. Only highest class levels greater than or equal to 75. A
      base dexterity of at least 22.
      The ability to cast animal affinity chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Aqualist I (AQUALIST1) -


      Expertise: Aqualist I
      Requires : A skill of type: Freezing. Only highest class levels greater than
      or equal to 31. A base wisdom of at least 13.
      The ability to deal more damage from magical cold and ice attacks

      +

       
      Expertise: Aqualist I
      Requires : A skill of type: Freezing. Only highest class levels greater than
      or equal to 31. A base wisdom of at least 13.
      The ability to deal more damage from magical cold and ice attacks


      Aqualist II (AQUALIST2) -


      Expertise: Aqualist II
      Requires : The following expertise: Aqualist I. A skill of type: Freezing.
      Only highest class levels greater than or equal to 36. A base wisdom of at
      least 14.
      The ability to deal more damage from magical cold and ice attacks

      +

       
      Expertise: Aqualist II
      Requires : The following expertise: Aqualist I. A skill of type: Freezing.
      Only highest class levels greater than or equal to 36. A base wisdom of at
      least 14.
      The ability to deal more damage from magical cold and ice attacks


      Aqualist III (AQUALIST3) -


      Expertise: Aqualist III
      Requires : The following expertise: Aqualist II. A skill of type: Freezing.
      Only highest class levels greater than or equal to 41. A base wisdom of at
      least 15.
      The ability to deal more damage from magical cold and ice attacks

      +

       
      Expertise: Aqualist III
      Requires : The following expertise: Aqualist II. A skill of type: Freezing.
      Only highest class levels greater than or equal to 41. A base wisdom of at
      least 15.
      The ability to deal more damage from magical cold and ice attacks


      Aqualist IV (AQUALIST4) -


      Expertise: Aqualist IV
      Requires : The following expertise: Aqualist III. A skill of type: Freezing.
      Only highest class levels greater than or equal to 46. A base wisdom of at
      least 16.
      The ability to deal more damage from magical cold and ice attacks

      +

       
      Expertise: Aqualist IV
      Requires : The following expertise: Aqualist III. A skill of type: Freezing.
      Only highest class levels greater than or equal to 46. A base wisdom of at
      least 16.
      The ability to deal more damage from magical cold and ice attacks


      Aqualist V (AQUALIST5) -


      Expertise: Aqualist V
      Requires : The following expertise: Aqualist IV. A skill of type: Freezing.
      Only highest class levels greater than or equal to 51. A base wisdom of at
      least 17.
      The ability to deal more damage from magical cold and ice attacks

      +

       
      Expertise: Aqualist V
      Requires : The following expertise: Aqualist IV. A skill of type: Freezing.
      Only highest class levels greater than or equal to 51. A base wisdom of at
      least 17.
      The ability to deal more damage from magical cold and ice attacks


      Aqualist VI (AQUALIST6) -


      Expertise: Aqualist VI
      Requires : The following expertise: Aqualist V. A skill of type: Freezing.
      Only highest class levels greater than or equal to 56. A base wisdom of at
      least 18.
      The ability to deal more damage from magical cold and ice attacks

      +

       
      Expertise: Aqualist VI
      Requires : The following expertise: Aqualist V. A skill of type: Freezing.
      Only highest class levels greater than or equal to 56. A base wisdom of at
      least 18.
      The ability to deal more damage from magical cold and ice attacks


      Aqualist VII (AQUALIST7) -


      Expertise: Aqualist VII
      Requires : The following expertise: Aqualist VI. A skill of type: Freezing.
      Only highest class levels greater than or equal to 61. A base wisdom of at
      least 19.
      The ability to deal more damage from magical cold and ice attacks

      +

       
      Expertise: Aqualist VII
      Requires : The following expertise: Aqualist VI. A skill of type: Freezing.
      Only highest class levels greater than or equal to 61. A base wisdom of at
      least 19.
      The ability to deal more damage from magical cold and ice attacks


      Aqualist VIII (AQUALIST8) -


      Expertise: Aqualist VIII
      Requires : The following expertise: Aqualist VII. A skill of type: Freezing.
      Only highest class levels greater than or equal to 66. A base wisdom of at
      least 20.
      The ability to deal more damage from magical cold and ice attacks

      +

       
      Expertise: Aqualist VIII
      Requires : The following expertise: Aqualist VII. A skill of type: Freezing.
      Only highest class levels greater than or equal to 66. A base wisdom of at
      least 20.
      The ability to deal more damage from magical cold and ice attacks


      Aqualist IX (AQUALIST9) -


      Expertise: Aqualist IX
      Requires : The following expertise: Aqualist VIII. A skill of type: Freezing.
      Only highest class levels greater than or equal to 71. A base wisdom of at
      least 21.
      The ability to deal more damage from magical cold and ice attacks

      +

       
      Expertise: Aqualist IX
      Requires : The following expertise: Aqualist VIII. A skill of type: Freezing.
      Only highest class levels greater than or equal to 71. A base wisdom of at
      least 21.
      The ability to deal more damage from magical cold and ice attacks


      Aqualist X (AQUALIST10) -


      Expertise: Aqualist X
      Requires : The following expertise: Aqualist IX. A skill of type: Freezing.
      Only highest class levels greater than or equal to 76. A base wisdom of at
      least 22.
      The ability to deal more damage from magical cold and ice attacks

      +

       
      Expertise: Aqualist X
      Requires : The following expertise: Aqualist IX. A skill of type: Freezing.
      Only highest class levels greater than or equal to 76. A base wisdom of at
      least 22.
      The ability to deal more damage from magical cold and ice attacks


      Arcane Lore I (WANDUSE1) -


      Expertise: Arcane Lore I
      Requires : A skill of type: Arcane lore. Only highest class levels greater
      than or equal to 21. A base charisma of at least 13.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.

      +

       
      Expertise: Arcane Lore I
      Requires : A skill of type: Arcane lore. Only highest class levels greater
      than or equal to 21. A base charisma of at least 13.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.


      Arcane Lore II (WANDUSE2) -


      Expertise: Arcane Lore II
      Requires : The following expertise: Arcane Lore I. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 26. A base charisma
      of at least 14.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.

      +

       
      Expertise: Arcane Lore II
      Requires : The following expertise: Arcane Lore I. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 26. A base charisma
      of at least 14.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.


      Arcane Lore III (WANDUSE3) -


      Expertise: Arcane Lore III
      Requires : The following expertise: Arcane Lore II. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 31. A base charisma
      of at least 15.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.

      +

       
      Expertise: Arcane Lore III
      Requires : The following expertise: Arcane Lore II. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 31. A base charisma
      of at least 15.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.


      Arcane Lore IV (WANDUSE4) -


      Expertise: Arcane Lore IV
      Requires : The following expertise: Arcane Lore III. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 36. A base charisma
      of at least 16.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.

      +

       
      Expertise: Arcane Lore IV
      Requires : The following expertise: Arcane Lore III. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 36. A base charisma
      of at least 16.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.


      Arcane Lore V (WANDUSE5) -


      Expertise: Arcane Lore V
      Requires : The following expertise: Arcane Lore IV. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 41. A base charisma
      of at least 17.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.

      +

       
      Expertise: Arcane Lore V
      Requires : The following expertise: Arcane Lore IV. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 41. A base charisma
      of at least 17.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.


      Arcane Lore VI (WANDUSE6) -


      Expertise: Arcane Lore VI
      Requires : The following expertise: Arcane Lore V. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 46. A base charisma
      of at least 18.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.

      +

       
      Expertise: Arcane Lore VI
      Requires : The following expertise: Arcane Lore V. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 46. A base charisma
      of at least 18.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.


      Arcane Lore VII (WANDUSE7) -


      Expertise: Arcane Lore VII
      Requires : The following expertise: Arcane Lore VI. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 51. A base charisma
      of at least 19.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.

      +

       
      Expertise: Arcane Lore VII
      Requires : The following expertise: Arcane Lore VI. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 51. A base charisma
      of at least 19.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.


      Arcane Lore VIII (WANDUSE8) -


      Expertise: Arcane Lore VIII
      Requires : The following expertise: Arcane Lore VII. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 56. A base charisma
      of at least 20.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.

      +

       
      Expertise: Arcane Lore VIII
      Requires : The following expertise: Arcane Lore VII. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 56. A base charisma
      of at least 20.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.


      Arcane Lore IX (WANDUSE9) -


      Expertise: Arcane Lore IX
      Requires : The following expertise: Arcane Lore VIII. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 61. A base charisma
      of at least 21.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.

      +

       
      Expertise: Arcane Lore IX
      Requires : The following expertise: Arcane Lore VIII. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 61. A base charisma
      of at least 21.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.


      Arcane Lore X (WANDUSE10) -


      Expertise: Arcane Lore X
      Requires : The following expertise: Arcane Lore IX. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 66. A base charisma
      of at least 22.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.

      +

       
      Expertise: Arcane Lore X
      Requires : The following expertise: Arcane Lore IX. A skill of type: Arcane
      lore. Only highest class levels greater than or equal to 66. A base charisma
      of at least 22.
      Knowledge of arcane symbology and custom for better arcane identification and
      wand usage.


      Armor Focus I (ARMORFOCUS1) -


      Expertise: Armor Focus I
      Requires : One of the following skills: Armor Specialization. Only highest
      class levels greater than or equal to 29. A base wisdom of at least 11.
      The ability to wear higher level armor.

      +

       
      Expertise: Armor Focus I
      Requires : One of the following skills: Armor Specialization. Only highest
      class levels greater than or equal to 29. A base wisdom of at least 11.
      The ability to wear higher level armor.


      Armor Focus II (ARMORFOCUS2) -


      Expertise: Armor Focus II
      Requires : The following expertise: Armor Focus I. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 34. A base wisdom of at least 12.
      The ability to wear higher level armor.

      +

       
      Expertise: Armor Focus II
      Requires : The following expertise: Armor Focus I. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 34. A base wisdom of at least 12.
      The ability to wear higher level armor.


      Armor Focus III (ARMORFOCUS3) -


      Expertise: Armor Focus III
      Requires : The following expertise: Armor Focus II. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 39. A base wisdom of at least 13.
      The ability to wear higher level armor.

      +

       
      Expertise: Armor Focus III
      Requires : The following expertise: Armor Focus II. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 39. A base wisdom of at least 13.
      The ability to wear higher level armor.


      Armor Focus IV (ARMORFOCUS4) -


      Expertise: Armor Focus IV
      Requires : The following expertise: Armor Focus III. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 44. A base wisdom of at least 14.
      The ability to wear higher level armor.

      +

       
      Expertise: Armor Focus IV
      Requires : The following expertise: Armor Focus III. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 44. A base wisdom of at least 14.
      The ability to wear higher level armor.


      Armor Focus V (ARMORFOCUS5) -


      Expertise: Armor Focus V
      Requires : The following expertise: Armor Focus IV. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 49. A base wisdom of at least 15.
      The ability to wear higher level armor.

      +

       
      Expertise: Armor Focus V
      Requires : The following expertise: Armor Focus IV. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 49. A base wisdom of at least 15.
      The ability to wear higher level armor.


      Armor Focus VI (ARMORFOCUS6) -


      Expertise: Armor Focus VI
      Requires : The following expertise: Armor Focus V. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 54. A base wisdom of at least 16.
      The ability to wear higher level armor.

      +

       
      Expertise: Armor Focus VI
      Requires : The following expertise: Armor Focus V. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 54. A base wisdom of at least 16.
      The ability to wear higher level armor.


      Armor Focus VII (ARMORFOCUS7) -


      Expertise: Armor Focus VII
      Requires : The following expertise: Armor Focus VI. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 59. A base wisdom of at least 17.
      The ability to wear higher level armor.

      +

       
      Expertise: Armor Focus VII
      Requires : The following expertise: Armor Focus VI. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 59. A base wisdom of at least 17.
      The ability to wear higher level armor.


      Armor Focus VIII (ARMORFOCUS8) -


      Expertise: Armor Focus VIII
      Requires : The following expertise: Armor Focus VII. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 64. A base wisdom of at least 18.
      The ability to wear higher level armor.

      +

       
      Expertise: Armor Focus VIII
      Requires : The following expertise: Armor Focus VII. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 64. A base wisdom of at least 18.
      The ability to wear higher level armor.


      Armor Focus IX (ARMORFOCUS9) -


      Expertise: Armor Focus IX
      Requires : The following expertise: Armor Focus VIII. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 69. A base wisdom of at least 19.
      The ability to wear higher level armor.

      +

       
      Expertise: Armor Focus IX
      Requires : The following expertise: Armor Focus VIII. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 69. A base wisdom of at least 19.
      The ability to wear higher level armor.


      Armor Focus X (ARMORFOCUS10) -


      Expertise: Armor Focus X
      Requires : The following expertise: Armor Focus IX. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 74. A base wisdom of at least 20.
      The ability to wear higher level armor.

      +

       
      Expertise: Armor Focus X
      Requires : The following expertise: Armor Focus IX. One of the following
      skills: Armor Specialization. Only highest class levels greater than or equal
      to 74. A base wisdom of at least 20.
      The ability to wear higher level armor.


      Armor Optimizing I (ARMOROPT1) -


      Expertise: Armor Optimizing I
      Requires : One of the following skills: Armor Tweaking. A skill of type: Armor
      use. Only highest class levels greater than or equal to 33. A base
      constitution of at least 13.
      The ability to gain more protective benefits from tweaking armor.

      +

       
      Expertise: Armor Optimizing I
      Requires : One of the following skills: Armor Tweaking. A skill of type: Armor
      use. Only highest class levels greater than or equal to 33. A base
      constitution of at least 13.
      The ability to gain more protective benefits from tweaking armor.


      Armor Optimizing II (ARMOROPT2) -


      Expertise: Armor Optimizing II
      Requires : The following expertise: Armor Optimizing I. One of the following
      skills: Armor Tweaking. A skill of type: Armor use. Only highest class levels
      greater than or equal to 38. A base constitution of at least 14.
      The ability to gain more protective benefits from tweaking armor.

      +

       
      Expertise: Armor Optimizing II
      Requires : The following expertise: Armor Optimizing I. One of the following
      skills: Armor Tweaking. A skill of type: Armor use. Only highest class levels
      greater than or equal to 38. A base constitution of at least 14.
      The ability to gain more protective benefits from tweaking armor.


      Armor Optimizing III (ARMOROPT3) -


      Expertise: Armor Optimizing III
      Requires : The following expertise: Armor Optimizing II. One of the following
      skills: Armor Tweaking. A skill of type: Armor use. Only highest class levels
      greater than or equal to 43. A base constitution of at least 15.
      The ability to gain more protective benefits from tweaking armor.

      +

       
      Expertise: Armor Optimizing III
      Requires : The following expertise: Armor Optimizing II. One of the following
      skills: Armor Tweaking. A skill of type: Armor use. Only highest class levels
      greater than or equal to 43. A base constitution of at least 15.
      The ability to gain more protective benefits from tweaking armor.


      Armor Optimizing IV (ARMOROPT4) -


      Expertise: Armor Optimizing IV
      Requires : The following expertise: Armor Optimizing III. One of the following
      skills: Armor Tweaking. A skill of type: Armor use. Only highest class levels
      greater than or equal to 48. A base constitution of at least 16.
      The ability to gain more protective benefits from tweaking armor.

      +

       
      Expertise: Armor Optimizing IV
      Requires : The following expertise: Armor Optimizing III. One of the following
      skills: Armor Tweaking. A skill of type: Armor use. Only highest class levels
      greater than or equal to 48. A base constitution of at least 16.
      The ability to gain more protective benefits from tweaking armor.


      Armor Optimizing V (ARMOROPT5) -


      Expertise: Armor Optimizing V
      Requires : The following expertise: Armor Optimizing IV. One of the following
      skills: Armor Tweaking. A skill of type: Armor use. Only highest class levels
      greater than or equal to 53. A base constitution of at least 17.
      The ability to gain more protective benefits from tweaking armor.

      +

       
      Expertise: Armor Optimizing V
      Requires : The following expertise: Armor Optimizing IV. One of the following
      skills: Armor Tweaking. A skill of type: Armor use. Only highest class levels
      greater than or equal to 53. A base constitution of at least 17.
      The ability to gain more protective benefits from tweaking armor.


      Armor Optimizing VI (ARMOROPT6) -


      Expertise: Armor Optimizing VI
      Requires : The following expertise: Armor Optimizing V. One of the following
      skills: Armor Tweaking. A skill of type: Armor use. Only highest class levels
      greater than or equal to 58. A base constitution of at least 18.
      The ability to gain more protective benefits from tweaking armor.

      +

       
      Expertise: Armor Optimizing VI
      Requires : The following expertise: Armor Optimizing V. One of the following
      skills: Armor Tweaking. A skill of type: Armor use. Only highest class levels
      greater than or equal to 58. A base constitution of at least 18.
      The ability to gain more protective benefits from tweaking armor.


      Armor Optimizing VII (ARMOROPT7) -


      Expertise: Armor Optimizing VII
      Requires : The following expertise: Armor Optimizing VI. One of the following
      skills: Armor Tweaking. A skill of type: Armor use. Only highest class levels
      greater than or equal to 63. A base constitution of at least 19.
      The ability to gain more protective benefits from tweaking armor.

      +

       
      Expertise: Armor Optimizing VII
      Requires : The following expertise: Armor Optimizing VI. One of the following
      skills: Armor Tweaking. A skill of type: Armor use. Only highest class levels
      greater than or equal to 63. A base constitution of at least 19.
      The ability to gain more protective benefits from tweaking armor.


      Armor Optimizing VIII (ARMOROPT8) -


      Expertise: Armor Optimizing VIII
      Requires : The following expertise: Armor Optimizing VII. One of the following
      skills: Armor Tweaking. A skill of type: Armor use. Only highest class levels
      greater than or equal to 68. A base constitution of at least 20.
      The ability to gain more protective benefits from tweaking armor.

      +

       
      Expertise: Armor Optimizing VIII
      Requires : The following expertise: Armor Optimizing VII. One of the following
      skills: Armor Tweaking. A skill of type: Armor use. Only highest class levels
      greater than or equal to 68. A base constitution of at least 20.
      The ability to gain more protective benefits from tweaking armor.


      Armor Optimizing IX (ARMOROPT9) -


      Expertise: Armor Optimizing IX
      Requires : The following expertise: Armor Optimizing VIII. One of the
      following skills: Armor Tweaking. A skill of type: Armor use. Only highest
      class levels greater than or equal to 73. A base constitution of at least 21.

      The ability to gain more protective benefits from tweaking armor.

      +

       
      Expertise: Armor Optimizing IX
      Requires : The following expertise: Armor Optimizing VIII. One of the
      following skills: Armor Tweaking. A skill of type: Armor use. Only highest
      class levels greater than or equal to 73. A base constitution of at least 21.

      The ability to gain more protective benefits from tweaking armor.


      Armor Optimizing X (ARMOROPT10) -


      Expertise: Armor Optimizing X
      Requires : The following expertise: Armor Optimizing IX. One of the following
      skills: Armor Tweaking. A skill of type: Armor use. Only highest class levels
      greater than or equal to 78. A base constitution of at least 22.
      The ability to gain more protective benefits from tweaking armor.

      +

       
      Expertise: Armor Optimizing X
      Requires : The following expertise: Armor Optimizing IX. One of the following
      skills: Armor Tweaking. A skill of type: Armor use. Only highest class levels
      greater than or equal to 78. A base constitution of at least 22.
      The ability to gain more protective benefits from tweaking armor.


      Artsy I (TUNING1) -


      Expertise: Artsy I
      Requires : A skill of type: Artistic. Only highest class levels greater than
      or equal to 32. A base charisma of at least 13.
      The ability to use artistic skills to their greatest level.

      +

       
      Expertise: Artsy I
      Requires : A skill of type: Artistic. Only highest class levels greater than
      or equal to 32. A base charisma of at least 13.
      The ability to use artistic skills to their greatest level.


      Artsy II (TUNING2) -


      Expertise: Artsy II
      Requires : The following expertise: Artsy I. A skill of type: Artistic. Only
      highest class levels greater than or equal to 37. A base charisma of at least
      14.
      The ability to use artistic skills to their greatest level.

      +

       
      Expertise: Artsy II
      Requires : The following expertise: Artsy I. A skill of type: Artistic. Only
      highest class levels greater than or equal to 37. A base charisma of at least
      14.
      The ability to use artistic skills to their greatest level.


      Artsy III (TUNING3) -


      Expertise: Artsy III
      Requires : The following expertise: Artsy II. A skill of type: Artistic. Only
      highest class levels greater than or equal to 42. A base charisma of at least
      15.
      The ability to use artistic skills to their greatest level.

      +

       
      Expertise: Artsy III
      Requires : The following expertise: Artsy II. A skill of type: Artistic. Only
      highest class levels greater than or equal to 42. A base charisma of at least
      15.
      The ability to use artistic skills to their greatest level.


      Artsy IV (TUNING4) -


      Expertise: Artsy IV
      Requires : The following expertise: Artsy III. A skill of type: Artistic.
      Only highest class levels greater than or equal to 47. A base charisma of at
      least 16.
      The ability to use artistic skills to their greatest level.

      +

       
      Expertise: Artsy IV
      Requires : The following expertise: Artsy III. A skill of type: Artistic.
      Only highest class levels greater than or equal to 47. A base charisma of at
      least 16.
      The ability to use artistic skills to their greatest level.


      Artsy V (TUNING5) -


      Expertise: Artsy V
      Requires : The following expertise: Artsy IV. A skill of type: Artistic. Only
      highest class levels greater than or equal to 52. A base charisma of at least
      17.
      The ability to use artistic skills to their greatest level.

      +

       
      Expertise: Artsy V
      Requires : The following expertise: Artsy IV. A skill of type: Artistic. Only
      highest class levels greater than or equal to 52. A base charisma of at least
      17.
      The ability to use artistic skills to their greatest level.


      Artsy VI (TUNING6) -


      Expertise: Artsy VI
      Requires : The following expertise: Artsy V. A skill of type: Artistic. Only
      highest class levels greater than or equal to 57. A base charisma of at least
      18.
      The ability to use artistic skills to their greatest level.

      +

       
      Expertise: Artsy VI
      Requires : The following expertise: Artsy V. A skill of type: Artistic. Only
      highest class levels greater than or equal to 57. A base charisma of at least
      18.
      The ability to use artistic skills to their greatest level.


      Artsy VII (TUNING7) -


      Expertise: Artsy VII
      Requires : The following expertise: Artsy VI. A skill of type: Artistic. Only
      highest class levels greater than or equal to 62. A base charisma of at least
      19.
      The ability to use artistic skills to their greatest level.

      +

       
      Expertise: Artsy VII
      Requires : The following expertise: Artsy VI. A skill of type: Artistic. Only
      highest class levels greater than or equal to 62. A base charisma of at least
      19.
      The ability to use artistic skills to their greatest level.


      Artsy VIII (TUNING8) -


      Expertise: Artsy VIII
      Requires : The following expertise: Artsy VII. A skill of type: Artistic.
      Only highest class levels greater than or equal to 67. A base charisma of at
      least 20.
      The ability to use artistic skills to their greatest level.

      +

       
      Expertise: Artsy VIII
      Requires : The following expertise: Artsy VII. A skill of type: Artistic.
      Only highest class levels greater than or equal to 67. A base charisma of at
      least 20.
      The ability to use artistic skills to their greatest level.


      Artsy IX (TUNING9) -


      Expertise: Artsy IX
      Requires : The following expertise: Artsy VIII. A skill of type: Artistic.
      Only highest class levels greater than or equal to 72. A base charisma of at
      least 21.
      The ability to use artistic skills to their greatest level.

      +

       
      Expertise: Artsy IX
      Requires : The following expertise: Artsy VIII. A skill of type: Artistic.
      Only highest class levels greater than or equal to 72. A base charisma of at
      least 21.
      The ability to use artistic skills to their greatest level.


      Artsy X (TUNING10) -


      Expertise: Artsy X
      Requires : The following expertise: Artsy IX. A skill of type: Artistic. Only
      highest class levels greater than or equal to 77. A base charisma of at least
      22.
      The ability to use artistic skills to their greatest level.

      +

       
      Expertise: Artsy X
      Requires : The following expertise: Artsy IX. A skill of type: Artistic. Only
      highest class levels greater than or equal to 77. A base charisma of at least
      22.
      The ability to use artistic skills to their greatest level.


      Axe Focus I (AXEFOCUS1) -


      Expertise: Axe Focus I
      Requires : Only Fighter types. One of the following skills: Axe
      Specialization. Only highest class levels greater than or equal to 29. A base
      wisdom of at least 11.
      The ability for fighters to wield higher level axes.

      +

       
      Expertise: Axe Focus I
      Requires : Only Fighter types. One of the following skills: Axe
      Specialization. Only highest class levels greater than or equal to 29. A base
      wisdom of at least 11.
      The ability for fighters to wield higher level axes.


      Axe Focus II (AXEFOCUS2) -


      Expertise: Axe Focus II
      Requires : The following expertise: Axe Focus I. Only Fighter types. One of
      the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 34. A base wisdom of at least 12.
      The ability for fighters to wield higher level axes.

      +

       
      Expertise: Axe Focus II
      Requires : The following expertise: Axe Focus I. Only Fighter types. One of
      the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 34. A base wisdom of at least 12.
      The ability for fighters to wield higher level axes.


      Axe Focus III (AXEFOCUS3) -


      Expertise: Axe Focus III
      Requires : The following expertise: Axe Focus II. Only Fighter types. One of
      the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 39. A base wisdom of at least 13.
      The ability for fighters to wield higher level axes.

      +

       
      Expertise: Axe Focus III
      Requires : The following expertise: Axe Focus II. Only Fighter types. One of
      the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 39. A base wisdom of at least 13.
      The ability for fighters to wield higher level axes.


      Axe Focus IV (AXEFOCUS4) -


      Expertise: Axe Focus IV
      Requires : The following expertise: Axe Focus III. Only Fighter types. One of
      the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 44. A base wisdom of at least 14.
      The ability for fighters to wield higher level axes.

      +

       
      Expertise: Axe Focus IV
      Requires : The following expertise: Axe Focus III. Only Fighter types. One of
      the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 44. A base wisdom of at least 14.
      The ability for fighters to wield higher level axes.


      Axe Focus V (AXEFOCUS5) -


      Expertise: Axe Focus V
      Requires : The following expertise: Axe Focus IV. Only Fighter types. One of
      the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 49. A base wisdom of at least 15.
      The ability for fighters to wield higher level axes.

      +

       
      Expertise: Axe Focus V
      Requires : The following expertise: Axe Focus IV. Only Fighter types. One of
      the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 49. A base wisdom of at least 15.
      The ability for fighters to wield higher level axes.


      Axe Focus VI (AXEFOCUS6) -


      Expertise: Axe Focus VI
      Requires : The following expertise: Axe Focus V. Only Fighter types. One of
      the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 54. A base wisdom of at least 16.
      The ability for fighters to wield higher level axes.

      +

       
      Expertise: Axe Focus VI
      Requires : The following expertise: Axe Focus V. Only Fighter types. One of
      the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 54. A base wisdom of at least 16.
      The ability for fighters to wield higher level axes.


      Axe Focus VII (AXEFOCUS7) -


      Expertise: Axe Focus VII
      Requires : The following expertise: Axe Focus VI. Only Fighter types. One of
      the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 59. A base wisdom of at least 17.
      The ability for fighters to wield higher level axes.

      +

       
      Expertise: Axe Focus VII
      Requires : The following expertise: Axe Focus VI. Only Fighter types. One of
      the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 59. A base wisdom of at least 17.
      The ability for fighters to wield higher level axes.


      Axe Focus VIII (AXEFOCUS8) -


      Expertise: Axe Focus VIII
      Requires : The following expertise: Axe Focus VII. Only Fighter types. One of
      the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 64. A base wisdom of at least 18.
      The ability for fighters to wield higher level axes.

      +

       
      Expertise: Axe Focus VIII
      Requires : The following expertise: Axe Focus VII. Only Fighter types. One of
      the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 64. A base wisdom of at least 18.
      The ability for fighters to wield higher level axes.


      Axe Focus IX (AXEFOCUS9) -


      Expertise: Axe Focus IX
      Requires : The following expertise: Axe Focus VIII. Only Fighter types. One
      of the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 69. A base wisdom of at least 19.
      The ability for fighters to wield higher level axes.

      +

       
      Expertise: Axe Focus IX
      Requires : The following expertise: Axe Focus VIII. Only Fighter types. One
      of the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 69. A base wisdom of at least 19.
      The ability for fighters to wield higher level axes.


      Axe Focus X (AXEFOCUS10) -


      Expertise: Axe Focus X
      Requires : The following expertise: Axe Focus IX. Only Fighter types. One of
      the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 74. A base wisdom of at least 20.
      The ability for fighters to wield higher level axes.

      +

       
      Expertise: Axe Focus X
      Requires : The following expertise: Axe Focus IX. Only Fighter types. One of
      the following skills: Axe Specialization. Only highest class levels greater
      than or equal to 74. A base wisdom of at least 20.
      The ability for fighters to wield higher level axes.


      Axe Piercing I (AXEPIERCE1) -


      Expertise: Axe Piercing I
      Requires : One of the following skills: Axe Specialization. Only highest class
      levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a piercing-type axe.

      +

       
      Expertise: Axe Piercing I
      Requires : One of the following skills: Axe Specialization. Only highest class
      levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a piercing-type axe.


      Axe Piercing II (AXEPIERCE2) -


      Expertise: Axe Piercing II
      Requires : The following expertise: Axe Piercing I. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      37. A base strength of at least 17.
      The ability to do more damage when using a piercing-type axe.

      +

       
      Expertise: Axe Piercing II
      Requires : The following expertise: Axe Piercing I. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      37. A base strength of at least 17.
      The ability to do more damage when using a piercing-type axe.


      Axe Piercing III (AXEPIERCE3) -


      Expertise: Axe Piercing III
      Requires : The following expertise: Axe Piercing II. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      42. A base strength of at least 18.
      The ability to do more damage when using a piercing-type axe.

      +

       
      Expertise: Axe Piercing III
      Requires : The following expertise: Axe Piercing II. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      42. A base strength of at least 18.
      The ability to do more damage when using a piercing-type axe.


      Axe Piercing IV (AXEPIERCE4) -


      Expertise: Axe Piercing IV
      Requires : The following expertise: Axe Piercing III. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      47. A base strength of at least 19.
      The ability to do more damage when using a piercing-type axe.

      +

       
      Expertise: Axe Piercing IV
      Requires : The following expertise: Axe Piercing III. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      47. A base strength of at least 19.
      The ability to do more damage when using a piercing-type axe.


      Axe Piercing V (AXEPIERCE5) -


      Expertise: Axe Piercing V
      Requires : The following expertise: Axe Piercing IV. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      52. A base strength of at least 20.
      The ability to do more damage when using a piercing-type axe.

      +

       
      Expertise: Axe Piercing V
      Requires : The following expertise: Axe Piercing IV. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      52. A base strength of at least 20.
      The ability to do more damage when using a piercing-type axe.


      Axe Piercing VI (AXEPIERCE6) -


      Expertise: Axe Piercing VI
      Requires : The following expertise: Axe Piercing V. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      57. A base strength of at least 21.
      The ability to do more damage when using a piercing-type axe.

      +

       
      Expertise: Axe Piercing VI
      Requires : The following expertise: Axe Piercing V. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      57. A base strength of at least 21.
      The ability to do more damage when using a piercing-type axe.


      Axe Piercing VII (AXEPIERCE7) -


      Expertise: Axe Piercing VII
      Requires : The following expertise: Axe Piercing VI. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      62. A base strength of at least 22.
      The ability to do more damage when using a piercing-type axe.

      +

       
      Expertise: Axe Piercing VII
      Requires : The following expertise: Axe Piercing VI. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      62. A base strength of at least 22.
      The ability to do more damage when using a piercing-type axe.


      Axe Piercing VIII (AXEPIERCE8) -


      Expertise: Axe Piercing VIII
      Requires : The following expertise: Axe Piercing VII. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      67. A base strength of at least 23.
      The ability to do more damage when using a piercing-type axe.

      +

       
      Expertise: Axe Piercing VIII
      Requires : The following expertise: Axe Piercing VII. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      67. A base strength of at least 23.
      The ability to do more damage when using a piercing-type axe.


      Axe Piercing IX (AXEPIERCE9) -


      Expertise: Axe Piercing IX
      Requires : The following expertise: Axe Piercing VIII. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      72. A base strength of at least 24.
      The ability to do more damage when using a piercing-type axe.

      +

       
      Expertise: Axe Piercing IX
      Requires : The following expertise: Axe Piercing VIII. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      72. A base strength of at least 24.
      The ability to do more damage when using a piercing-type axe.


      Axe Piercing X (AXEPIERCE10) -


      Expertise: Axe Piercing X
      Requires : The following expertise: Axe Piercing IX. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      77. A base strength of at least 25.
      The ability to do more damage when using a piercing-type axe.

      +

       
      Expertise: Axe Piercing X
      Requires : The following expertise: Axe Piercing IX. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      77. A base strength of at least 25.
      The ability to do more damage when using a piercing-type axe.


      Axe Slicing I (AXESLICE1) -


      Expertise: Axe Slicing I
      Requires : One of the following skills: Axe Specialization. Only highest class
      levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a slashing/slicing-type axe.

      +

       
      Expertise: Axe Slicing I
      Requires : One of the following skills: Axe Specialization. Only highest class
      levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a slashing/slicing-type axe.


      Axe Slicing II (AXESLICE2) -


      Expertise: Axe Slicing II
      Requires : The following expertise: Axe Slicing I. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      37. A base strength of at least 17.
      The ability to do more damage when using a slashing/slicing-type axe.

      +

       
      Expertise: Axe Slicing II
      Requires : The following expertise: Axe Slicing I. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      37. A base strength of at least 17.
      The ability to do more damage when using a slashing/slicing-type axe.


      Axe Slicing III (AXESLICE3) -


      Expertise: Axe Slicing III
      Requires : The following expertise: Axe Slicing II. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      42. A base strength of at least 18.
      The ability to do more damage when using a slashing/slicing-type axe.

      +

       
      Expertise: Axe Slicing III
      Requires : The following expertise: Axe Slicing II. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      42. A base strength of at least 18.
      The ability to do more damage when using a slashing/slicing-type axe.


      Axe Slicing IV (AXESLICE4) -


      Expertise: Axe Slicing IV
      Requires : The following expertise: Axe Slicing III. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      47. A base strength of at least 19.
      The ability to do more damage when using a slashing/slicing-type axe.

      +

       
      Expertise: Axe Slicing IV
      Requires : The following expertise: Axe Slicing III. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      47. A base strength of at least 19.
      The ability to do more damage when using a slashing/slicing-type axe.


      Axe Slicing V (AXESLICE5) -


      Expertise: Axe Slicing V
      Requires : The following expertise: Axe Slicing IV. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      52. A base strength of at least 20.
      The ability to do more damage when using a slashing/slicing-type axe.

      +

       
      Expertise: Axe Slicing V
      Requires : The following expertise: Axe Slicing IV. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      52. A base strength of at least 20.
      The ability to do more damage when using a slashing/slicing-type axe.


      Axe Slicing VI (AXESLICE6) -


      Expertise: Axe Slicing VI
      Requires : The following expertise: Axe Slicing V. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      57. A base strength of at least 21.
      The ability to do more damage when using a slashing/slicing-type axe.

      +

       
      Expertise: Axe Slicing VI
      Requires : The following expertise: Axe Slicing V. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      57. A base strength of at least 21.
      The ability to do more damage when using a slashing/slicing-type axe.


      Axe Slicing VII (AXESLICE7) -


      Expertise: Axe Slicing VII
      Requires : The following expertise: Axe Slicing VI. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      62. A base strength of at least 22.
      The ability to do more damage when using a slashing/slicing-type axe.

      +

       
      Expertise: Axe Slicing VII
      Requires : The following expertise: Axe Slicing VI. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      62. A base strength of at least 22.
      The ability to do more damage when using a slashing/slicing-type axe.


      Axe Slicing VIII (AXESLICE8) -


      Expertise: Axe Slicing VIII
      Requires : The following expertise: Axe Slicing VII. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      67. A base strength of at least 23.
      The ability to do more damage when using a slashing/slicing-type axe.

      +

       
      Expertise: Axe Slicing VIII
      Requires : The following expertise: Axe Slicing VII. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      67. A base strength of at least 23.
      The ability to do more damage when using a slashing/slicing-type axe.


      Axe Slicing IX (AXESLICE9) -


      Expertise: Axe Slicing IX
      Requires : The following expertise: Axe Slicing VIII. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      72. A base strength of at least 24.
      The ability to do more damage when using a slashing/slicing-type axe.

      +

       
      Expertise: Axe Slicing IX
      Requires : The following expertise: Axe Slicing VIII. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      72. A base strength of at least 24.
      The ability to do more damage when using a slashing/slicing-type axe.


      Axe Slicing X (AXESLICE10) -


      Expertise: Axe Slicing X
      Requires : The following expertise: Axe Slicing IX. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      77. A base strength of at least 25.
      The ability to do more damage when using a slashing/slicing-type axe.

      +

       
      Expertise: Axe Slicing X
      Requires : The following expertise: Axe Slicing IX. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      77. A base strength of at least 25.
      The ability to do more damage when using a slashing/slicing-type axe.


      Axe Striking I (AXESTRIKE1) -


      Expertise: Axe Striking I
      Requires : One of the following skills: Axe Specialization. Only highest class
      levels greater than or equal to 29. A base dexterity of at least 16.
      The ability to hit more often when using an axe.

      +

       
      Expertise: Axe Striking I
      Requires : One of the following skills: Axe Specialization. Only highest class
      levels greater than or equal to 29. A base dexterity of at least 16.
      The ability to hit more often when using an axe.


      Axe Striking II (AXESTRIKE2) -


      Expertise: Axe Striking II
      Requires : The following expertise: Axe Striking I. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      34. A base dexterity of at least 17.
      The ability to hit more often when using an axe.

      +

       
      Expertise: Axe Striking II
      Requires : The following expertise: Axe Striking I. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      34. A base dexterity of at least 17.
      The ability to hit more often when using an axe.


      Axe Striking III (AXESTRIKE3) -


      Expertise: Axe Striking III
      Requires : The following expertise: Axe Striking II. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      39. A base dexterity of at least 18.
      The ability to hit more often when using an axe.

      +

       
      Expertise: Axe Striking III
      Requires : The following expertise: Axe Striking II. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      39. A base dexterity of at least 18.
      The ability to hit more often when using an axe.


      Axe Striking IV (AXESTRIKE4) -


      Expertise: Axe Striking IV
      Requires : The following expertise: Axe Striking III. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      44. A base dexterity of at least 19.
      The ability to hit more often when using an axe.

      +

       
      Expertise: Axe Striking IV
      Requires : The following expertise: Axe Striking III. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      44. A base dexterity of at least 19.
      The ability to hit more often when using an axe.


      Axe Striking V (AXESTRIKE5) -


      Expertise: Axe Striking V
      Requires : The following expertise: Axe Striking IV. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      49. A base dexterity of at least 20.
      The ability to hit more often when using an axe.

      +

       
      Expertise: Axe Striking V
      Requires : The following expertise: Axe Striking IV. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      49. A base dexterity of at least 20.
      The ability to hit more often when using an axe.


      Axe Striking VI (AXESTRIKE6) -


      Expertise: Axe Striking VI
      Requires : The following expertise: Axe Striking V. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      54. A base dexterity of at least 21.
      The ability to hit more often when using an axe.

      +

       
      Expertise: Axe Striking VI
      Requires : The following expertise: Axe Striking V. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      54. A base dexterity of at least 21.
      The ability to hit more often when using an axe.


      Axe Striking VII (AXESTRIKE7) -


      Expertise: Axe Striking VII
      Requires : The following expertise: Axe Striking VI. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      59. A base dexterity of at least 22.
      The ability to hit more often when using an axe.

      +

       
      Expertise: Axe Striking VII
      Requires : The following expertise: Axe Striking VI. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      59. A base dexterity of at least 22.
      The ability to hit more often when using an axe.


      Axe Striking VIII (AXESTRIKE8) -


      Expertise: Axe Striking VIII
      Requires : The following expertise: Axe Striking VII. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      64. A base dexterity of at least 23.
      The ability to hit more often when using an axe.

      +

       
      Expertise: Axe Striking VIII
      Requires : The following expertise: Axe Striking VII. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      64. A base dexterity of at least 23.
      The ability to hit more often when using an axe.


      Axe Striking IX (AXESTRIKE9) -


      Expertise: Axe Striking IX
      Requires : The following expertise: Axe Striking VIII. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      69. A base dexterity of at least 24.
      The ability to hit more often when using an axe.

      +

       
      Expertise: Axe Striking IX
      Requires : The following expertise: Axe Striking VIII. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      69. A base dexterity of at least 24.
      The ability to hit more often when using an axe.


      Axe Striking X (AXESTRIKE10) -


      Expertise: Axe Striking X
      Requires : The following expertise: Axe Striking IX. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      74. A base dexterity of at least 25.
      The ability to hit more often when using an axe.

      +

       
      Expertise: Axe Striking X
      Requires : The following expertise: Axe Striking IX. One of the following
      skills: Axe Specialization. Only highest class levels greater than or equal to
      74. A base dexterity of at least 25.
      The ability to hit more often when using an axe.


      Beat Dancing I (BEATDANCE1) -


      Expertise: Beat Dancing I
      Requires : A skill of type: Dancing and not Beneficial self and not Malicious.
      Only highest class levels greater than or equal to 22. A base strength of at
      least 13. A base charisma of at least 13.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.

      +

       
      Expertise: Beat Dancing I
      Requires : A skill of type: Dancing and not Beneficial self and not Malicious.
      Only highest class levels greater than or equal to 22. A base strength of at
      least 13. A base charisma of at least 13.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.


      Beat Dancing II (BEATDANCE2) -


      Expertise: Beat Dancing II
      Requires : The following expertise: Beat Dancing I. A skill of type: Dancing
      and not Beneficial self and not Malicious. Only highest class levels greater
      than or equal to 27. A base strength of at least 14. A base charisma of at
      least 14.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.

      +

       
      Expertise: Beat Dancing II
      Requires : The following expertise: Beat Dancing I. A skill of type: Dancing
      and not Beneficial self and not Malicious. Only highest class levels greater
      than or equal to 27. A base strength of at least 14. A base charisma of at
      least 14.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.


      Beat Dancing III (BEATDANCE3) -


      Expertise: Beat Dancing III
      Requires : The following expertise: Beat Dancing II. A skill of type: Dancing
      and not Beneficial self and not Malicious. Only highest class levels greater
      than or equal to 32. A base strength of at least 15. A base charisma of at
      least 15.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.

      +

       
      Expertise: Beat Dancing III
      Requires : The following expertise: Beat Dancing II. A skill of type: Dancing
      and not Beneficial self and not Malicious. Only highest class levels greater
      than or equal to 32. A base strength of at least 15. A base charisma of at
      least 15.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.


      Beat Dancing IV (BEATDANCE4) -


      Expertise: Beat Dancing IV
      Requires : The following expertise: Beat Dancing III. A skill of type: Dancing
      and not Beneficial self and not Malicious. Only highest class levels greater
      than or equal to 37. A base strength of at least 16. A base charisma of at
      least 16.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.

      +

       
      Expertise: Beat Dancing IV
      Requires : The following expertise: Beat Dancing III. A skill of type: Dancing
      and not Beneficial self and not Malicious. Only highest class levels greater
      than or equal to 37. A base strength of at least 16. A base charisma of at
      least 16.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.


      Beat Dancing V (BEATDANCE5) -


      Expertise: Beat Dancing V
      Requires : The following expertise: Beat Dancing IV. A skill of type: Dancing
      and not Beneficial self and not Malicious. Only highest class levels greater
      than or equal to 42. A base strength of at least 17. A base charisma of at
      least 17.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.

      +

       
      Expertise: Beat Dancing V
      Requires : The following expertise: Beat Dancing IV. A skill of type: Dancing
      and not Beneficial self and not Malicious. Only highest class levels greater
      than or equal to 42. A base strength of at least 17. A base charisma of at
      least 17.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.


      Beat Dancing VI (BEATDANCE6) -


      Expertise: Beat Dancing VI
      Requires : The following expertise: Beat Dancing V. A skill of type: Dancing
      and not Beneficial self and not Malicious. Only highest class levels greater
      than or equal to 47. A base strength of at least 18. A base charisma of at
      least 18.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.

      +

       
      Expertise: Beat Dancing VI
      Requires : The following expertise: Beat Dancing V. A skill of type: Dancing
      and not Beneficial self and not Malicious. Only highest class levels greater
      than or equal to 47. A base strength of at least 18. A base charisma of at
      least 18.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.


      Beat Dancing VII (BEATDANCE7) -


      Expertise: Beat Dancing VII
      Requires : The following expertise: Beat Dancing VI. A skill of type: Dancing
      and not Beneficial self and not Malicious. Only highest class levels greater
      than or equal to 52. A base strength of at least 19. A base charisma of at
      least 19.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.

      +

       
      Expertise: Beat Dancing VII
      Requires : The following expertise: Beat Dancing VI. A skill of type: Dancing
      and not Beneficial self and not Malicious. Only highest class levels greater
      than or equal to 52. A base strength of at least 19. A base charisma of at
      least 19.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.


      Beat Dancing VIII (BEATDANCE8) -


      Expertise: Beat Dancing VIII
      Requires : The following expertise: Beat Dancing VII. A skill of type: Dancing
      and not Beneficial self and not Malicious. Only highest class levels greater
      than or equal to 57. A base strength of at least 20. A base charisma of at
      least 20.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.

      +

       
      Expertise: Beat Dancing VIII
      Requires : The following expertise: Beat Dancing VII. A skill of type: Dancing
      and not Beneficial self and not Malicious. Only highest class levels greater
      than or equal to 57. A base strength of at least 20. A base charisma of at
      least 20.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.


      Beat Dancing IX (BEATDANCE9) -


      Expertise: Beat Dancing IX
      Requires : The following expertise: Beat Dancing VIII. A skill of type:
      Dancing and not Beneficial self and not Malicious. Only highest class levels
      greater than or equal to 62. A base strength of at least 21. A base charisma
      of at least 21.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.

      +

       
      Expertise: Beat Dancing IX
      Requires : The following expertise: Beat Dancing VIII. A skill of type:
      Dancing and not Beneficial self and not Malicious. Only highest class levels
      greater than or equal to 62. A base strength of at least 21. A base charisma
      of at least 21.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.


      Beat Dancing X (BEATDANCE10) -


      Expertise: Beat Dancing X
      Requires : The following expertise: Beat Dancing IX. A skill of type: Dancing
      and not Beneficial self and not Malicious. Only highest class levels greater
      than or equal to 67. A base strength of at least 22. A base charisma of at
      least 22.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.

      +

       
      Expertise: Beat Dancing X
      Requires : The following expertise: Beat Dancing IX. A skill of type: Dancing
      and not Beneficial self and not Malicious. Only highest class levels greater
      than or equal to 67. A base strength of at least 22. A base charisma of at
      least 22.
      The ability to perform dances that have a more powerful beneficial aggressive
      affect.


      Blessing I (BLESSING1) -


      Expertise: Blessing I
      Requires : A skill of type: Blessing. Only highest class levels greater than
      or equal to 30. A base wisdom of at least 16.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Blessing I
      Requires : A skill of type: Blessing. Only highest class levels greater than
      or equal to 30. A base wisdom of at least 16.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Blessing II (BLESSING2) -


      Expertise: Blessing II
      Requires : The following expertise: Blessing I. A skill of type: Blessing.
      Only highest class levels greater than or equal to 35. A base wisdom of at
      least 17.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Blessing II
      Requires : The following expertise: Blessing I. A skill of type: Blessing.
      Only highest class levels greater than or equal to 35. A base wisdom of at
      least 17.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Blessing III (BLESSING3) -


      Expertise: Blessing III
      Requires : The following expertise: Blessing II. A skill of type: Blessing.
      Only highest class levels greater than or equal to 40. A base wisdom of at
      least 18.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Blessing III
      Requires : The following expertise: Blessing II. A skill of type: Blessing.
      Only highest class levels greater than or equal to 40. A base wisdom of at
      least 18.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Blessing IV (BLESSING4) -


      Expertise: Blessing IV
      Requires : The following expertise: Blessing III. A skill of type: Blessing.
      Only highest class levels greater than or equal to 45. A base wisdom of at
      least 19.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Blessing IV
      Requires : The following expertise: Blessing III. A skill of type: Blessing.
      Only highest class levels greater than or equal to 45. A base wisdom of at
      least 19.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Blessing V (BLESSING5) -


      Expertise: Blessing V
      Requires : The following expertise: Blessing IV. A skill of type: Blessing.
      Only highest class levels greater than or equal to 50. A base wisdom of at
      least 20.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Blessing V
      Requires : The following expertise: Blessing IV. A skill of type: Blessing.
      Only highest class levels greater than or equal to 50. A base wisdom of at
      least 20.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Blessing VI (BLESSING6) -


      Expertise: Blessing VI
      Requires : The following expertise: Blessing V. A skill of type: Blessing.
      Only highest class levels greater than or equal to 55. A base wisdom of at
      least 21.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Blessing VI
      Requires : The following expertise: Blessing V. A skill of type: Blessing.
      Only highest class levels greater than or equal to 55. A base wisdom of at
      least 21.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Blessing VII (BLESSING7) -


      Expertise: Blessing VII
      Requires : The following expertise: Blessing VI. A skill of type: Blessing.
      Only highest class levels greater than or equal to 60. A base wisdom of at
      least 22.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Blessing VII
      Requires : The following expertise: Blessing VI. A skill of type: Blessing.
      Only highest class levels greater than or equal to 60. A base wisdom of at
      least 22.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Blessing VIII (BLESSING8) -


      Expertise: Blessing VIII
      Requires : The following expertise: Blessing VII. A skill of type: Blessing.
      Only highest class levels greater than or equal to 65. A base wisdom of at
      least 23.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Blessing VIII
      Requires : The following expertise: Blessing VII. A skill of type: Blessing.
      Only highest class levels greater than or equal to 65. A base wisdom of at
      least 23.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Blessing IX (BLESSING9) -


      Expertise: Blessing IX
      Requires : The following expertise: Blessing VIII. A skill of type: Blessing.
      Only highest class levels greater than or equal to 70. A base wisdom of at
      least 24.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Blessing IX
      Requires : The following expertise: Blessing VIII. A skill of type: Blessing.
      Only highest class levels greater than or equal to 70. A base wisdom of at
      least 24.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Blessing X (BLESSING10) -


      Expertise: Blessing X
      Requires : The following expertise: Blessing IX. A skill of type: Blessing.
      Only highest class levels greater than or equal to 75. A base wisdom of at
      least 25.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Blessing X
      Requires : The following expertise: Blessing IX. A skill of type: Blessing.
      Only highest class levels greater than or equal to 75. A base wisdom of at
      least 25.
      The ability to cast blessing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Blunt Bashing I (BLUNTBASH1) -


      Expertise: Blunt Bashing I
      Requires : One of the following skills: Blunt Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base strength of at least
      16.
      The ability to do more damage when using a bashing-type blunt-class weapon.

      +

       
      Expertise: Blunt Bashing I
      Requires : One of the following skills: Blunt Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base strength of at least
      16.
      The ability to do more damage when using a bashing-type blunt-class weapon.


      Blunt Bashing II (BLUNTBASH2) -


      Expertise: Blunt Bashing II
      Requires : The following expertise: Blunt Bashing I. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 37. A base strength of at least 17.
      The ability to do more damage when using a bashing-type blunt-class weapon.

      +

       
      Expertise: Blunt Bashing II
      Requires : The following expertise: Blunt Bashing I. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 37. A base strength of at least 17.
      The ability to do more damage when using a bashing-type blunt-class weapon.


      Blunt Bashing III (BLUNTBASH3) -


      Expertise: Blunt Bashing III
      Requires : The following expertise: Blunt Bashing II. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 42. A base strength of at least 18.
      The ability to do more damage when using a bashing-type blunt-class weapon.

      +

       
      Expertise: Blunt Bashing III
      Requires : The following expertise: Blunt Bashing II. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 42. A base strength of at least 18.
      The ability to do more damage when using a bashing-type blunt-class weapon.


      Blunt Bashing IV (BLUNTBASH4) -


      Expertise: Blunt Bashing IV
      Requires : The following expertise: Blunt Bashing III. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 47. A base strength of at least 19.
      The ability to do more damage when using a bashing-type blunt-class weapon.

      +

       
      Expertise: Blunt Bashing IV
      Requires : The following expertise: Blunt Bashing III. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 47. A base strength of at least 19.
      The ability to do more damage when using a bashing-type blunt-class weapon.


      Blunt Bashing V (BLUNTBASH5) -


      Expertise: Blunt Bashing V
      Requires : The following expertise: Blunt Bashing IV. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 52. A base strength of at least 20.
      The ability to do more damage when using a bashing-type blunt-class weapon.

      +

       
      Expertise: Blunt Bashing V
      Requires : The following expertise: Blunt Bashing IV. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 52. A base strength of at least 20.
      The ability to do more damage when using a bashing-type blunt-class weapon.


      Blunt Bashing VI (BLUNTBASH6) -


      Expertise: Blunt Bashing VI
      Requires : The following expertise: Blunt Bashing V. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 57. A base strength of at least 21.
      The ability to do more damage when using a bashing-type blunt-class weapon.

      +

       
      Expertise: Blunt Bashing VI
      Requires : The following expertise: Blunt Bashing V. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 57. A base strength of at least 21.
      The ability to do more damage when using a bashing-type blunt-class weapon.


      Blunt Bashing VII (BLUNTBASH7) -


      Expertise: Blunt Bashing VII
      Requires : The following expertise: Blunt Bashing VI. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 62. A base strength of at least 22.
      The ability to do more damage when using a bashing-type blunt-class weapon.

      +

       
      Expertise: Blunt Bashing VII
      Requires : The following expertise: Blunt Bashing VI. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 62. A base strength of at least 22.
      The ability to do more damage when using a bashing-type blunt-class weapon.


      Blunt Bashing VIII (BLUNTBASH8) -


      Expertise: Blunt Bashing VIII
      Requires : The following expertise: Blunt Bashing VII. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 67. A base strength of at least 23.
      The ability to do more damage when using a bashing-type blunt-class weapon.

      +

       
      Expertise: Blunt Bashing VIII
      Requires : The following expertise: Blunt Bashing VII. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 67. A base strength of at least 23.
      The ability to do more damage when using a bashing-type blunt-class weapon.


      Blunt Bashing IX (BLUNTBASH9) -


      Expertise: Blunt Bashing IX
      Requires : The following expertise: Blunt Bashing VIII. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 72. A base strength of at least 24.
      The ability to do more damage when using a bashing-type blunt-class weapon.

      +

       
      Expertise: Blunt Bashing IX
      Requires : The following expertise: Blunt Bashing VIII. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 72. A base strength of at least 24.
      The ability to do more damage when using a bashing-type blunt-class weapon.


      Blunt Bashing X (BLUNTBASH10) -


      Expertise: Blunt Bashing X
      Requires : The following expertise: Blunt Bashing IX. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 77. A base strength of at least 25.
      The ability to do more damage when using a bashing-type blunt-class weapon.

      +

       
      Expertise: Blunt Bashing X
      Requires : The following expertise: Blunt Bashing IX. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 77. A base strength of at least 25.
      The ability to do more damage when using a bashing-type blunt-class weapon.


      Blunt Focus I (BLUNTFOCUS1) -


      Expertise: Blunt Focus I
      Requires : Only Fighter types. One of the following skills: Blunt Weapon
      Specialization. Only highest class levels greater than or equal to 32. A base
      wisdom of at least 11.
      The ability for fighters to use wield higher level blunt-class weapons.

      +

       
      Expertise: Blunt Focus I
      Requires : Only Fighter types. One of the following skills: Blunt Weapon
      Specialization. Only highest class levels greater than or equal to 32. A base
      wisdom of at least 11.
      The ability for fighters to use wield higher level blunt-class weapons.


      Blunt Focus II (BLUNTFOCUS2) -


      Expertise: Blunt Focus II
      Requires : The following expertise: Blunt Focus I. Only Fighter types. One of
      the following skills: Blunt Weapon Specialization. Only highest class levels
      greater than or equal to 37. A base wisdom of at least 12.
      The ability for fighters to use wield higher level blunt-class weapons.

      +

       
      Expertise: Blunt Focus II
      Requires : The following expertise: Blunt Focus I. Only Fighter types. One of
      the following skills: Blunt Weapon Specialization. Only highest class levels
      greater than or equal to 37. A base wisdom of at least 12.
      The ability for fighters to use wield higher level blunt-class weapons.


      Blunt Focus III (BLUNTFOCUS3) -


      Expertise: Blunt Focus III
      Requires : The following expertise: Blunt Focus II. Only Fighter types. One
      of the following skills: Blunt Weapon Specialization. Only highest class
      levels greater than or equal to 42. A base wisdom of at least 13.
      The ability for fighters to use wield higher level blunt-class weapons.

      +

       
      Expertise: Blunt Focus III
      Requires : The following expertise: Blunt Focus II. Only Fighter types. One
      of the following skills: Blunt Weapon Specialization. Only highest class
      levels greater than or equal to 42. A base wisdom of at least 13.
      The ability for fighters to use wield higher level blunt-class weapons.


      Blunt Focus IV (BLUNTFOCUS4) -


      Expertise: Blunt Focus IV
      Requires : The following expertise: Blunt Focus III. Only Fighter types. One
      of the following skills: Blunt Weapon Specialization. Only highest class
      levels greater than or equal to 47. A base wisdom of at least 14.
      The ability for fighters to use wield higher level blunt-class weapons.

      +

       
      Expertise: Blunt Focus IV
      Requires : The following expertise: Blunt Focus III. Only Fighter types. One
      of the following skills: Blunt Weapon Specialization. Only highest class
      levels greater than or equal to 47. A base wisdom of at least 14.
      The ability for fighters to use wield higher level blunt-class weapons.


      Blunt Focus V (BLUNTFOCUS5) -


      Expertise: Blunt Focus V
      Requires : The following expertise: Blunt Focus IV. Only Fighter types. One
      of the following skills: Blunt Weapon Specialization. Only highest class
      levels greater than or equal to 52. A base wisdom of at least 15.
      The ability for fighters to use wield higher level blunt-class weapons.

      +

       
      Expertise: Blunt Focus V
      Requires : The following expertise: Blunt Focus IV. Only Fighter types. One
      of the following skills: Blunt Weapon Specialization. Only highest class
      levels greater than or equal to 52. A base wisdom of at least 15.
      The ability for fighters to use wield higher level blunt-class weapons.


      Blunt Focus VI (BLUNTFOCUS6) -


      Expertise: Blunt Focus VI
      Requires : The following expertise: Blunt Focus V. Only Fighter types. One of
      the following skills: Blunt Weapon Specialization. Only highest class levels
      greater than or equal to 57. A base wisdom of at least 16.
      The ability for fighters to use wield higher level blunt-class weapons.

      +

       
      Expertise: Blunt Focus VI
      Requires : The following expertise: Blunt Focus V. Only Fighter types. One of
      the following skills: Blunt Weapon Specialization. Only highest class levels
      greater than or equal to 57. A base wisdom of at least 16.
      The ability for fighters to use wield higher level blunt-class weapons.


      Blunt Focus VII (BLUNTFOCUS7) -


      Expertise: Blunt Focus VII
      Requires : The following expertise: Blunt Focus VI. Only Fighter types. One
      of the following skills: Blunt Weapon Specialization. Only highest class
      levels greater than or equal to 62. A base wisdom of at least 17.
      The ability for fighters to use wield higher level blunt-class weapons.

      +

       
      Expertise: Blunt Focus VII
      Requires : The following expertise: Blunt Focus VI. Only Fighter types. One
      of the following skills: Blunt Weapon Specialization. Only highest class
      levels greater than or equal to 62. A base wisdom of at least 17.
      The ability for fighters to use wield higher level blunt-class weapons.


      Blunt Focus VIII (BLUNTFOCUS8) -


      Expertise: Blunt Focus VIII
      Requires : The following expertise: Blunt Focus VII. Only Fighter types. One
      of the following skills: Blunt Weapon Specialization. Only highest class
      levels greater than or equal to 67. A base wisdom of at least 18.
      The ability for fighters to use wield higher level blunt-class weapons.

      +

       
      Expertise: Blunt Focus VIII
      Requires : The following expertise: Blunt Focus VII. Only Fighter types. One
      of the following skills: Blunt Weapon Specialization. Only highest class
      levels greater than or equal to 67. A base wisdom of at least 18.
      The ability for fighters to use wield higher level blunt-class weapons.


      Blunt Focus IX (BLUNTFOCUS9) -


      Expertise: Blunt Focus IX
      Requires : The following expertise: Blunt Focus VIII. Only Fighter types. One
      of the following skills: Blunt Weapon Specialization. Only highest class
      levels greater than or equal to 72. A base wisdom of at least 19.
      The ability for fighters to use wield higher level blunt-class weapons.

      +

       
      Expertise: Blunt Focus IX
      Requires : The following expertise: Blunt Focus VIII. Only Fighter types. One
      of the following skills: Blunt Weapon Specialization. Only highest class
      levels greater than or equal to 72. A base wisdom of at least 19.
      The ability for fighters to use wield higher level blunt-class weapons.


      Blunt Focus X (BLUNTFOCUS10) -


      Expertise: Blunt Focus X
      Requires : The following expertise: Blunt Focus IX. Only Fighter types. One
      of the following skills: Blunt Weapon Specialization. Only highest class
      levels greater than or equal to 77. A base wisdom of at least 20.
      The ability for fighters to use wield higher level blunt-class weapons.

      +

       
      Expertise: Blunt Focus X
      Requires : The following expertise: Blunt Focus IX. Only Fighter types. One
      of the following skills: Blunt Weapon Specialization. Only highest class
      levels greater than or equal to 77. A base wisdom of at least 20.
      The ability for fighters to use wield higher level blunt-class weapons.


      Blunt Piercing I (BLUNTPIERCE1) -


      Expertise: Blunt Piercing I
      Requires : One of the following skills: Blunt Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base strength of at least
      16.
      The ability to do more damage when using a piercing-type blunt-class weapon.

      +

       
      Expertise: Blunt Piercing I
      Requires : One of the following skills: Blunt Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base strength of at least
      16.
      The ability to do more damage when using a piercing-type blunt-class weapon.


      Blunt Piercing II (BLUNTPIERCE2) -


      Expertise: Blunt Piercing II
      Requires : The following expertise: Blunt Piercing I. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 37. A base strength of at least 17.
      The ability to do more damage when using a piercing-type blunt-class weapon.

      +

       
      Expertise: Blunt Piercing II
      Requires : The following expertise: Blunt Piercing I. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 37. A base strength of at least 17.
      The ability to do more damage when using a piercing-type blunt-class weapon.


      Blunt Piercing III (BLUNTPIERCE3) -


      Expertise: Blunt Piercing III
      Requires : The following expertise: Blunt Piercing II. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 42. A base strength of at least 18.
      The ability to do more damage when using a piercing-type blunt-class weapon.

      +

       
      Expertise: Blunt Piercing III
      Requires : The following expertise: Blunt Piercing II. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 42. A base strength of at least 18.
      The ability to do more damage when using a piercing-type blunt-class weapon.


      Blunt Piercing IV (BLUNTPIERCE4) -


      Expertise: Blunt Piercing IV
      Requires : The following expertise: Blunt Piercing III. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 47. A base strength of at least 19.
      The ability to do more damage when using a piercing-type blunt-class weapon.

      +

       
      Expertise: Blunt Piercing IV
      Requires : The following expertise: Blunt Piercing III. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 47. A base strength of at least 19.
      The ability to do more damage when using a piercing-type blunt-class weapon.


      Blunt Piercing V (BLUNTPIERCE5) -


      Expertise: Blunt Piercing V
      Requires : The following expertise: Blunt Piercing IV. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 52. A base strength of at least 20.
      The ability to do more damage when using a piercing-type blunt-class weapon.

      +

       
      Expertise: Blunt Piercing V
      Requires : The following expertise: Blunt Piercing IV. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 52. A base strength of at least 20.
      The ability to do more damage when using a piercing-type blunt-class weapon.


      Blunt Piercing VI (BLUNTPIERCE6) -


      Expertise: Blunt Piercing VI
      Requires : The following expertise: Blunt Piercing V. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 57. A base strength of at least 21.
      The ability to do more damage when using a piercing-type blunt-class weapon.

      +

       
      Expertise: Blunt Piercing VI
      Requires : The following expertise: Blunt Piercing V. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 57. A base strength of at least 21.
      The ability to do more damage when using a piercing-type blunt-class weapon.


      Blunt Piercing VII (BLUNTPIERCE7) -


      Expertise: Blunt Piercing VII
      Requires : The following expertise: Blunt Piercing VI. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 62. A base strength of at least 22.
      The ability to do more damage when using a piercing-type blunt-class weapon.

      +

       
      Expertise: Blunt Piercing VII
      Requires : The following expertise: Blunt Piercing VI. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 62. A base strength of at least 22.
      The ability to do more damage when using a piercing-type blunt-class weapon.


      Blunt Piercing VIII (BLUNTPIERCE8) -


      Expertise: Blunt Piercing VIII
      Requires : The following expertise: Blunt Piercing VII. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 67. A base strength of at least 23.
      The ability to do more damage when using a piercing-type blunt-class weapon.

      +

       
      Expertise: Blunt Piercing VIII
      Requires : The following expertise: Blunt Piercing VII. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 67. A base strength of at least 23.
      The ability to do more damage when using a piercing-type blunt-class weapon.


      Blunt Piercing IX (BLUNTPIERCE9) -


      Expertise: Blunt Piercing IX
      Requires : The following expertise: Blunt Piercing VIII. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 72. A base strength of at least 24.
      The ability to do more damage when using a piercing-type blunt-class weapon.

      +

       
      Expertise: Blunt Piercing IX
      Requires : The following expertise: Blunt Piercing VIII. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 72. A base strength of at least 24.
      The ability to do more damage when using a piercing-type blunt-class weapon.


      Blunt Piercing X (BLUNTPIERCE10) -


      Expertise: Blunt Piercing X
      Requires : The following expertise: Blunt Piercing IX. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 77. A base strength of at least 25.
      The ability to do more damage when using a piercing-type blunt-class weapon.

      +

       
      Expertise: Blunt Piercing X
      Requires : The following expertise: Blunt Piercing IX. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 77. A base strength of at least 25.
      The ability to do more damage when using a piercing-type blunt-class weapon.


      Blunt Striking I (BLUNTSTRIKE1) -


      Expertise: Blunt Striking I
      Requires : One of the following skills: Blunt Weapon Specialization. Only
      highest class levels greater than or equal to 29. A base dexterity of at least
      16.
      The ability to hit more often when using a blunt-class weapon.

      +

       
      Expertise: Blunt Striking I
      Requires : One of the following skills: Blunt Weapon Specialization. Only
      highest class levels greater than or equal to 29. A base dexterity of at least
      16.
      The ability to hit more often when using a blunt-class weapon.


      Blunt Striking II (BLUNTSTRIKE2) -


      Expertise: Blunt Striking II
      Requires : The following expertise: Blunt Striking I. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 34. A base dexterity of at least 17.
      The ability to hit more often when using a blunt-class weapon.

      +

       
      Expertise: Blunt Striking II
      Requires : The following expertise: Blunt Striking I. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 34. A base dexterity of at least 17.
      The ability to hit more often when using a blunt-class weapon.


      Blunt Striking III (BLUNTSTRIKE3) -


      Expertise: Blunt Striking III
      Requires : The following expertise: Blunt Striking II. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 39. A base dexterity of at least 18.
      The ability to hit more often when using a blunt-class weapon.

      +

       
      Expertise: Blunt Striking III
      Requires : The following expertise: Blunt Striking II. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 39. A base dexterity of at least 18.
      The ability to hit more often when using a blunt-class weapon.


      Blunt Striking IV (BLUNTSTRIKE4) -


      Expertise: Blunt Striking IV
      Requires : The following expertise: Blunt Striking III. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 44. A base dexterity of at least 19.
      The ability to hit more often when using a blunt-class weapon.

      +

       
      Expertise: Blunt Striking IV
      Requires : The following expertise: Blunt Striking III. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 44. A base dexterity of at least 19.
      The ability to hit more often when using a blunt-class weapon.


      Blunt Striking V (BLUNTSTRIKE5) -


      Expertise: Blunt Striking V
      Requires : The following expertise: Blunt Striking IV. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 49. A base dexterity of at least 20.
      The ability to hit more often when using a blunt-class weapon.

      +

       
      Expertise: Blunt Striking V
      Requires : The following expertise: Blunt Striking IV. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 49. A base dexterity of at least 20.
      The ability to hit more often when using a blunt-class weapon.


      Blunt Striking VI (BLUNTSTRIKE6) -


      Expertise: Blunt Striking VI
      Requires : The following expertise: Blunt Striking V. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 54. A base dexterity of at least 21.
      The ability to hit more often when using a blunt-class weapon.

      +

       
      Expertise: Blunt Striking VI
      Requires : The following expertise: Blunt Striking V. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 54. A base dexterity of at least 21.
      The ability to hit more often when using a blunt-class weapon.


      Blunt Striking VII (BLUNTSTRIKE7) -


      Expertise: Blunt Striking VII
      Requires : The following expertise: Blunt Striking VI. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 59. A base dexterity of at least 22.
      The ability to hit more often when using a blunt-class weapon.

      +

       
      Expertise: Blunt Striking VII
      Requires : The following expertise: Blunt Striking VI. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 59. A base dexterity of at least 22.
      The ability to hit more often when using a blunt-class weapon.


      Blunt Striking VIII (BLUNTSTRIKE8) -


      Expertise: Blunt Striking VIII
      Requires : The following expertise: Blunt Striking VII. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 64. A base dexterity of at least 23.
      The ability to hit more often when using a blunt-class weapon.

      +

       
      Expertise: Blunt Striking VIII
      Requires : The following expertise: Blunt Striking VII. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 64. A base dexterity of at least 23.
      The ability to hit more often when using a blunt-class weapon.


      Blunt Striking IX (BLUNTSTRIKE9) -


      Expertise: Blunt Striking IX
      Requires : The following expertise: Blunt Striking VIII. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 69. A base dexterity of at least 24.
      The ability to hit more often when using a blunt-class weapon.

      +

       
      Expertise: Blunt Striking IX
      Requires : The following expertise: Blunt Striking VIII. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 69. A base dexterity of at least 24.
      The ability to hit more often when using a blunt-class weapon.


      Blunt Striking X (BLUNTSTRIKE10) -


      Expertise: Blunt Striking X
      Requires : The following expertise: Blunt Striking IX. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 74. A base dexterity of at least 25.
      The ability to hit more often when using a blunt-class weapon.

      +

       
      Expertise: Blunt Striking X
      Requires : The following expertise: Blunt Striking IX. One of the following
      skills: Blunt Weapon Specialization. Only highest class levels greater than or
      equal to 74. A base dexterity of at least 25.
      The ability to hit more often when using a blunt-class weapon.


      Bold Playing I (BOLDTUNE1) -


      Expertise: Bold Playing I
      Requires : A skill of type: Playing and not Malicious, Playing and Ok, Playing
      and Indifferent. Only highest class levels greater than or equal to 21. A
      base intelligence of at least 13. A base charisma of at least 13.
      The ability to play tunes that have a more powerful beneficial affect.

      +

       
      Expertise: Bold Playing I
      Requires : A skill of type: Playing and not Malicious, Playing and Ok, Playing
      and Indifferent. Only highest class levels greater than or equal to 21. A
      base intelligence of at least 13. A base charisma of at least 13.
      The ability to play tunes that have a more powerful beneficial affect.


      Bold Playing II (BOLDTUNE2) -


      Expertise: Bold Playing II
      Requires : The following expertise: Bold Playing I. A skill of type: Playing
      and not Malicious, Playing and Ok, Playing and Indifferent. Only highest class
      levels greater than or equal to 26. A base intelligence of at least 14. A
      base charisma of at least 14.
      The ability to play tunes that have a more powerful beneficial affect.

      +

       
      Expertise: Bold Playing II
      Requires : The following expertise: Bold Playing I. A skill of type: Playing
      and not Malicious, Playing and Ok, Playing and Indifferent. Only highest class
      levels greater than or equal to 26. A base intelligence of at least 14. A
      base charisma of at least 14.
      The ability to play tunes that have a more powerful beneficial affect.


      Bold Playing III (BOLDTUNE3) -


      Expertise: Bold Playing III
      Requires : The following expertise: Bold Playing II. A skill of type: Playing
      and not Malicious, Playing and Ok, Playing and Indifferent. Only highest class
      levels greater than or equal to 31. A base intelligence of at least 15. A
      base charisma of at least 15.
      The ability to play tunes that have a more powerful beneficial affect.

      +

       
      Expertise: Bold Playing III
      Requires : The following expertise: Bold Playing II. A skill of type: Playing
      and not Malicious, Playing and Ok, Playing and Indifferent. Only highest class
      levels greater than or equal to 31. A base intelligence of at least 15. A
      base charisma of at least 15.
      The ability to play tunes that have a more powerful beneficial affect.


      Bold Playing IV (BOLDTUNE4) -


      Expertise: Bold Playing IV
      Requires : The following expertise: Bold Playing III. A skill of type: Playing
      and not Malicious, Playing and Ok, Playing and Indifferent. Only highest class
      levels greater than or equal to 36. A base intelligence of at least 16. A
      base charisma of at least 16.
      The ability to play tunes that have a more powerful beneficial affect.

      +

       
      Expertise: Bold Playing IV
      Requires : The following expertise: Bold Playing III. A skill of type: Playing
      and not Malicious, Playing and Ok, Playing and Indifferent. Only highest class
      levels greater than or equal to 36. A base intelligence of at least 16. A
      base charisma of at least 16.
      The ability to play tunes that have a more powerful beneficial affect.


      Bold Playing V (BOLDTUNE5) -


      Expertise: Bold Playing V
      Requires : The following expertise: Bold Playing IV. A skill of type: Playing
      and not Malicious, Playing and Ok, Playing and Indifferent. Only highest class
      levels greater than or equal to 41. A base intelligence of at least 17. A
      base charisma of at least 17.
      The ability to play tunes that have a more powerful beneficial affect.

      +

       
      Expertise: Bold Playing V
      Requires : The following expertise: Bold Playing IV. A skill of type: Playing
      and not Malicious, Playing and Ok, Playing and Indifferent. Only highest class
      levels greater than or equal to 41. A base intelligence of at least 17. A
      base charisma of at least 17.
      The ability to play tunes that have a more powerful beneficial affect.


      Bold Playing VI (BOLDTUNE6) -


      Expertise: Bold Playing VI
      Requires : The following expertise: Bold Playing V. A skill of type: Playing
      and not Malicious, Playing and Ok, Playing and Indifferent. Only highest class
      levels greater than or equal to 46. A base intelligence of at least 18. A
      base charisma of at least 18.
      The ability to play tunes that have a more powerful beneficial affect.

      +

       
      Expertise: Bold Playing VI
      Requires : The following expertise: Bold Playing V. A skill of type: Playing
      and not Malicious, Playing and Ok, Playing and Indifferent. Only highest class
      levels greater than or equal to 46. A base intelligence of at least 18. A
      base charisma of at least 18.
      The ability to play tunes that have a more powerful beneficial affect.


      Bold Playing VII (BOLDTUNE7) -


      Expertise: Bold Playing VII
      Requires : The following expertise: Bold Playing VI. A skill of type: Playing
      and not Malicious, Playing and Ok, Playing and Indifferent. Only highest class
      levels greater than or equal to 51. A base intelligence of at least 19. A
      base charisma of at least 19.
      The ability to play tunes that have a more powerful beneficial affect.

      +

       
      Expertise: Bold Playing VII
      Requires : The following expertise: Bold Playing VI. A skill of type: Playing
      and not Malicious, Playing and Ok, Playing and Indifferent. Only highest class
      levels greater than or equal to 51. A base intelligence of at least 19. A
      base charisma of at least 19.
      The ability to play tunes that have a more powerful beneficial affect.


      Bold Playing VIII (BOLDTUNE8) -


      Expertise: Bold Playing VIII
      Requires : The following expertise: Bold Playing VII. A skill of type: Playing
      and not Malicious, Playing and Ok, Playing and Indifferent. Only highest class
      levels greater than or equal to 56. A base intelligence of at least 20. A
      base charisma of at least 20.
      The ability to play tunes that have a more powerful beneficial affect.

      +

       
      Expertise: Bold Playing VIII
      Requires : The following expertise: Bold Playing VII. A skill of type: Playing
      and not Malicious, Playing and Ok, Playing and Indifferent. Only highest class
      levels greater than or equal to 56. A base intelligence of at least 20. A
      base charisma of at least 20.
      The ability to play tunes that have a more powerful beneficial affect.


      Bold Playing IX (BOLDTUNE9) -


      Expertise: Bold Playing IX
      Requires : The following expertise: Bold Playing VIII. A skill of type:
      Playing and not Malicious, Playing and Ok, Playing and Indifferent. Only
      highest class levels greater than or equal to 61. A base intelligence of at
      least 21. A base charisma of at least 21.
      The ability to play tunes that have a more powerful beneficial affect.

      +

       
      Expertise: Bold Playing IX
      Requires : The following expertise: Bold Playing VIII. A skill of type:
      Playing and not Malicious, Playing and Ok, Playing and Indifferent. Only
      highest class levels greater than or equal to 61. A base intelligence of at
      least 21. A base charisma of at least 21.
      The ability to play tunes that have a more powerful beneficial affect.


      Bold Playing X (BOLDTUNE10) -


      Expertise: Bold Playing X
      Requires : The following expertise: Bold Playing IX. A skill of type: Playing
      and not Malicious, Playing and Ok, Playing and Indifferent. Only highest class
      levels greater than or equal to 66. A base intelligence of at least 22. A
      base charisma of at least 22.
      The ability to play tunes that have a more powerful beneficial affect.

      +

       
      Expertise: Bold Playing X
      Requires : The following expertise: Bold Playing IX. A skill of type: Playing
      and not Malicious, Playing and Ok, Playing and Indifferent. Only highest class
      levels greater than or equal to 66. A base intelligence of at least 22. A
      base charisma of at least 22.
      The ability to play tunes that have a more powerful beneficial affect.


      Bone Lore I (BONELORE1) -


      Expertise: Bone Lore I
      Requires : One of the following skills: Animate Dead, Animate Skeleton, Animate
      Mummy. Only highest class levels greater than or equal to 9. A base strength
      of at least 13.
      The ability to magically generate higher level skeletons, zombies, and mummies.

      +

       
      Expertise: Bone Lore I
      Requires : One of the following skills: Animate Dead, Animate Skeleton, Animate
      Mummy. Only highest class levels greater than or equal to 9. A base strength
      of at least 13.
      The ability to magically generate higher level skeletons, zombies, and mummies.


      Bone Lore II (BONELORE2) -


      Expertise: Bone Lore II
      Requires : The following expertise: Bone Lore I. One of the following skills:
      Animate Dead, Animate Skeleton, Animate Mummy. Only highest class levels
      greater than or equal to 17. A base strength of at least 14.
      The ability to magically generate higher level skeletons, zombies, and mummies.

      +

       
      Expertise: Bone Lore II
      Requires : The following expertise: Bone Lore I. One of the following skills:
      Animate Dead, Animate Skeleton, Animate Mummy. Only highest class levels
      greater than or equal to 17. A base strength of at least 14.
      The ability to magically generate higher level skeletons, zombies, and mummies.


      Bone Lore III (BONELORE3) -


      Expertise: Bone Lore III
      Requires : The following expertise: Bone Lore II. One of the following skills:
      Animate Dead, Animate Skeleton, Animate Mummy. Only highest class levels
      greater than or equal to 25. A base strength of at least 15.
      The ability to magically generate higher level skeletons, zombies, and mummies.

      +

       
      Expertise: Bone Lore III
      Requires : The following expertise: Bone Lore II. One of the following skills:
      Animate Dead, Animate Skeleton, Animate Mummy. Only highest class levels
      greater than or equal to 25. A base strength of at least 15.
      The ability to magically generate higher level skeletons, zombies, and mummies.


      Bone Lore IV (BONELORE4) -


      Expertise: Bone Lore IV
      Requires : The following expertise: Bone Lore III. One of the following
      skills: Animate Dead, Animate Skeleton, Animate Mummy. Only highest class
      levels greater than or equal to 33. A base strength of at least 16.
      The ability to magically generate higher level skeletons, zombies, and mummies.

      +

       
      Expertise: Bone Lore IV
      Requires : The following expertise: Bone Lore III. One of the following
      skills: Animate Dead, Animate Skeleton, Animate Mummy. Only highest class
      levels greater than or equal to 33. A base strength of at least 16.
      The ability to magically generate higher level skeletons, zombies, and mummies.


      Bone Lore V (BONELORE5) -


      Expertise: Bone Lore V
      Requires : The following expertise: Bone Lore IV. One of the following skills:
      Animate Dead, Animate Skeleton, Animate Mummy. Only highest class levels
      greater than or equal to 41. A base strength of at least 17.
      The ability to magically generate higher level skeletons, zombies, and mummies.

      +

       
      Expertise: Bone Lore V
      Requires : The following expertise: Bone Lore IV. One of the following skills:
      Animate Dead, Animate Skeleton, Animate Mummy. Only highest class levels
      greater than or equal to 41. A base strength of at least 17.
      The ability to magically generate higher level skeletons, zombies, and mummies.


      Bone Lore VI (BONELORE6) -


      Expertise: Bone Lore VI
      Requires : The following expertise: Bone Lore V. One of the following skills:
      Animate Dead, Animate Skeleton, Animate Mummy. Only highest class levels
      greater than or equal to 49. A base strength of at least 18.
      The ability to magically generate higher level skeletons, zombies, and mummies.

      +

       
      Expertise: Bone Lore VI
      Requires : The following expertise: Bone Lore V. One of the following skills:
      Animate Dead, Animate Skeleton, Animate Mummy. Only highest class levels
      greater than or equal to 49. A base strength of at least 18.
      The ability to magically generate higher level skeletons, zombies, and mummies.


      Bone Lore VII (BONELORE7) -


      Expertise: Bone Lore VII
      Requires : The following expertise: Bone Lore VI. One of the following skills:
      Animate Dead, Animate Skeleton, Animate Mummy. Only highest class levels
      greater than or equal to 57. A base strength of at least 19.
      The ability to magically generate higher level skeletons, zombies, and mummies.

      +

       
      Expertise: Bone Lore VII
      Requires : The following expertise: Bone Lore VI. One of the following skills:
      Animate Dead, Animate Skeleton, Animate Mummy. Only highest class levels
      greater than or equal to 57. A base strength of at least 19.
      The ability to magically generate higher level skeletons, zombies, and mummies.


      Bone Lore VIII (BONELORE8) -


      Expertise: Bone Lore VIII
      Requires : The following expertise: Bone Lore VII. One of the following
      skills: Animate Dead, Animate Skeleton, Animate Mummy. Only highest class
      levels greater than or equal to 65. A base strength of at least 20.
      The ability to magically generate higher level skeletons, zombies, and mummies.

      +

       
      Expertise: Bone Lore VIII
      Requires : The following expertise: Bone Lore VII. One of the following
      skills: Animate Dead, Animate Skeleton, Animate Mummy. Only highest class
      levels greater than or equal to 65. A base strength of at least 20.
      The ability to magically generate higher level skeletons, zombies, and mummies.


      Bone Lore IX (BONELORE9) -


      Expertise: Bone Lore IX
      Requires : The following expertise: Bone Lore VIII. One of the following
      skills: Animate Dead, Animate Skeleton, Animate Mummy. Only highest class
      levels greater than or equal to 73. A base strength of at least 21.
      The ability to magically generate higher level skeletons, zombies, and mummies.

      +

       
      Expertise: Bone Lore IX
      Requires : The following expertise: Bone Lore VIII. One of the following
      skills: Animate Dead, Animate Skeleton, Animate Mummy. Only highest class
      levels greater than or equal to 73. A base strength of at least 21.
      The ability to magically generate higher level skeletons, zombies, and mummies.


      Bone Lore X (BONELORE10) -


      Expertise: Bone Lore X
      Requires : The following expertise: Bone Lore IX. One of the following skills:
      Animate Dead, Animate Skeleton, Animate Mummy. Only highest class levels
      greater than or equal to 81. A base strength of at least 22.
      The ability to magically generate higher level skeletons, zombies, and mummies.

      +

       
      Expertise: Bone Lore X
      Requires : The following expertise: Bone Lore IX. One of the following skills:
      Animate Dead, Animate Skeleton, Animate Mummy. Only highest class levels
      greater than or equal to 81. A base strength of at least 22.
      The ability to magically generate higher level skeletons, zombies, and mummies.


      Breeding I (BREEDER1) -


      Expertise: Breeding I
      Requires : A skill of type: Breeding. Only highest class levels greater than
      or equal to 30. A base dexterity of at least 13.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Breeding I
      Requires : A skill of type: Breeding. Only highest class levels greater than
      or equal to 30. A base dexterity of at least 13.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Breeding II (BREEDER2) -


      Expertise: Breeding II
      Requires : The following expertise: Breeding I. A skill of type: Breeding.
      Only highest class levels greater than or equal to 35. A base dexterity of at
      least 14.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Breeding II
      Requires : The following expertise: Breeding I. A skill of type: Breeding.
      Only highest class levels greater than or equal to 35. A base dexterity of at
      least 14.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Breeding III (BREEDER3) -


      Expertise: Breeding III
      Requires : The following expertise: Breeding II. A skill of type: Breeding.
      Only highest class levels greater than or equal to 40. A base dexterity of at
      least 15.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Breeding III
      Requires : The following expertise: Breeding II. A skill of type: Breeding.
      Only highest class levels greater than or equal to 40. A base dexterity of at
      least 15.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Breeding IV (BREEDER4) -


      Expertise: Breeding IV
      Requires : The following expertise: Breeding III. A skill of type: Breeding.
      Only highest class levels greater than or equal to 45. A base dexterity of at
      least 16.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Breeding IV
      Requires : The following expertise: Breeding III. A skill of type: Breeding.
      Only highest class levels greater than or equal to 45. A base dexterity of at
      least 16.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Breeding V (BREEDER5) -


      Expertise: Breeding V
      Requires : The following expertise: Breeding IV. A skill of type: Breeding.
      Only highest class levels greater than or equal to 50. A base dexterity of at
      least 17.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Breeding V
      Requires : The following expertise: Breeding IV. A skill of type: Breeding.
      Only highest class levels greater than or equal to 50. A base dexterity of at
      least 17.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Breeding VI (BREEDER6) -


      Expertise: Breeding VI
      Requires : The following expertise: Breeding V. A skill of type: Breeding.
      Only highest class levels greater than or equal to 55. A base dexterity of at
      least 18.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Breeding VI
      Requires : The following expertise: Breeding V. A skill of type: Breeding.
      Only highest class levels greater than or equal to 55. A base dexterity of at
      least 18.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Breeding VII (BREEDER7) -


      Expertise: Breeding VII
      Requires : The following expertise: Breeding VI. A skill of type: Breeding.
      Only highest class levels greater than or equal to 60. A base dexterity of at
      least 19.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Breeding VII
      Requires : The following expertise: Breeding VI. A skill of type: Breeding.
      Only highest class levels greater than or equal to 60. A base dexterity of at
      least 19.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Breeding VIII (BREEDER8) -


      Expertise: Breeding VIII
      Requires : The following expertise: Breeding VII. A skill of type: Breeding.
      Only highest class levels greater than or equal to 65. A base dexterity of at
      least 20.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Breeding VIII
      Requires : The following expertise: Breeding VII. A skill of type: Breeding.
      Only highest class levels greater than or equal to 65. A base dexterity of at
      least 20.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Breeding IX (BREEDER9) -


      Expertise: Breeding IX
      Requires : The following expertise: Breeding VIII. A skill of type: Breeding.
      Only highest class levels greater than or equal to 70. A base dexterity of at
      least 21.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Breeding IX
      Requires : The following expertise: Breeding VIII. A skill of type: Breeding.
      Only highest class levels greater than or equal to 70. A base dexterity of at
      least 21.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Breeding X (BREEDER10) -


      Expertise: Breeding X
      Requires : The following expertise: Breeding IX. A skill of type: Breeding.
      Only highest class levels greater than or equal to 75. A base dexterity of at
      least 22.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Breeding X
      Requires : The following expertise: Breeding IX. A skill of type: Breeding.
      Only highest class levels greater than or equal to 75. A base dexterity of at
      least 22.
      The ability to cast breeder-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Cautiously I (CAUTIOUS1) -


      Expertise: Cautiously I
      Requires : One of the following skills: Peek, Robbery, Slip Item, Steal, Swipe
      gold. Only highest class levels greater than or equal to 24. A base wisdom of
      at least 13.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.

      +

       
      Expertise: Cautiously I
      Requires : One of the following skills: Peek, Robbery, Slip Item, Steal, Swipe
      gold. Only highest class levels greater than or equal to 24. A base wisdom of
      at least 13.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.


      Cautiously II (CAUTIOUS2) -


      Expertise: Cautiously II
      Requires : The following expertise: Cautiously I. One of the following skills:
      Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels greater
      than or equal to 29. A base wisdom of at least 14.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.

      +

       
      Expertise: Cautiously II
      Requires : The following expertise: Cautiously I. One of the following skills:
      Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels greater
      than or equal to 29. A base wisdom of at least 14.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.


      Cautiously III (CAUTIOUS3) -


      Expertise: Cautiously III
      Requires : The following expertise: Cautiously II. One of the following
      skills: Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels
      greater than or equal to 34. A base wisdom of at least 15.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.

      +

       
      Expertise: Cautiously III
      Requires : The following expertise: Cautiously II. One of the following
      skills: Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels
      greater than or equal to 34. A base wisdom of at least 15.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.


      Cautiously IV (CAUTIOUS4) -


      Expertise: Cautiously IV
      Requires : The following expertise: Cautiously III. One of the following
      skills: Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels
      greater than or equal to 39. A base wisdom of at least 16.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.

      +

       
      Expertise: Cautiously IV
      Requires : The following expertise: Cautiously III. One of the following
      skills: Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels
      greater than or equal to 39. A base wisdom of at least 16.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.


      Cautiously V (CAUTIOUS5) -


      Expertise: Cautiously V
      Requires : The following expertise: Cautiously IV. One of the following
      skills: Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels
      greater than or equal to 44. A base wisdom of at least 17.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.

      +

       
      Expertise: Cautiously V
      Requires : The following expertise: Cautiously IV. One of the following
      skills: Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels
      greater than or equal to 44. A base wisdom of at least 17.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.


      Cautiously VI (CAUTIOUS6) -


      Expertise: Cautiously VI
      Requires : The following expertise: Cautiously V. One of the following skills:
      Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels greater
      than or equal to 49. A base wisdom of at least 18.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.

      +

       
      Expertise: Cautiously VI
      Requires : The following expertise: Cautiously V. One of the following skills:
      Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels greater
      than or equal to 49. A base wisdom of at least 18.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.


      Cautiously VII (CAUTIOUS7) -


      Expertise: Cautiously VII
      Requires : The following expertise: Cautiously VI. One of the following
      skills: Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels
      greater than or equal to 54. A base wisdom of at least 19.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.

      +

       
      Expertise: Cautiously VII
      Requires : The following expertise: Cautiously VI. One of the following
      skills: Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels
      greater than or equal to 54. A base wisdom of at least 19.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.


      Cautiously VIII (CAUTIOUS8) -


      Expertise: Cautiously VIII
      Requires : The following expertise: Cautiously VII. One of the following
      skills: Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels
      greater than or equal to 59. A base wisdom of at least 20.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.

      +

       
      Expertise: Cautiously VIII
      Requires : The following expertise: Cautiously VII. One of the following
      skills: Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels
      greater than or equal to 59. A base wisdom of at least 20.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.


      Cautiously IX (CAUTIOUS9) -


      Expertise: Cautiously IX
      Requires : The following expertise: Cautiously VIII. One of the following
      skills: Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels
      greater than or equal to 64. A base wisdom of at least 21.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.

      +

       
      Expertise: Cautiously IX
      Requires : The following expertise: Cautiously VIII. One of the following
      skills: Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels
      greater than or equal to 64. A base wisdom of at least 21.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.


      Cautiously X (CAUTIOUS10) -


      Expertise: Cautiously X
      Requires : The following expertise: Cautiously IX. One of the following
      skills: Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels
      greater than or equal to 69. A base wisdom of at least 22.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.

      +

       
      Expertise: Cautiously X
      Requires : The following expertise: Cautiously IX. One of the following
      skills: Peek, Robbery, Slip Item, Steal, Swipe gold. Only highest class levels
      greater than or equal to 69. A base wisdom of at least 22.
      The ability to lessen your chances of getting spotted when doing certain
      thiefly things.


      Combat Fluidity I (FLUIDITY1) -


      Expertise: Combat Fluidity I
      Requires : A skill of type: Kicking, Punching, Grappling, Acrobatic, Martial
      lore, Dirty fighting. Only highest class levels greater than or equal to 4. A
      base dexterity of at least 13.
      Reduces the cost of using combat skills.

      +

       
      Expertise: Combat Fluidity I
      Requires : A skill of type: Kicking, Punching, Grappling, Acrobatic, Martial
      lore, Dirty fighting. Only highest class levels greater than or equal to 4. A
      base dexterity of at least 13.
      Reduces the cost of using combat skills.


      Combat Fluidity II (FLUIDITY2) -


      Expertise: Combat Fluidity II
      Requires : The following expertise: Combat Fluidity I. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 7. A base dexterity of at least
      14.
      Reduces the cost of using combat skills.

      +

       
      Expertise: Combat Fluidity II
      Requires : The following expertise: Combat Fluidity I. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 7. A base dexterity of at least
      14.
      Reduces the cost of using combat skills.


      Combat Fluidity III (FLUIDITY3) -


      Expertise: Combat Fluidity III
      Requires : The following expertise: Combat Fluidity II. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 10. A base dexterity of at least
      15.
      Reduces the cost of using combat skills.

      +

       
      Expertise: Combat Fluidity III
      Requires : The following expertise: Combat Fluidity II. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 10. A base dexterity of at least
      15.
      Reduces the cost of using combat skills.


      Combat Fluidity IV (FLUIDITY4) -


      Expertise: Combat Fluidity IV
      Requires : The following expertise: Combat Fluidity III. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 13. A base dexterity of at least
      16.
      Reduces the cost of using combat skills.

      +

       
      Expertise: Combat Fluidity IV
      Requires : The following expertise: Combat Fluidity III. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 13. A base dexterity of at least
      16.
      Reduces the cost of using combat skills.


      Combat Fluidity V (FLUIDITY5) -


      Expertise: Combat Fluidity V
      Requires : The following expertise: Combat Fluidity IV. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 16. A base dexterity of at least
      17.
      Reduces the cost of using combat skills.

      +

       
      Expertise: Combat Fluidity V
      Requires : The following expertise: Combat Fluidity IV. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 16. A base dexterity of at least
      17.
      Reduces the cost of using combat skills.


      Combat Fluidity VI (FLUIDITY6) -


      Expertise: Combat Fluidity VI
      Requires : The following expertise: Combat Fluidity V. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 19. A base dexterity of at least
      18.
      Reduces the cost of using combat skills.

      +

       
      Expertise: Combat Fluidity VI
      Requires : The following expertise: Combat Fluidity V. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 19. A base dexterity of at least
      18.
      Reduces the cost of using combat skills.


      Combat Fluidity VII (FLUIDITY7) -


      Expertise: Combat Fluidity VII
      Requires : The following expertise: Combat Fluidity VI. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 22. A base dexterity of at least
      19.
      Reduces the cost of using combat skills.

      +

       
      Expertise: Combat Fluidity VII
      Requires : The following expertise: Combat Fluidity VI. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 22. A base dexterity of at least
      19.
      Reduces the cost of using combat skills.


      Combat Fluidity VIII (FLUIDITY8) -


      Expertise: Combat Fluidity VIII
      Requires : The following expertise: Combat Fluidity VII. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 25. A base dexterity of at least
      20.
      Reduces the cost of using combat skills.

      +

       
      Expertise: Combat Fluidity VIII
      Requires : The following expertise: Combat Fluidity VII. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 25. A base dexterity of at least
      20.
      Reduces the cost of using combat skills.


      Combat Fluidity IX (FLUIDITY9) -


      Expertise: Combat Fluidity IX
      Requires : The following expertise: Combat Fluidity VIII. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 28. A base dexterity of at least
      21.
      Reduces the cost of using combat skills.

      +

       
      Expertise: Combat Fluidity IX
      Requires : The following expertise: Combat Fluidity VIII. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 28. A base dexterity of at least
      21.
      Reduces the cost of using combat skills.


      Combat Fluidity X (FLUIDITY10) -


      Expertise: Combat Fluidity X
      Requires : The following expertise: Combat Fluidity IX. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 31. A base dexterity of at least
      22.
      Reduces the cost of using combat skills.

      +

       
      Expertise: Combat Fluidity X
      Requires : The following expertise: Combat Fluidity IX. A skill of type:
      Kicking, Punching, Grappling, Acrobatic, Martial lore, Dirty fighting. Only
      highest class levels greater than or equal to 31. A base dexterity of at least
      22.
      Reduces the cost of using combat skills.


      Combat Lore I (COMBATLORE1) -


      Expertise: Combat Lore I
      Requires : A skill of type: Combat lore. Only highest class levels greater
      than or equal to 16. A base intelligence of at least 13.
      Better knowledge of combat lore and how to make the most of it.

      +

       
      Expertise: Combat Lore I
      Requires : A skill of type: Combat lore. Only highest class levels greater
      than or equal to 16. A base intelligence of at least 13.
      Better knowledge of combat lore and how to make the most of it.


      Combat Lore II (COMBATLORE2) -


      Expertise: Combat Lore II
      Requires : The following expertise: Combat Lore I. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 21. A base
      intelligence of at least 14.
      Better knowledge of combat lore and how to make the most of it.

      +

       
      Expertise: Combat Lore II
      Requires : The following expertise: Combat Lore I. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 21. A base
      intelligence of at least 14.
      Better knowledge of combat lore and how to make the most of it.


      Combat Lore III (COMBATLORE3) -


      Expertise: Combat Lore III
      Requires : The following expertise: Combat Lore II. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 26. A base
      intelligence of at least 15.
      Better knowledge of combat lore and how to make the most of it.

      +

       
      Expertise: Combat Lore III
      Requires : The following expertise: Combat Lore II. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 26. A base
      intelligence of at least 15.
      Better knowledge of combat lore and how to make the most of it.


      Combat Lore IV (COMBATLORE4) -


      Expertise: Combat Lore IV
      Requires : The following expertise: Combat Lore III. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 31. A base
      intelligence of at least 16.
      Better knowledge of combat lore and how to make the most of it.

      +

       
      Expertise: Combat Lore IV
      Requires : The following expertise: Combat Lore III. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 31. A base
      intelligence of at least 16.
      Better knowledge of combat lore and how to make the most of it.


      Combat Lore V (COMBATLORE5) -


      Expertise: Combat Lore V
      Requires : The following expertise: Combat Lore IV. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 36. A base
      intelligence of at least 17.
      Better knowledge of combat lore and how to make the most of it.

      +

       
      Expertise: Combat Lore V
      Requires : The following expertise: Combat Lore IV. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 36. A base
      intelligence of at least 17.
      Better knowledge of combat lore and how to make the most of it.


      Combat Lore VI (COMBATLORE6) -


      Expertise: Combat Lore VI
      Requires : The following expertise: Combat Lore V. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 41. A base
      intelligence of at least 18.
      Better knowledge of combat lore and how to make the most of it.

      +

       
      Expertise: Combat Lore VI
      Requires : The following expertise: Combat Lore V. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 41. A base
      intelligence of at least 18.
      Better knowledge of combat lore and how to make the most of it.


      Combat Lore VII (COMBATLORE7) -


      Expertise: Combat Lore VII
      Requires : The following expertise: Combat Lore VI. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 46. A base
      intelligence of at least 19.
      Better knowledge of combat lore and how to make the most of it.

      +

       
      Expertise: Combat Lore VII
      Requires : The following expertise: Combat Lore VI. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 46. A base
      intelligence of at least 19.
      Better knowledge of combat lore and how to make the most of it.


      Combat Lore VIII (COMBATLORE8) -


      Expertise: Combat Lore VIII
      Requires : The following expertise: Combat Lore VII. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 51. A base
      intelligence of at least 20.
      Better knowledge of combat lore and how to make the most of it.

      +

       
      Expertise: Combat Lore VIII
      Requires : The following expertise: Combat Lore VII. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 51. A base
      intelligence of at least 20.
      Better knowledge of combat lore and how to make the most of it.


      Combat Lore IX (COMBATLORE9) -


      Expertise: Combat Lore IX
      Requires : The following expertise: Combat Lore VIII. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 56. A base
      intelligence of at least 21.
      Better knowledge of combat lore and how to make the most of it.

      +

       
      Expertise: Combat Lore IX
      Requires : The following expertise: Combat Lore VIII. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 56. A base
      intelligence of at least 21.
      Better knowledge of combat lore and how to make the most of it.


      Combat Lore X (COMBATLORE10) -


      Expertise: Combat Lore X
      Requires : The following expertise: Combat Lore IX. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 61. A base
      intelligence of at least 22.
      Better knowledge of combat lore and how to make the most of it.

      +

       
      Expertise: Combat Lore X
      Requires : The following expertise: Combat Lore IX. A skill of type: Combat
      lore. Only highest class levels greater than or equal to 61. A base
      intelligence of at least 22.
      Better knowledge of combat lore and how to make the most of it.


      Communing I (COMMUNE1) -


      Expertise: Communing I
      Requires : A skill of type: Communing. Only highest class levels greater than
      or equal to 30. A base intelligence of at least 13.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Communing I
      Requires : A skill of type: Communing. Only highest class levels greater than
      or equal to 30. A base intelligence of at least 13.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Communing II (COMMUNE2) -


      Expertise: Communing II
      Requires : The following expertise: Communing I. A skill of type: Communing.
      Only highest class levels greater than or equal to 35. A base intelligence of
      at least 14.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Communing II
      Requires : The following expertise: Communing I. A skill of type: Communing.
      Only highest class levels greater than or equal to 35. A base intelligence of
      at least 14.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Communing III (COMMUNE3) -


      Expertise: Communing III
      Requires : The following expertise: Communing II. A skill of type: Communing.
      Only highest class levels greater than or equal to 40. A base intelligence of
      at least 15.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Communing III
      Requires : The following expertise: Communing II. A skill of type: Communing.
      Only highest class levels greater than or equal to 40. A base intelligence of
      at least 15.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Communing IV (COMMUNE4) -


      Expertise: Communing IV
      Requires : The following expertise: Communing III. A skill of type: Communing.
      Only highest class levels greater than or equal to 45. A base intelligence of
      at least 16.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Communing IV
      Requires : The following expertise: Communing III. A skill of type: Communing.
      Only highest class levels greater than or equal to 45. A base intelligence of
      at least 16.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Communing V (COMMUNE5) -


      Expertise: Communing V
      Requires : The following expertise: Communing IV. A skill of type: Communing.
      Only highest class levels greater than or equal to 50. A base intelligence of
      at least 17.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Communing V
      Requires : The following expertise: Communing IV. A skill of type: Communing.
      Only highest class levels greater than or equal to 50. A base intelligence of
      at least 17.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Communing VI (COMMUNE6) -


      Expertise: Communing VI
      Requires : The following expertise: Communing V. A skill of type: Communing.
      Only highest class levels greater than or equal to 55. A base intelligence of
      at least 18.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Communing VI
      Requires : The following expertise: Communing V. A skill of type: Communing.
      Only highest class levels greater than or equal to 55. A base intelligence of
      at least 18.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Communing VII (COMMUNE7) -


      Expertise: Communing VII
      Requires : The following expertise: Communing VI. A skill of type: Communing.
      Only highest class levels greater than or equal to 60. A base intelligence of
      at least 19.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Communing VII
      Requires : The following expertise: Communing VI. A skill of type: Communing.
      Only highest class levels greater than or equal to 60. A base intelligence of
      at least 19.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Communing VIII (COMMUNE8) -


      Expertise: Communing VIII
      Requires : The following expertise: Communing VII. A skill of type: Communing.
      Only highest class levels greater than or equal to 65. A base intelligence of
      at least 20.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Communing VIII
      Requires : The following expertise: Communing VII. A skill of type: Communing.
      Only highest class levels greater than or equal to 65. A base intelligence of
      at least 20.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Communing IX (COMMUNE9) -


      Expertise: Communing IX
      Requires : The following expertise: Communing VIII. A skill of type:
      Communing. Only highest class levels greater than or equal to 70. A base
      intelligence of at least 21.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Communing IX
      Requires : The following expertise: Communing VIII. A skill of type:
      Communing. Only highest class levels greater than or equal to 70. A base
      intelligence of at least 21.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Communing X (COMMUNE10) -


      Expertise: Communing X
      Requires : The following expertise: Communing IX. A skill of type: Communing.
      Only highest class levels greater than or equal to 75. A base intelligence of
      at least 22.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Communing X
      Requires : The following expertise: Communing IX. A skill of type: Communing.
      Only highest class levels greater than or equal to 75. A base intelligence of
      at least 22.
      The ability to cast communing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Corrupting I (CORRUPTION1) -


      Expertise: Corrupting I
      Requires : A skill of type: Corruption. Only highest class levels greater than
      or equal to 32. A base strength of at least 13.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Corrupting I
      Requires : A skill of type: Corruption. Only highest class levels greater than
      or equal to 32. A base strength of at least 13.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Corrupting II (CORRUPTION2) -


      Expertise: Corrupting II
      Requires : The following expertise: Corrupting I. A skill of type: Corruption.
      Only highest class levels greater than or equal to 37. A base strength of at
      least 14.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Corrupting II
      Requires : The following expertise: Corrupting I. A skill of type: Corruption.
      Only highest class levels greater than or equal to 37. A base strength of at
      least 14.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Corrupting III (CORRUPTION3) -


      Expertise: Corrupting III
      Requires : The following expertise: Corrupting II. A skill of type:
      Corruption. Only highest class levels greater than or equal to 42. A base
      strength of at least 15.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Corrupting III
      Requires : The following expertise: Corrupting II. A skill of type:
      Corruption. Only highest class levels greater than or equal to 42. A base
      strength of at least 15.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Corrupting IV (CORRUPTION4) -


      Expertise: Corrupting IV
      Requires : The following expertise: Corrupting III. A skill of type:
      Corruption. Only highest class levels greater than or equal to 47. A base
      strength of at least 16.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Corrupting IV
      Requires : The following expertise: Corrupting III. A skill of type:
      Corruption. Only highest class levels greater than or equal to 47. A base
      strength of at least 16.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Corrupting V (CORRUPTION5) -


      Expertise: Corrupting V
      Requires : The following expertise: Corrupting IV. A skill of type:
      Corruption. Only highest class levels greater than or equal to 52. A base
      strength of at least 17.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Corrupting V
      Requires : The following expertise: Corrupting IV. A skill of type:
      Corruption. Only highest class levels greater than or equal to 52. A base
      strength of at least 17.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Corrupting VI (CORRUPTION6) -


      Expertise: Corrupting VI
      Requires : The following expertise: Corrupting V. A skill of type: Corruption.
      Only highest class levels greater than or equal to 57. A base strength of at
      least 18.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Corrupting VI
      Requires : The following expertise: Corrupting V. A skill of type: Corruption.
      Only highest class levels greater than or equal to 57. A base strength of at
      least 18.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Corrupting VII (CORRUPTION7) -


      Expertise: Corrupting VII
      Requires : The following expertise: Corrupting VI. A skill of type:
      Corruption. Only highest class levels greater than or equal to 62. A base
      strength of at least 19.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Corrupting VII
      Requires : The following expertise: Corrupting VI. A skill of type:
      Corruption. Only highest class levels greater than or equal to 62. A base
      strength of at least 19.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Corrupting VIII (CORRUPTION8) -


      Expertise: Corrupting VIII
      Requires : The following expertise: Corrupting VII. A skill of type:
      Corruption. Only highest class levels greater than or equal to 67. A base
      strength of at least 20.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Corrupting VIII
      Requires : The following expertise: Corrupting VII. A skill of type:
      Corruption. Only highest class levels greater than or equal to 67. A base
      strength of at least 20.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Corrupting IX (CORRUPTION9) -


      Expertise: Corrupting IX
      Requires : The following expertise: Corrupting VIII. A skill of type:
      Corruption. Only highest class levels greater than or equal to 72. A base
      strength of at least 21.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Corrupting IX
      Requires : The following expertise: Corrupting VIII. A skill of type:
      Corruption. Only highest class levels greater than or equal to 72. A base
      strength of at least 21.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Corrupting X (CORRUPTION10) -


      Expertise: Corrupting X
      Requires : The following expertise: Corrupting IX. A skill of type:
      Corruption. Only highest class levels greater than or equal to 77. A base
      strength of at least 22.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Corrupting X
      Requires : The following expertise: Corrupting IX. A skill of type:
      Corruption. Only highest class levels greater than or equal to 77. A base
      strength of at least 22.
      The ability to cast corruption-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Counterbalance Crafting I (CNTRCRAFT1) -


      Expertise: Counterbalance Crafting I
      Requires : One of the following skills: Carpentry, Fletching, Scrimshawing,
      Weaponsmithing, Master Weaponsmithing. A base intelligence of at least 14.
      The ability to craft weapons that are more balanced for attacking than usual.
      Items crafted "Even" are slightly better for attack, and worth a little more.

      +

       
      Expertise: Counterbalance Crafting I
      Requires : One of the following skills: Carpentry, Fletching, Scrimshawing,
      Weaponsmithing, Master Weaponsmithing, Legendary Weaponsmithing. A base
      intelligence of at least 14.
      The ability to craft weapons that are more balanced for attacking than usual.
      Items crafted "Even" are slightly better for attack, and worth a little more.


      Counterbalance Crafting II (CNTRCRAFT2) -


      Expertise: Counterbalance Crafting II
      Requires : The following expertise: Counterbalance Crafting I. One of the
      following skills: Carpentry, Fletching, Scrimshawing, Weaponsmithing, Master
      Weaponsmithing. A base intelligence of at least 18.
      The ability to craft weapons that are more balanced for attacking than usual.
      Items crafted "Balanced" are better for attack, and worth more.

      +

       
      Expertise: Counterbalance Crafting II
      Requires : The following expertise: Counterbalance Crafting I. One of the
      following skills: Carpentry, Fletching, Scrimshawing, Weaponsmithing, Master
      Weaponsmithing, Legendary Weaponsmithing. A base intelligence of at least 18.

      The ability to craft weapons that are more balanced for attacking than usual.
      Items crafted "Balanced" are better for attack, and worth more.


      Counterbalance Crafting III (CNTRCRAFT3) -


      Expertise: Counterbalance Crafting III
      Requires : The following expertise: Counterbalance Crafting II. One of the
      following skills: Carpentry, Fletching, Scrimshawing, Weaponsmithing, Master
      Weaponsmithing. A base intelligence of at least 22.
      The ability to craft weapons that are more balanced for attacking than usual.
      Items crafted "Counterbalanced" are much better for attack, and worth a lot
      more.

      +

       
      Expertise: Counterbalance Crafting III
      Requires : The following expertise: Counterbalance Crafting II. One of the
      following skills: Carpentry, Fletching, Scrimshawing, Weaponsmithing, Master
      Weaponsmithing, Legendary Weaponsmithing. A base intelligence of at least 22.

      The ability to craft weapons that are more balanced for attacking than usual.
      Items crafted "Counterbalanced" are much better for attack, and worth a lot
      more.


      Creating I (CREATION1) -


      Expertise: Creating I
      Requires : A skill of type: Creation. Only highest class levels greater than
      or equal to 30. A base constitution of at least 13.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Creating I
      Requires : A skill of type: Creation. Only highest class levels greater than
      or equal to 30. A base constitution of at least 13.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Creating II (CREATION2) -


      Expertise: Creating II
      Requires : The following expertise: Creating I. A skill of type: Creation.
      Only highest class levels greater than or equal to 35. A base constitution of
      at least 14.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Creating II
      Requires : The following expertise: Creating I. A skill of type: Creation.
      Only highest class levels greater than or equal to 35. A base constitution of
      at least 14.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Creating III (CREATION3) -


      Expertise: Creating III
      Requires : The following expertise: Creating II. A skill of type: Creation.
      Only highest class levels greater than or equal to 40. A base constitution of
      at least 15.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Creating III
      Requires : The following expertise: Creating II. A skill of type: Creation.
      Only highest class levels greater than or equal to 40. A base constitution of
      at least 15.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Creating IV (CREATION4) -


      Expertise: Creating IV
      Requires : The following expertise: Creating III. A skill of type: Creation.
      Only highest class levels greater than or equal to 45. A base constitution of
      at least 16.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Creating IV
      Requires : The following expertise: Creating III. A skill of type: Creation.
      Only highest class levels greater than or equal to 45. A base constitution of
      at least 16.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Creating V (CREATION5) -


      Expertise: Creating V
      Requires : The following expertise: Creating IV. A skill of type: Creation.
      Only highest class levels greater than or equal to 50. A base constitution of
      at least 17.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Creating V
      Requires : The following expertise: Creating IV. A skill of type: Creation.
      Only highest class levels greater than or equal to 50. A base constitution of
      at least 17.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Creating VI (CREATION6) -


      Expertise: Creating VI
      Requires : The following expertise: Creating V. A skill of type: Creation.
      Only highest class levels greater than or equal to 55. A base constitution of
      at least 18.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Creating VI
      Requires : The following expertise: Creating V. A skill of type: Creation.
      Only highest class levels greater than or equal to 55. A base constitution of
      at least 18.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Creating VII (CREATION7) -


      Expertise: Creating VII
      Requires : The following expertise: Creating VI. A skill of type: Creation.
      Only highest class levels greater than or equal to 60. A base constitution of
      at least 19.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Creating VII
      Requires : The following expertise: Creating VI. A skill of type: Creation.
      Only highest class levels greater than or equal to 60. A base constitution of
      at least 19.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Creating VIII (CREATION8) -


      Expertise: Creating VIII
      Requires : The following expertise: Creating VII. A skill of type: Creation.
      Only highest class levels greater than or equal to 65. A base constitution of
      at least 20.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Creating VIII
      Requires : The following expertise: Creating VII. A skill of type: Creation.
      Only highest class levels greater than or equal to 65. A base constitution of
      at least 20.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Creating IX (CREATION9) -


      Expertise: Creating IX
      Requires : The following expertise: Creating VIII. A skill of type: Creation.
      Only highest class levels greater than or equal to 70. A base constitution of
      at least 21.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Creating IX
      Requires : The following expertise: Creating VIII. A skill of type: Creation.
      Only highest class levels greater than or equal to 70. A base constitution of
      at least 21.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Creating X (CREATION10) -


      Expertise: Creating X
      Requires : The following expertise: Creating IX. A skill of type: Creation.
      Only highest class levels greater than or equal to 75. A base constitution of
      at least 22.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Creating X
      Requires : The following expertise: Creating IX. A skill of type: Creation.
      Only highest class levels greater than or equal to 75. A base constitution of
      at least 22.
      The ability to cast creation-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +
      Creative Food Prep I (VIGOPREP1) +

       
      Expertise: Creative Food Prep I
      Requires : One of the following skills: Food Prep, Master Food Prep. Only
      highest class levels greater than or equal to 18. A base charisma of at least
      9.
      The ability to prep foods that fortify movement.

      +
      Creative Food Prep II (VIGOPREP2) +

       
      Expertise: Creative Food Prep II
      Requires : The following expertise: Creative Food Prep I. One of the following
      skills: Food Prep, Master Food Prep. Only highest class levels greater than or
      equal to 25. A base charisma of at least 10.
      The ability to prep foods that fortify movement.

      +
      Creative Food Prep III (VIGOPREP3) +

       
      Expertise: Creative Food Prep III
      Requires : The following expertise: Creative Food Prep II. One of the
      following skills: Food Prep, Master Food Prep. Only highest class levels
      greater than or equal to 32. A base charisma of at least 11.
      The ability to prep foods that fortify movement.

      +
      Creative Food Prep IV (VIGOPREP4) +

       
      Expertise: Creative Food Prep IV
      Requires : The following expertise: Creative Food Prep III. One of the
      following skills: Food Prep, Master Food Prep. Only highest class levels
      greater than or equal to 39. A base charisma of at least 12.
      The ability to prep foods that fortify movement.

      +
      Creative Food Prep V (VIGOPREP5) +

       
      Expertise: Creative Food Prep V
      Requires : The following expertise: Creative Food Prep IV. One of the
      following skills: Food Prep, Master Food Prep. Only highest class levels
      greater than or equal to 46. A base charisma of at least 13.
      The ability to prep foods that fortify movement.

      +
      Creative Food Prep VI (VIGOPREP6) +

       
      Expertise: Creative Food Prep VI
      Requires : The following expertise: Creative Food Prep V. One of the following
      skills: Food Prep, Master Food Prep. Only highest class levels greater than or
      equal to 53. A base charisma of at least 14.
      The ability to prep foods that fortify movement.

      +
      Creative Food Prep VII (VIGOPREP7) +

       
      Expertise: Creative Food Prep VII
      Requires : The following expertise: Creative Food Prep VI. One of the
      following skills: Food Prep, Master Food Prep. Only highest class levels
      greater than or equal to 60. A base charisma of at least 15.
      The ability to prep foods that fortify movement.

      +
      Creative Food Prep VIII (VIGOPREP8) +

       
      Expertise: Creative Food Prep VIII
      Requires : The following expertise: Creative Food Prep VII. One of the
      following skills: Food Prep, Master Food Prep. Only highest class levels
      greater than or equal to 67. A base charisma of at least 16.
      The ability to prep foods that fortify movement.

      +
      Creative Food Prep IX (VIGOPREP9) +

       
      Expertise: Creative Food Prep IX
      Requires : The following expertise: Creative Food Prep VIII. One of the
      following skills: Food Prep, Master Food Prep. Only highest class levels
      greater than or equal to 74. A base charisma of at least 17.
      The ability to prep foods that fortify movement.

      +
      Creative Food Prep X (VIGOPREP10) +

       
      Expertise: Creative Food Prep X
      Requires : The following expertise: Creative Food Prep IX. One of the
      following skills: Food Prep, Master Food Prep. Only highest class levels
      greater than or equal to 81. A base charisma of at least 18.
      The ability to prep foods that fortify movement.


      Criminal Deviousness I (CRIMINAL1) -


      Expertise: Criminal Deviousness I
      Requires : A skill of type: Criminal. Only highest class levels greater than
      or equal to 24. A base wisdom of at least 13.
      Improved devious mind for accomplishing more powerful crimes.

      +

       
      Expertise: Criminal Deviousness I
      Requires : A skill of type: Criminal. Only highest class levels greater than
      or equal to 24. A base wisdom of at least 13.
      Improved devious mind for accomplishing more powerful crimes.


      Criminal Deviousness II (CRIMINAL2) -


      Expertise: Criminal Deviousness II
      Requires : The following expertise: Criminal Deviousness I. A skill of type:
      Criminal. Only highest class levels greater than or equal to 29. A base
      wisdom of at least 14.
      Improved devious mind for accomplishing more powerful crimes.

      +

       
      Expertise: Criminal Deviousness II
      Requires : The following expertise: Criminal Deviousness I. A skill of type:
      Criminal. Only highest class levels greater than or equal to 29. A base
      wisdom of at least 14.
      Improved devious mind for accomplishing more powerful crimes.


      Criminal Deviousness III (CRIMINAL3) -


      Expertise: Criminal Deviousness III
      Requires : The following expertise: Criminal Deviousness II. A skill of type:
      Criminal. Only highest class levels greater than or equal to 34. A base
      wisdom of at least 15.
      Improved devious mind for accomplishing more powerful crimes.

      +

       
      Expertise: Criminal Deviousness III
      Requires : The following expertise: Criminal Deviousness II. A skill of type:
      Criminal. Only highest class levels greater than or equal to 34. A base
      wisdom of at least 15.
      Improved devious mind for accomplishing more powerful crimes.


      Criminal Deviousness IV (CRIMINAL4) -


      Expertise: Criminal Deviousness IV
      Requires : The following expertise: Criminal Deviousness III. A skill of type:
      Criminal. Only highest class levels greater than or equal to 39. A base
      wisdom of at least 16.
      Improved devious mind for accomplishing more powerful crimes.

      +

       
      Expertise: Criminal Deviousness IV
      Requires : The following expertise: Criminal Deviousness III. A skill of type:
      Criminal. Only highest class levels greater than or equal to 39. A base
      wisdom of at least 16.
      Improved devious mind for accomplishing more powerful crimes.


      Criminal Deviousness V (CRIMINAL5) -


      Expertise: Criminal Deviousness V
      Requires : The following expertise: Criminal Deviousness IV. A skill of type:
      Criminal. Only highest class levels greater than or equal to 44. A base
      wisdom of at least 17.
      Improved devious mind for accomplishing more powerful crimes.

      +

       
      Expertise: Criminal Deviousness V
      Requires : The following expertise: Criminal Deviousness IV. A skill of type:
      Criminal. Only highest class levels greater than or equal to 44. A base
      wisdom of at least 17.
      Improved devious mind for accomplishing more powerful crimes.


      Criminal Deviousness VI (CRIMINAL6) -


      Expertise: Criminal Deviousness VI
      Requires : The following expertise: Criminal Deviousness V. A skill of type:
      Criminal. Only highest class levels greater than or equal to 49. A base
      wisdom of at least 18.
      Improved devious mind for accomplishing more powerful crimes.

      +

       
      Expertise: Criminal Deviousness VI
      Requires : The following expertise: Criminal Deviousness V. A skill of type:
      Criminal. Only highest class levels greater than or equal to 49. A base
      wisdom of at least 18.
      Improved devious mind for accomplishing more powerful crimes.


      Criminal Deviousness VII (CRIMINAL7) -


      Expertise: Criminal Deviousness VII
      Requires : The following expertise: Criminal Deviousness VI. A skill of type:
      Criminal. Only highest class levels greater than or equal to 54. A base
      wisdom of at least 19.
      Improved devious mind for accomplishing more powerful crimes.

      +

       
      Expertise: Criminal Deviousness VII
      Requires : The following expertise: Criminal Deviousness VI. A skill of type:
      Criminal. Only highest class levels greater than or equal to 54. A base
      wisdom of at least 19.
      Improved devious mind for accomplishing more powerful crimes.


      Criminal Deviousness VIII (CRIMINAL8) -


      Expertise: Criminal Deviousness VIII
      Requires : The following expertise: Criminal Deviousness VII. A skill of type:
      Criminal. Only highest class levels greater than or equal to 59. A base
      wisdom of at least 20.
      Improved devious mind for accomplishing more powerful crimes.

      +

       
      Expertise: Criminal Deviousness VIII
      Requires : The following expertise: Criminal Deviousness VII. A skill of type:
      Criminal. Only highest class levels greater than or equal to 59. A base
      wisdom of at least 20.
      Improved devious mind for accomplishing more powerful crimes.


      Criminal Deviousness IX (CRIMINAL9) -


      Expertise: Criminal Deviousness IX
      Requires : The following expertise: Criminal Deviousness VIII. A skill of
      type: Criminal. Only highest class levels greater than or equal to 64. A base
      wisdom of at least 21.
      Improved devious mind for accomplishing more powerful crimes.

      +

       
      Expertise: Criminal Deviousness IX
      Requires : The following expertise: Criminal Deviousness VIII. A skill of
      type: Criminal. Only highest class levels greater than or equal to 64. A base
      wisdom of at least 21.
      Improved devious mind for accomplishing more powerful crimes.


      Criminal Deviousness X (CRIMINAL10) -


      Expertise: Criminal Deviousness X
      Requires : The following expertise: Criminal Deviousness IX. A skill of type:
      Criminal. Only highest class levels greater than or equal to 69. A base
      wisdom of at least 22.
      Improved devious mind for accomplishing more powerful crimes.

      +

       
      Expertise: Criminal Deviousness X
      Requires : The following expertise: Criminal Deviousness IX. A skill of type:
      Criminal. Only highest class levels greater than or equal to 69. A base
      wisdom of at least 22.
      Improved devious mind for accomplishing more powerful crimes.


      Cursing I (CURSING1) -


      Expertise: Cursing I
      Requires : A skill of type: Cursing. Only highest class levels greater than or
      equal to 30. A base strength of at least 13.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Cursing I
      Requires : A skill of type: Cursing. Only highest class levels greater than or
      equal to 30. A base strength of at least 13.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Cursing II (CURSING2) -


      Expertise: Cursing II
      Requires : The following expertise: Cursing I. A skill of type: Cursing. Only
      highest class levels greater than or equal to 35. A base strength of at least
      14.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Cursing II
      Requires : The following expertise: Cursing I. A skill of type: Cursing. Only
      highest class levels greater than or equal to 35. A base strength of at least
      14.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Cursing III (CURSING3) -


      Expertise: Cursing III
      Requires : The following expertise: Cursing II. A skill of type: Cursing.
      Only highest class levels greater than or equal to 40. A base strength of at
      least 15.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Cursing III
      Requires : The following expertise: Cursing II. A skill of type: Cursing.
      Only highest class levels greater than or equal to 40. A base strength of at
      least 15.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Cursing IV (CURSING4) -


      Expertise: Cursing IV
      Requires : The following expertise: Cursing III. A skill of type: Cursing.
      Only highest class levels greater than or equal to 45. A base strength of at
      least 16.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Cursing IV
      Requires : The following expertise: Cursing III. A skill of type: Cursing.
      Only highest class levels greater than or equal to 45. A base strength of at
      least 16.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Cursing V (CURSING5) -


      Expertise: Cursing V
      Requires : The following expertise: Cursing IV. A skill of type: Cursing.
      Only highest class levels greater than or equal to 50. A base strength of at
      least 17.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Cursing V
      Requires : The following expertise: Cursing IV. A skill of type: Cursing.
      Only highest class levels greater than or equal to 50. A base strength of at
      least 17.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Cursing VI (CURSING6) -


      Expertise: Cursing VI
      Requires : The following expertise: Cursing V. A skill of type: Cursing. Only
      highest class levels greater than or equal to 55. A base strength of at least
      18.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Cursing VI
      Requires : The following expertise: Cursing V. A skill of type: Cursing. Only
      highest class levels greater than or equal to 55. A base strength of at least
      18.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Cursing VII (CURSING7) -


      Expertise: Cursing VII
      Requires : The following expertise: Cursing VI. A skill of type: Cursing.
      Only highest class levels greater than or equal to 60. A base strength of at
      least 19.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Cursing VII
      Requires : The following expertise: Cursing VI. A skill of type: Cursing.
      Only highest class levels greater than or equal to 60. A base strength of at
      least 19.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Cursing VIII (CURSING8) -


      Expertise: Cursing VIII
      Requires : The following expertise: Cursing VII. A skill of type: Cursing.
      Only highest class levels greater than or equal to 65. A base strength of at
      least 20.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Cursing VIII
      Requires : The following expertise: Cursing VII. A skill of type: Cursing.
      Only highest class levels greater than or equal to 65. A base strength of at
      least 20.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Cursing IX (CURSING9) -


      Expertise: Cursing IX
      Requires : The following expertise: Cursing VIII. A skill of type: Cursing.
      Only highest class levels greater than or equal to 70. A base strength of at
      least 21.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Cursing IX
      Requires : The following expertise: Cursing VIII. A skill of type: Cursing.
      Only highest class levels greater than or equal to 70. A base strength of at
      least 21.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Cursing X (CURSING10) -


      Expertise: Cursing X
      Requires : The following expertise: Cursing IX. A skill of type: Cursing.
      Only highest class levels greater than or equal to 75. A base strength of at
      least 22.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Cursing X
      Requires : The following expertise: Cursing IX. A skill of type: Cursing.
      Only highest class levels greater than or equal to 75. A base strength of at
      least 22.
      The ability to cast cursing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Death Lore I (DEATHLORE1) -


      Expertise: Death Lore I
      Requires : A skill of type: Death lore. Only highest class levels greater than
      or equal to 22. A base constitution of at least 13.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.

      +

       
      Expertise: Death Lore I
      Requires : A skill of type: Death lore. Only highest class levels greater than
      or equal to 22. A base constitution of at least 13.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.


      Death Lore II (DEATHLORE2) -


      Expertise: Death Lore II
      Requires : The following expertise: Death Lore I. A skill of type: Death lore.
      Only highest class levels greater than or equal to 27. A base constitution of
      at least 14.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.

      +

       
      Expertise: Death Lore II
      Requires : The following expertise: Death Lore I. A skill of type: Death lore.
      Only highest class levels greater than or equal to 27. A base constitution of
      at least 14.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.


      Death Lore III (DEATHLORE3) -


      Expertise: Death Lore III
      Requires : The following expertise: Death Lore II. A skill of type: Death
      lore. Only highest class levels greater than or equal to 32. A base
      constitution of at least 15.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.

      +

       
      Expertise: Death Lore III
      Requires : The following expertise: Death Lore II. A skill of type: Death
      lore. Only highest class levels greater than or equal to 32. A base
      constitution of at least 15.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.


      Death Lore IV (DEATHLORE4) -


      Expertise: Death Lore IV
      Requires : The following expertise: Death Lore III. A skill of type: Death
      lore. Only highest class levels greater than or equal to 37. A base
      constitution of at least 16.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.

      +

       
      Expertise: Death Lore IV
      Requires : The following expertise: Death Lore III. A skill of type: Death
      lore. Only highest class levels greater than or equal to 37. A base
      constitution of at least 16.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.


      Death Lore V (DEATHLORE5) -


      Expertise: Death Lore V
      Requires : The following expertise: Death Lore IV. A skill of type: Death
      lore. Only highest class levels greater than or equal to 42. A base
      constitution of at least 17.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.

      +

       
      Expertise: Death Lore V
      Requires : The following expertise: Death Lore IV. A skill of type: Death
      lore. Only highest class levels greater than or equal to 42. A base
      constitution of at least 17.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.


      Death Lore VI (DEATHLORE6) -


      Expertise: Death Lore VI
      Requires : The following expertise: Death Lore V. A skill of type: Death lore.
      Only highest class levels greater than or equal to 47. A base constitution of
      at least 18.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.

      +

       
      Expertise: Death Lore VI
      Requires : The following expertise: Death Lore V. A skill of type: Death lore.
      Only highest class levels greater than or equal to 47. A base constitution of
      at least 18.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.


      Death Lore VII (DEATHLORE7) -


      Expertise: Death Lore VII
      Requires : The following expertise: Death Lore VI. A skill of type: Death
      lore. Only highest class levels greater than or equal to 52. A base
      constitution of at least 19.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.

      +

       
      Expertise: Death Lore VII
      Requires : The following expertise: Death Lore VI. A skill of type: Death
      lore. Only highest class levels greater than or equal to 52. A base
      constitution of at least 19.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.


      Death Lore VIII (DEATHLORE8) -


      Expertise: Death Lore VIII
      Requires : The following expertise: Death Lore VII. A skill of type: Death
      lore. Only highest class levels greater than or equal to 57. A base
      constitution of at least 20.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.

      +

       
      Expertise: Death Lore VIII
      Requires : The following expertise: Death Lore VII. A skill of type: Death
      lore. Only highest class levels greater than or equal to 57. A base
      constitution of at least 20.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.


      Death Lore IX (DEATHLORE9) -


      Expertise: Death Lore IX
      Requires : The following expertise: Death Lore VIII. A skill of type: Death
      lore. Only highest class levels greater than or equal to 62. A base
      constitution of at least 21.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.

      +

       
      Expertise: Death Lore IX
      Requires : The following expertise: Death Lore VIII. A skill of type: Death
      lore. Only highest class levels greater than or equal to 62. A base
      constitution of at least 21.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.


      Death Lore X (DEATHLORE10) -


      Expertise: Death Lore X
      Requires : The following expertise: Death Lore IX. A skill of type: Death
      lore. Only highest class levels greater than or equal to 67. A base
      constitution of at least 22.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.

      +

       
      Expertise: Death Lore X
      Requires : The following expertise: Death Lore IX. A skill of type: Death
      lore. Only highest class levels greater than or equal to 67. A base
      constitution of at least 22.
      The ability to cast death lore-domain prayers at a higher power level,
      producing higher level undead and more beneficial effects.


      Deceptive I (DECEPTIVE1) -


      Expertise: Deceptive I
      Requires : A skill of type: Deceptive. Only highest class levels greater than
      or equal to 28. A base charisma of at least 13.
      The ability to handle more difficult cases of deceptiveness.

      +

       
      Expertise: Deceptive I
      Requires : A skill of type: Deceptive. Only highest class levels greater than
      or equal to 28. A base charisma of at least 13.
      The ability to handle more difficult cases of deceptiveness.


      Deceptive II (DECEPTIVE2) -


      Expertise: Deceptive II
      Requires : The following expertise: Deceptive I. A skill of type: Deceptive.
      Only highest class levels greater than or equal to 33. A base charisma of at
      least 14.
      The ability to handle more difficult cases of deceptiveness.

      +

       
      Expertise: Deceptive II
      Requires : The following expertise: Deceptive I. A skill of type: Deceptive.
      Only highest class levels greater than or equal to 33. A base charisma of at
      least 14.
      The ability to handle more difficult cases of deceptiveness.


      Deceptive III (DECEPTIVE3) -


      Expertise: Deceptive III
      Requires : The following expertise: Deceptive II. A skill of type: Deceptive.
      Only highest class levels greater than or equal to 38. A base charisma of at
      least 15.
      The ability to handle more difficult cases of deceptiveness.

      +

       
      Expertise: Deceptive III
      Requires : The following expertise: Deceptive II. A skill of type: Deceptive.
      Only highest class levels greater than or equal to 38. A base charisma of at
      least 15.
      The ability to handle more difficult cases of deceptiveness.


      Deceptive IV (DECEPTIVE4) -


      Expertise: Deceptive IV
      Requires : The following expertise: Deceptive III. A skill of type: Deceptive.
      Only highest class levels greater than or equal to 43. A base charisma of at
      least 16.
      The ability to handle more difficult cases of deceptiveness.

      +

       
      Expertise: Deceptive IV
      Requires : The following expertise: Deceptive III. A skill of type: Deceptive.
      Only highest class levels greater than or equal to 43. A base charisma of at
      least 16.
      The ability to handle more difficult cases of deceptiveness.


      Deceptive V (DECEPTIVE5) -


      Expertise: Deceptive V
      Requires : The following expertise: Deceptive IV. A skill of type: Deceptive.
      Only highest class levels greater than or equal to 48. A base charisma of at
      least 17.
      The ability to handle more difficult cases of deceptiveness.

      +

       
      Expertise: Deceptive V
      Requires : The following expertise: Deceptive IV. A skill of type: Deceptive.
      Only highest class levels greater than or equal to 48. A base charisma of at
      least 17.
      The ability to handle more difficult cases of deceptiveness.


      Deceptive VI (DECEPTIVE6) -


      Expertise: Deceptive VI
      Requires : The following expertise: Deceptive V. A skill of type: Deceptive.
      Only highest class levels greater than or equal to 53. A base charisma of at
      least 18.
      The ability to handle more difficult cases of deceptiveness.

      +

       
      Expertise: Deceptive VI
      Requires : The following expertise: Deceptive V. A skill of type: Deceptive.
      Only highest class levels greater than or equal to 53. A base charisma of at
      least 18.
      The ability to handle more difficult cases of deceptiveness.


      Deceptive VII (DECEPTIVE7) -


      Expertise: Deceptive VII
      Requires : The following expertise: Deceptive VI. A skill of type: Deceptive.
      Only highest class levels greater than or equal to 58. A base charisma of at
      least 19.
      The ability to handle more difficult cases of deceptiveness.

      +

       
      Expertise: Deceptive VII
      Requires : The following expertise: Deceptive VI. A skill of type: Deceptive.
      Only highest class levels greater than or equal to 58. A base charisma of at
      least 19.
      The ability to handle more difficult cases of deceptiveness.


      Deceptive VIII (DECEPTIVE8) -


      Expertise: Deceptive VIII
      Requires : The following expertise: Deceptive VII. A skill of type: Deceptive.
      Only highest class levels greater than or equal to 63. A base charisma of at
      least 20.
      The ability to handle more difficult cases of deceptiveness.

      +

       
      Expertise: Deceptive VIII
      Requires : The following expertise: Deceptive VII. A skill of type: Deceptive.
      Only highest class levels greater than or equal to 63. A base charisma of at
      least 20.
      The ability to handle more difficult cases of deceptiveness.


      Deceptive IX (DECEPTIVE9) -


      Expertise: Deceptive IX
      Requires : The following expertise: Deceptive VIII. A skill of type:
      Deceptive. Only highest class levels greater than or equal to 68. A base
      charisma of at least 21.
      The ability to handle more difficult cases of deceptiveness.

      +

       
      Expertise: Deceptive IX
      Requires : The following expertise: Deceptive VIII. A skill of type:
      Deceptive. Only highest class levels greater than or equal to 68. A base
      charisma of at least 21.
      The ability to handle more difficult cases of deceptiveness.


      Deceptive X (DECEPTIVE10) -


      Expertise: Deceptive X
      Requires : The following expertise: Deceptive IX. A skill of type: Deceptive.
      Only highest class levels greater than or equal to 73. A base charisma of at
      least 22.
      The ability to handle more difficult cases of deceptiveness.

      +

       
      Expertise: Deceptive X
      Requires : The following expertise: Deceptive IX. A skill of type: Deceptive.
      Only highest class levels greater than or equal to 73. A base charisma of at
      least 22.
      The ability to handle more difficult cases of deceptiveness.


      Deep Lore I (DEEPER1) -


      Expertise: Deep Lore I
      Requires : A skill of type: Deep magic. Only highest class levels greater than
      or equal to 30. A base strength of at least 13.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Deep Lore I
      Requires : A skill of type: Deep magic. Only highest class levels greater than
      or equal to 30. A base strength of at least 13.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.


      Deep Lore II (DEEPER2) -


      Expertise: Deep Lore II
      Requires : The following expertise: Deep Lore I. A skill of type: Deep magic.
      Only highest class levels greater than or equal to 35. A base strength of at
      least 14.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Deep Lore II
      Requires : The following expertise: Deep Lore I. A skill of type: Deep magic.
      Only highest class levels greater than or equal to 35. A base strength of at
      least 14.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.


      Deep Lore III (DEEPER3) -


      Expertise: Deep Lore III
      Requires : The following expertise: Deep Lore II. A skill of type: Deep magic.
      Only highest class levels greater than or equal to 40. A base strength of at
      least 15.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Deep Lore III
      Requires : The following expertise: Deep Lore II. A skill of type: Deep magic.
      Only highest class levels greater than or equal to 40. A base strength of at
      least 15.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.


      Deep Lore IV (DEEPER4) -


      Expertise: Deep Lore IV
      Requires : The following expertise: Deep Lore III. A skill of type: Deep
      magic. Only highest class levels greater than or equal to 45. A base strength
      of at least 16.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Deep Lore IV
      Requires : The following expertise: Deep Lore III. A skill of type: Deep
      magic. Only highest class levels greater than or equal to 45. A base strength
      of at least 16.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.


      Deep Lore V (DEEPER5) -


      Expertise: Deep Lore V
      Requires : The following expertise: Deep Lore IV. A skill of type: Deep magic.
      Only highest class levels greater than or equal to 50. A base strength of at
      least 17.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Deep Lore V
      Requires : The following expertise: Deep Lore IV. A skill of type: Deep magic.
      Only highest class levels greater than or equal to 50. A base strength of at
      least 17.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.


      Deep Lore VI (DEEPER6) -


      Expertise: Deep Lore VI
      Requires : The following expertise: Deep Lore V. A skill of type: Deep magic.
      Only highest class levels greater than or equal to 55. A base strength of at
      least 18.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Deep Lore VI
      Requires : The following expertise: Deep Lore V. A skill of type: Deep magic.
      Only highest class levels greater than or equal to 55. A base strength of at
      least 18.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.


      Deep Lore VII (DEEPER7) -


      Expertise: Deep Lore VII
      Requires : The following expertise: Deep Lore VI. A skill of type: Deep magic.
      Only highest class levels greater than or equal to 60. A base strength of at
      least 19.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Deep Lore VII
      Requires : The following expertise: Deep Lore VI. A skill of type: Deep magic.
      Only highest class levels greater than or equal to 60. A base strength of at
      least 19.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.


      Deep Lore VIII (DEEPER8) -


      Expertise: Deep Lore VIII
      Requires : The following expertise: Deep Lore VII. A skill of type: Deep
      magic. Only highest class levels greater than or equal to 65. A base strength
      of at least 20.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Deep Lore VIII
      Requires : The following expertise: Deep Lore VII. A skill of type: Deep
      magic. Only highest class levels greater than or equal to 65. A base strength
      of at least 20.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.


      Deep Lore IX (DEEPER9) -


      Expertise: Deep Lore IX
      Requires : The following expertise: Deep Lore VIII. A skill of type: Deep
      magic. Only highest class levels greater than or equal to 70. A base strength
      of at least 21.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Deep Lore IX
      Requires : The following expertise: Deep Lore VIII. A skill of type: Deep
      magic. Only highest class levels greater than or equal to 70. A base strength
      of at least 21.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.


      Deep Lore X (DEEPER10) -


      Expertise: Deep Lore X
      Requires : The following expertise: Deep Lore IX. A skill of type: Deep magic.
      Only highest class levels greater than or equal to 75. A base strength of at
      least 22.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Deep Lore X
      Requires : The following expertise: Deep Lore IX. A skill of type: Deep magic.
      Only highest class levels greater than or equal to 75. A base strength of at
      least 22.
      The ability to cast deep magic chants at a higher power level, producing longer
      and more malicious/beneficial magic, while also reducing mana cost.


      Dirty Fighting I (DIRTYFIGHT1) -


      Expertise: Dirty Fighting I
      Requires : A skill of type: Dirty fighting. Only highest class levels greater
      than or equal to 24. A base wisdom of at least 13.
      The ability to do more damage when fighting dirty.

      +

       
      Expertise: Dirty Fighting I
      Requires : A skill of type: Dirty fighting. Only highest class levels greater
      than or equal to 24. A base wisdom of at least 13.
      The ability to do more damage when fighting dirty.


      Dirty Fighting II (DIRTYFIGHT2) -


      Expertise: Dirty Fighting II
      Requires : The following expertise: Dirty Fighting I. A skill of type: Dirty
      fighting. Only highest class levels greater than or equal to 29. A base
      wisdom of at least 14.
      The ability to do more damage when fighting dirty.

      +

       
      Expertise: Dirty Fighting II
      Requires : The following expertise: Dirty Fighting I. A skill of type: Dirty
      fighting. Only highest class levels greater than or equal to 29. A base
      wisdom of at least 14.
      The ability to do more damage when fighting dirty.


      Dirty Fighting III (DIRTYFIGHT3) -


      Expertise: Dirty Fighting III
      Requires : The following expertise: Dirty Fighting II. A skill of type: Dirty
      fighting. Only highest class levels greater than or equal to 34. A base
      wisdom of at least 15.
      The ability to do more damage when fighting dirty.

      +

       
      Expertise: Dirty Fighting III
      Requires : The following expertise: Dirty Fighting II. A skill of type: Dirty
      fighting. Only highest class levels greater than or equal to 34. A base
      wisdom of at least 15.
      The ability to do more damage when fighting dirty.


      Dirty Fighting IV (DIRTYFIGHT4) -


      Expertise: Dirty Fighting IV
      Requires : The following expertise: Dirty Fighting III. A skill of type: Dirty
      fighting. Only highest class levels greater than or equal to 39. A base
      wisdom of at least 16.
      The ability to do more damage when fighting dirty.

      +

       
      Expertise: Dirty Fighting IV
      Requires : The following expertise: Dirty Fighting III. A skill of type: Dirty
      fighting. Only highest class levels greater than or equal to 39. A base
      wisdom of at least 16.
      The ability to do more damage when fighting dirty.


      Dirty Fighting V (DIRTYFIGHT5) -


      Expertise: Dirty Fighting V
      Requires : The following expertise: Dirty Fighting IV. A skill of type: Dirty
      fighting. Only highest class levels greater than or equal to 44. A base
      wisdom of at least 17.
      The ability to do more damage when fighting dirty.

      +

       
      Expertise: Dirty Fighting V
      Requires : The following expertise: Dirty Fighting IV. A skill of type: Dirty
      fighting. Only highest class levels greater than or equal to 44. A base
      wisdom of at least 17.
      The ability to do more damage when fighting dirty.


      Dirty Fighting VI (DIRTYFIGHT6) -


      Expertise: Dirty Fighting VI
      Requires : The following expertise: Dirty Fighting V. A skill of type: Dirty
      fighting. Only highest class levels greater than or equal to 49. A base
      wisdom of at least 18.
      The ability to do more damage when fighting dirty.

      +

       
      Expertise: Dirty Fighting VI
      Requires : The following expertise: Dirty Fighting V. A skill of type: Dirty
      fighting. Only highest class levels greater than or equal to 49. A base
      wisdom of at least 18.
      The ability to do more damage when fighting dirty.


      Dirty Fighting VII (DIRTYFIGHT7) -


      Expertise: Dirty Fighting VII
      Requires : The following expertise: Dirty Fighting VI. A skill of type: Dirty
      fighting. Only highest class levels greater than or equal to 54. A base
      wisdom of at least 19.
      The ability to do more damage when fighting dirty.

      +

       
      Expertise: Dirty Fighting VII
      Requires : The following expertise: Dirty Fighting VI. A skill of type: Dirty
      fighting. Only highest class levels greater than or equal to 54. A base
      wisdom of at least 19.
      The ability to do more damage when fighting dirty.


      Dirty Fighting VIII (DIRTYFIGHT8) -


      Expertise: Dirty Fighting VIII
      Requires : The following expertise: Dirty Fighting VII. A skill of type: Dirty
      fighting. Only highest class levels greater than or equal to 59. A base
      wisdom of at least 20.
      The ability to do more damage when fighting dirty.

      +

       
      Expertise: Dirty Fighting VIII
      Requires : The following expertise: Dirty Fighting VII. A skill of type: Dirty
      fighting. Only highest class levels greater than or equal to 59. A base
      wisdom of at least 20.
      The ability to do more damage when fighting dirty.


      Dirty Fighting IX (DIRTYFIGHT9) -


      Expertise: Dirty Fighting IX
      Requires : The following expertise: Dirty Fighting VIII. A skill of type:
      Dirty fighting. Only highest class levels greater than or equal to 64. A base
      wisdom of at least 21.
      The ability to do more damage when fighting dirty.

      +

       
      Expertise: Dirty Fighting IX
      Requires : The following expertise: Dirty Fighting VIII. A skill of type:
      Dirty fighting. Only highest class levels greater than or equal to 64. A base
      wisdom of at least 21.
      The ability to do more damage when fighting dirty.


      Dirty Fighting X (DIRTYFIGHT10) -


      Expertise: Dirty Fighting X
      Requires : The following expertise: Dirty Fighting IX. A skill of type: Dirty
      fighting. Only highest class levels greater than or equal to 69. A base
      wisdom of at least 22.
      The ability to do more damage when fighting dirty.

      +

       
      Expertise: Dirty Fighting X
      Requires : The following expertise: Dirty Fighting IX. A skill of type: Dirty
      fighting. Only highest class levels greater than or equal to 69. A base
      wisdom of at least 22.
      The ability to do more damage when fighting dirty.


      Divine Warding I (WARDING1) -


      Expertise: Divine Warding I
      Requires : A skill of type: Warding. Only highest class levels greater than or
      equal to 34. A base constitution of at least 13.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Divine Warding I
      Requires : A skill of type: Warding. Only highest class levels greater than or
      equal to 34. A base constitution of at least 13.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Divine Warding II (WARDING2) -


      Expertise: Divine Warding II
      Requires : The following expertise: Divine Warding I. A skill of type:
      Warding. Only highest class levels greater than or equal to 39. A base
      constitution of at least 14.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Divine Warding II
      Requires : The following expertise: Divine Warding I. A skill of type:
      Warding. Only highest class levels greater than or equal to 39. A base
      constitution of at least 14.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Divine Warding III (WARDING3) -


      Expertise: Divine Warding III
      Requires : The following expertise: Divine Warding II. A skill of type:
      Warding. Only highest class levels greater than or equal to 44. A base
      constitution of at least 15.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Divine Warding III
      Requires : The following expertise: Divine Warding II. A skill of type:
      Warding. Only highest class levels greater than or equal to 44. A base
      constitution of at least 15.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Divine Warding IV (WARDING4) -


      Expertise: Divine Warding IV
      Requires : The following expertise: Divine Warding III. A skill of type:
      Warding. Only highest class levels greater than or equal to 49. A base
      constitution of at least 16.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Divine Warding IV
      Requires : The following expertise: Divine Warding III. A skill of type:
      Warding. Only highest class levels greater than or equal to 49. A base
      constitution of at least 16.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Divine Warding V (WARDING5) -


      Expertise: Divine Warding V
      Requires : The following expertise: Divine Warding IV. A skill of type:
      Warding. Only highest class levels greater than or equal to 54. A base
      constitution of at least 17.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Divine Warding V
      Requires : The following expertise: Divine Warding IV. A skill of type:
      Warding. Only highest class levels greater than or equal to 54. A base
      constitution of at least 17.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Divine Warding VI (WARDING6) -


      Expertise: Divine Warding VI
      Requires : The following expertise: Divine Warding V. A skill of type:
      Warding. Only highest class levels greater than or equal to 59. A base
      constitution of at least 18.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Divine Warding VI
      Requires : The following expertise: Divine Warding V. A skill of type:
      Warding. Only highest class levels greater than or equal to 59. A base
      constitution of at least 18.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Divine Warding VII (WARDING7) -


      Expertise: Divine Warding VII
      Requires : The following expertise: Divine Warding VI. A skill of type:
      Warding. Only highest class levels greater than or equal to 64. A base
      constitution of at least 19.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Divine Warding VII
      Requires : The following expertise: Divine Warding VI. A skill of type:
      Warding. Only highest class levels greater than or equal to 64. A base
      constitution of at least 19.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Divine Warding VIII (WARDING8) -


      Expertise: Divine Warding VIII
      Requires : The following expertise: Divine Warding VII. A skill of type:
      Warding. Only highest class levels greater than or equal to 69. A base
      constitution of at least 20.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Divine Warding VIII
      Requires : The following expertise: Divine Warding VII. A skill of type:
      Warding. Only highest class levels greater than or equal to 69. A base
      constitution of at least 20.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Divine Warding IX (WARDING9) -


      Expertise: Divine Warding IX
      Requires : The following expertise: Divine Warding VIII. A skill of type:
      Warding. Only highest class levels greater than or equal to 74. A base
      constitution of at least 21.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Divine Warding IX
      Requires : The following expertise: Divine Warding VIII. A skill of type:
      Warding. Only highest class levels greater than or equal to 74. A base
      constitution of at least 21.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Divine Warding X (WARDING10) -


      Expertise: Divine Warding X
      Requires : The following expertise: Divine Warding IX. A skill of type:
      Warding. Only highest class levels greater than or equal to 79. A base
      constitution of at least 22.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Divine Warding X
      Requires : The following expertise: Divine Warding IX. A skill of type:
      Warding. Only highest class levels greater than or equal to 79. A base
      constitution of at least 22.
      The ability to cast warding-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Durable Crafting I (DURACRAFT1) -


      Expertise: Durable Crafting I
      Requires : One of the following skills: Carpentry, Armorsmithing, Master
      Armorsmithing, Cobbling, Costuming, Leather Working, Master Costuming, Master
      Leather Working, Master Tailoring, Tailoring, Weaving. A base strength of at
      least 14.
      The ability to craft armors and clothing to be more protective. Items crafted
      "Strong" are a little heavier, slightly more protective, and worth a little
      more.

      +

       
      Expertise: Durable Crafting I
      Requires : One of the following skills: Carpentry, Armorsmithing, Master
      Armorsmithing, Cobbling, Costuming, Leather Working, Master Costuming, Master
      Leather Working, Master Tailoring, Tailoring, Weaving. Only Archon. A base
      strength of at least 14.
      The ability to craft armors and clothing to be more protective. Items crafted
      "Strong" are a little heavier, slightly more protective, and worth a little
      more.


      Durable Crafting II (DURACRAFT2) -


      Expertise: Durable Crafting II
      Requires : The following expertise: Durable Crafting I. One of the following
      skills: Carpentry, Armorsmithing, Master Armorsmithing, Cobbling, Costuming,
      Leather Working, Master Costuming, Master Leather Working, Master Tailoring,
      Tailoring, Weaving. A base strength of at least 18.
      The ability to craft armors and clothing to be more protective. Items crafted
      "Reinforced" are heavier, more protective, and worth more.

      +

       
      Expertise: Durable Crafting II
      Requires : The following expertise: Durable Crafting I. One of the following
      skills: Carpentry, Armorsmithing, Master Armorsmithing, Cobbling, Costuming,
      Leather Working, Master Costuming, Master Leather Working, Master Tailoring,
      Tailoring, Weaving. Only Archon. A base strength of at least 18.
      The ability to craft armors and clothing to be more protective. Items crafted
      "Reinforced" are heavier, more protective, and worth more.


      Durable Crafting III (DURACRAFT3) -


      Expertise: Durable Crafting III
      Requires : The following expertise: Durable Crafting II. One of the following
      skills: Carpentry, Armorsmithing, Master Armorsmithing, Cobbling, Costuming,
      Leather Working, Master Costuming, Master Leather Working, Master Tailoring,
      Tailoring, Weaving. A base strength of at least 22.
      The ability to craft armors and clothing to be more protective. Items crafted
      "Fortified" are much heavier, a lot more protective, and worth much more.

      +

       
      Expertise: Durable Crafting III
      Requires : The following expertise: Durable Crafting II. One of the following
      skills: Carpentry, Armorsmithing, Master Armorsmithing, Cobbling, Costuming,
      Leather Working, Master Costuming, Master Leather Working, Master Tailoring,
      Tailoring, Weaving. Only Archon. A base strength of at least 22.
      The ability to craft armors and clothing to be more protective. Items crafted
      "Fortified" are much heavier, a lot more protective, and worth much more.

      +
      Durable Metalworking I (DURAMETAL1) +

       
      Expertise: Durable Metalworking I
      Requires : One of the following skills: Jewel Making, Armorsmithing, Master
      Armorsmithing, Torturesmithing. A base strength of at least 14.
      The ability to craft armors and clothing to be more protective. Items crafted
      "Strong" are a little heavier, slightly more protective, and worth a little
      more.

      +
      Durable Metalworking II (DURAMETAL2) +

       
      Expertise: Durable Metalworking II
      Requires : The following expertise: Durable Metalworking I. One of the
      following skills: Jewel Making, Armorsmithing, Master Armorsmithing,
      Torturesmithing. A base strength of at least 18.
      The ability to craft armors and clothing to be more protective. Items crafted
      "Reinforced" are heavier, more protective, and worth more.

      +
      Durable Metalworking III (DURAMETAL3) +

       
      Expertise: Durable Metalworking III
      Requires : The following expertise: Durable Metalworking II. One of the
      following skills: Jewel Making, Armorsmithing, Master Armorsmithing,
      Torturesmithing. A base strength of at least 22.
      The ability to craft armors and clothing to be more protective. Items crafted
      "Fortified" are much heavier, a lot more protective, and worth much more.

      +
      Durable Sewing I (DURASEW1) +

       
      Expertise: Durable Sewing I
      Requires : One of the following skills: Tailoring, Leather Working, Master
      Tailoring, Master Leather Working, Cobbling, Weaving. A base strength of at
      least 14.
      The ability to craft armors and clothing to be more protective. Items crafted
      "Strong" are a little heavier, slightly more protective, and worth a little
      more.

      +
      Durable Sewing II (DURASEW2) +

       
      Expertise: Durable Sewing II
      Requires : The following expertise: Durable Sewing I. One of the following
      skills: Tailoring, Leather Working, Master Tailoring, Master Leather Working,
      Cobbling, Weaving. A base strength of at least 18.
      The ability to craft armors and clothing to be more protective. Items crafted
      "Reinforced" are heavier, more protective, and worth more.

      +
      Durable Sewing III (DURASEW3) +

       
      Expertise: Durable Sewing III
      Requires : The following expertise: Durable Sewing II. One of the following
      skills: Tailoring, Leather Working, Master Tailoring, Master Leather Working,
      Cobbling, Weaving. A base strength of at least 22.
      The ability to craft armors and clothing to be more protective. Items crafted
      "Fortified" are much heavier, a lot more protective, and worth much more.

      +
      Durable Shaping I (DURASHAPE1) +

       
      Expertise: Durable Shaping I
      Requires : One of the following skills: Carpentry, Scrimshawing. A base
      strength of at least 14.
      The ability to craft armors and clothing to be more protective. Items crafted
      "Strong" are a little heavier, slightly more protective, and worth a little
      more.

      +
      Durable Shaping II (DURASHAPE2) +

       
      Expertise: Durable Shaping II
      Requires : The following expertise: Durable Shaping I. One of the following
      skills: Carpentry, Scrimshawing. A base strength of at least 18.
      The ability to craft armors and clothing to be more protective. Items crafted
      "Reinforced" are heavier, more protective, and worth more.

      +
      Durable Shaping III (DURASHAPE3) +

       
      Expertise: Durable Shaping III
      Requires : The following expertise: Durable Shaping II. One of the following
      skills: Carpentry, Scrimshawing. A base strength of at least 22.
      The ability to craft armors and clothing to be more protective. Items crafted
      "Fortified" are much heavier, a lot more protective, and worth much more.


      Echoed Singing I (ECHOSING1) -


      Expertise: Echoed Singing I
      Requires : A skill of type: Singing. Only highest class levels greater than or
      equal to 24. A base charisma of at least 16.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Echoed Singing I
      Requires : A skill of type: Singing. Only highest class levels greater than or
      equal to 24. A base charisma of at least 16.
      The ability to sing songs that can be heard from more rooms away.


      Echoed Singing II (ECHOSING2) -


      Expertise: Echoed Singing II
      Requires : The following expertise: Echoed Singing I. A skill of type:
      Singing. Only highest class levels greater than or equal to 29. A base
      charisma of at least 17.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Echoed Singing II
      Requires : The following expertise: Echoed Singing I. A skill of type:
      Singing. Only highest class levels greater than or equal to 29. A base
      charisma of at least 17.
      The ability to sing songs that can be heard from more rooms away.


      Echoed Singing III (ECHOSING3) -


      Expertise: Echoed Singing III
      Requires : The following expertise: Echoed Singing II. A skill of type:
      Singing. Only highest class levels greater than or equal to 34. A base
      charisma of at least 18.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Echoed Singing III
      Requires : The following expertise: Echoed Singing II. A skill of type:
      Singing. Only highest class levels greater than or equal to 34. A base
      charisma of at least 18.
      The ability to sing songs that can be heard from more rooms away.


      Echoed Singing IV (ECHOSING4) -


      Expertise: Echoed Singing IV
      Requires : The following expertise: Echoed Singing III. A skill of type:
      Singing. Only highest class levels greater than or equal to 39. A base
      charisma of at least 19.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Echoed Singing IV
      Requires : The following expertise: Echoed Singing III. A skill of type:
      Singing. Only highest class levels greater than or equal to 39. A base
      charisma of at least 19.
      The ability to sing songs that can be heard from more rooms away.


      Echoed Singing V (ECHOSING5) -


      Expertise: Echoed Singing V
      Requires : The following expertise: Echoed Singing IV. A skill of type:
      Singing. Only highest class levels greater than or equal to 44. A base
      charisma of at least 20.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Echoed Singing V
      Requires : The following expertise: Echoed Singing IV. A skill of type:
      Singing. Only highest class levels greater than or equal to 44. A base
      charisma of at least 20.
      The ability to sing songs that can be heard from more rooms away.


      Echoed Singing VI (ECHOSING6) -


      Expertise: Echoed Singing VI
      Requires : The following expertise: Echoed Singing V. A skill of type:
      Singing. Only highest class levels greater than or equal to 49. A base
      charisma of at least 21.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Echoed Singing VI
      Requires : The following expertise: Echoed Singing V. A skill of type:
      Singing. Only highest class levels greater than or equal to 49. A base
      charisma of at least 21.
      The ability to sing songs that can be heard from more rooms away.


      Echoed Singing VII (ECHOSING7) -


      Expertise: Echoed Singing VII
      Requires : The following expertise: Echoed Singing VI. A skill of type:
      Singing. Only highest class levels greater than or equal to 54. A base
      charisma of at least 22.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Echoed Singing VII
      Requires : The following expertise: Echoed Singing VI. A skill of type:
      Singing. Only highest class levels greater than or equal to 54. A base
      charisma of at least 22.
      The ability to sing songs that can be heard from more rooms away.


      Echoed Singing VIII (ECHOSING8) -


      Expertise: Echoed Singing VIII
      Requires : The following expertise: Echoed Singing VII. A skill of type:
      Singing. Only highest class levels greater than or equal to 59. A base
      charisma of at least 23.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Echoed Singing VIII
      Requires : The following expertise: Echoed Singing VII. A skill of type:
      Singing. Only highest class levels greater than or equal to 59. A base
      charisma of at least 23.
      The ability to sing songs that can be heard from more rooms away.


      Echoed Singing IX (ECHOSING9) -


      Expertise: Echoed Singing IX
      Requires : The following expertise: Echoed Singing VIII. A skill of type:
      Singing. Only highest class levels greater than or equal to 64. A base
      charisma of at least 24.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Echoed Singing IX
      Requires : The following expertise: Echoed Singing VIII. A skill of type:
      Singing. Only highest class levels greater than or equal to 64. A base
      charisma of at least 24.
      The ability to sing songs that can be heard from more rooms away.


      Echoed Singing X (ECHOSING10) -


      Expertise: Echoed Singing X
      Requires : The following expertise: Echoed Singing IX. A skill of type:
      Singing. Only highest class levels greater than or equal to 69. A base
      charisma of at least 25.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Echoed Singing X
      Requires : The following expertise: Echoed Singing IX. A skill of type:
      Singing. Only highest class levels greater than or equal to 69. A base
      charisma of at least 25.
      The ability to sing songs that can be heard from more rooms away.


      Edged Focus I (EDGEFOCUS1) -


      Expertise: Edged Focus I
      Requires : Only Fighter types. One of the following skills: Edged Weapon
      Specialization. Only highest class levels greater than or equal to 32. A base
      wisdom of at least 11.
      The ability for fighters to wield higher level edged-class weapon.

      +

       
      Expertise: Edged Focus I
      Requires : Only Fighter types. One of the following skills: Edged Weapon
      Specialization. Only highest class levels greater than or equal to 32. A base
      wisdom of at least 11.
      The ability for fighters to wield higher level edged-class weapon.


      Edged Focus II (EDGEFOCUS2) -


      Expertise: Edged Focus II
      Requires : The following expertise: Edged Focus I. Only Fighter types. One of
      the following skills: Edged Weapon Specialization. Only highest class levels
      greater than or equal to 37. A base wisdom of at least 12.
      The ability for fighters to wield higher level edged-class weapon.

      +

       
      Expertise: Edged Focus II
      Requires : The following expertise: Edged Focus I. Only Fighter types. One of
      the following skills: Edged Weapon Specialization. Only highest class levels
      greater than or equal to 37. A base wisdom of at least 12.
      The ability for fighters to wield higher level edged-class weapon.


      Edged Focus III (EDGEFOCUS3) -


      Expertise: Edged Focus III
      Requires : The following expertise: Edged Focus II. Only Fighter types. One
      of the following skills: Edged Weapon Specialization. Only highest class
      levels greater than or equal to 42. A base wisdom of at least 13.
      The ability for fighters to wield higher level edged-class weapon.

      +

       
      Expertise: Edged Focus III
      Requires : The following expertise: Edged Focus II. Only Fighter types. One
      of the following skills: Edged Weapon Specialization. Only highest class
      levels greater than or equal to 42. A base wisdom of at least 13.
      The ability for fighters to wield higher level edged-class weapon.


      Edged Focus IV (EDGEFOCUS4) -


      Expertise: Edged Focus IV
      Requires : The following expertise: Edged Focus III. Only Fighter types. One
      of the following skills: Edged Weapon Specialization. Only highest class
      levels greater than or equal to 47. A base wisdom of at least 14.
      The ability for fighters to wield higher level edged-class weapon.

      +

       
      Expertise: Edged Focus IV
      Requires : The following expertise: Edged Focus III. Only Fighter types. One
      of the following skills: Edged Weapon Specialization. Only highest class
      levels greater than or equal to 47. A base wisdom of at least 14.
      The ability for fighters to wield higher level edged-class weapon.


      Edged Focus V (EDGEFOCUS5) -


      Expertise: Edged Focus V
      Requires : The following expertise: Edged Focus IV. Only Fighter types. One
      of the following skills: Edged Weapon Specialization. Only highest class
      levels greater than or equal to 52. A base wisdom of at least 15.
      The ability for fighters to wield higher level edged-class weapon.

      +

       
      Expertise: Edged Focus V
      Requires : The following expertise: Edged Focus IV. Only Fighter types. One
      of the following skills: Edged Weapon Specialization. Only highest class
      levels greater than or equal to 52. A base wisdom of at least 15.
      The ability for fighters to wield higher level edged-class weapon.


      Edged Focus VI (EDGEFOCUS6) -


      Expertise: Edged Focus VI
      Requires : The following expertise: Edged Focus V. Only Fighter types. One of
      the following skills: Edged Weapon Specialization. Only highest class levels
      greater than or equal to 57. A base wisdom of at least 16.
      The ability for fighters to wield higher level edged-class weapon.

      +

       
      Expertise: Edged Focus VI
      Requires : The following expertise: Edged Focus V. Only Fighter types. One of
      the following skills: Edged Weapon Specialization. Only highest class levels
      greater than or equal to 57. A base wisdom of at least 16.
      The ability for fighters to wield higher level edged-class weapon.


      Edged Focus VII (EDGEFOCUS7) -


      Expertise: Edged Focus VII
      Requires : The following expertise: Edged Focus VI. Only Fighter types. One
      of the following skills: Edged Weapon Specialization. Only highest class
      levels greater than or equal to 62. A base wisdom of at least 17.
      The ability for fighters to wield higher level edged-class weapon.

      +

       
      Expertise: Edged Focus VII
      Requires : The following expertise: Edged Focus VI. Only Fighter types. One
      of the following skills: Edged Weapon Specialization. Only highest class
      levels greater than or equal to 62. A base wisdom of at least 17.
      The ability for fighters to wield higher level edged-class weapon.


      Edged Focus VIII (EDGEFOCUS8) -


      Expertise: Edged Focus VIII
      Requires : The following expertise: Edged Focus VII. Only Fighter types. One
      of the following skills: Edged Weapon Specialization. Only highest class
      levels greater than or equal to 67. A base wisdom of at least 18.
      The ability for fighters to wield higher level edged-class weapon.

      +

       
      Expertise: Edged Focus VIII
      Requires : The following expertise: Edged Focus VII. Only Fighter types. One
      of the following skills: Edged Weapon Specialization. Only highest class
      levels greater than or equal to 67. A base wisdom of at least 18.
      The ability for fighters to wield higher level edged-class weapon.


      Edged Focus IX (EDGEFOCUS9) -


      Expertise: Edged Focus IX
      Requires : The following expertise: Edged Focus VIII. Only Fighter types. One
      of the following skills: Edged Weapon Specialization. Only highest class
      levels greater than or equal to 72. A base wisdom of at least 19.
      The ability for fighters to wield higher level edged-class weapon.

      +

       
      Expertise: Edged Focus IX
      Requires : The following expertise: Edged Focus VIII. Only Fighter types. One
      of the following skills: Edged Weapon Specialization. Only highest class
      levels greater than or equal to 72. A base wisdom of at least 19.
      The ability for fighters to wield higher level edged-class weapon.


      Edged Focus X (EDGEFOCUS10) -


      Expertise: Edged Focus X
      Requires : The following expertise: Edged Focus IX. Only Fighter types. One
      of the following skills: Edged Weapon Specialization. Only highest class
      levels greater than or equal to 77. A base wisdom of at least 20.
      The ability for fighters to wield higher level edged-class weapon.

      +

       
      Expertise: Edged Focus X
      Requires : The following expertise: Edged Focus IX. Only Fighter types. One
      of the following skills: Edged Weapon Specialization. Only highest class
      levels greater than or equal to 77. A base wisdom of at least 20.
      The ability for fighters to wield higher level edged-class weapon.


      Edged Piercing I (EDGEPIERCE1) -


      Expertise: Edged Piercing I
      Requires : One of the following skills: Edged Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base strength of at least
      16.
      The ability to do more damage when using a piercing-type edged-class weapon.

      +

       
      Expertise: Edged Piercing I
      Requires : One of the following skills: Edged Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base strength of at least
      16.
      The ability to do more damage when using a piercing-type edged-class weapon.


      Edged Piercing II (EDGEPIERCE2) -


      Expertise: Edged Piercing II
      Requires : The following expertise: Edged Piercing I. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 37. A base strength of at least 17.
      The ability to do more damage when using a piercing-type edged-class weapon.

      +

       
      Expertise: Edged Piercing II
      Requires : The following expertise: Edged Piercing I. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 37. A base strength of at least 17.
      The ability to do more damage when using a piercing-type edged-class weapon.


      Edged Piercing III (EDGEPIERCE3) -


      Expertise: Edged Piercing III
      Requires : The following expertise: Edged Piercing II. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 42. A base strength of at least 18.
      The ability to do more damage when using a piercing-type edged-class weapon.

      +

       
      Expertise: Edged Piercing III
      Requires : The following expertise: Edged Piercing II. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 42. A base strength of at least 18.
      The ability to do more damage when using a piercing-type edged-class weapon.


      Edged Piercing IV (EDGEPIERCE4) -


      Expertise: Edged Piercing IV
      Requires : The following expertise: Edged Piercing III. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 47. A base strength of at least 19.
      The ability to do more damage when using a piercing-type edged-class weapon.

      +

       
      Expertise: Edged Piercing IV
      Requires : The following expertise: Edged Piercing III. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 47. A base strength of at least 19.
      The ability to do more damage when using a piercing-type edged-class weapon.


      Edged Piercing V (EDGEPIERCE5) -


      Expertise: Edged Piercing V
      Requires : The following expertise: Edged Piercing IV. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 52. A base strength of at least 20.
      The ability to do more damage when using a piercing-type edged-class weapon.

      +

       
      Expertise: Edged Piercing V
      Requires : The following expertise: Edged Piercing IV. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 52. A base strength of at least 20.
      The ability to do more damage when using a piercing-type edged-class weapon.


      Edged Piercing VI (EDGEPIERCE6) -


      Expertise: Edged Piercing VI
      Requires : The following expertise: Edged Piercing V. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 57. A base strength of at least 21.
      The ability to do more damage when using a piercing-type edged-class weapon.

      +

       
      Expertise: Edged Piercing VI
      Requires : The following expertise: Edged Piercing V. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 57. A base strength of at least 21.
      The ability to do more damage when using a piercing-type edged-class weapon.


      Edged Piercing VII (EDGEPIERCE7) -


      Expertise: Edged Piercing VII
      Requires : The following expertise: Edged Piercing VI. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 62. A base strength of at least 22.
      The ability to do more damage when using a piercing-type edged-class weapon.

      +

       
      Expertise: Edged Piercing VII
      Requires : The following expertise: Edged Piercing VI. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 62. A base strength of at least 22.
      The ability to do more damage when using a piercing-type edged-class weapon.


      Edged Piercing VIII (EDGEPIERCE8) -


      Expertise: Edged Piercing VIII
      Requires : The following expertise: Edged Piercing VII. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 67. A base strength of at least 23.
      The ability to do more damage when using a piercing-type edged-class weapon.

      +

       
      Expertise: Edged Piercing VIII
      Requires : The following expertise: Edged Piercing VII. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 67. A base strength of at least 23.
      The ability to do more damage when using a piercing-type edged-class weapon.


      Edged Piercing IX (EDGEPIERCE9) -


      Expertise: Edged Piercing IX
      Requires : The following expertise: Edged Piercing VIII. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 72. A base strength of at least 24.
      The ability to do more damage when using a piercing-type edged-class weapon.

      +

       
      Expertise: Edged Piercing IX
      Requires : The following expertise: Edged Piercing VIII. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 72. A base strength of at least 24.
      The ability to do more damage when using a piercing-type edged-class weapon.


      Edged Piercing X (EDGEPIERCE10) -


      Expertise: Edged Piercing X
      Requires : The following expertise: Edged Piercing IX. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 77. A base strength of at least 25.
      The ability to do more damage when using a piercing-type edged-class weapon.

      +

       
      Expertise: Edged Piercing X
      Requires : The following expertise: Edged Piercing IX. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 77. A base strength of at least 25.
      The ability to do more damage when using a piercing-type edged-class weapon.


      Edged Slashing I (EDGESLICE1) -


      Expertise: Edged Slashing I
      Requires : One of the following skills: Edged Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base strength of at least
      16.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.

      +

       
      Expertise: Edged Slashing I
      Requires : One of the following skills: Edged Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base strength of at least
      16.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.


      Edged Slashing II (EDGESLICE2) -


      Expertise: Edged Slashing II
      Requires : The following expertise: Edged Slashing I. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 37. A base strength of at least 17.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.

      +

       
      Expertise: Edged Slashing II
      Requires : The following expertise: Edged Slashing I. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 37. A base strength of at least 17.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.


      Edged Slashing III (EDGESLICE3) -


      Expertise: Edged Slashing III
      Requires : The following expertise: Edged Slashing II. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 42. A base strength of at least 18.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.

      +

       
      Expertise: Edged Slashing III
      Requires : The following expertise: Edged Slashing II. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 42. A base strength of at least 18.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.


      Edged Slashing IV (EDGESLICE4) -


      Expertise: Edged Slashing IV
      Requires : The following expertise: Edged Slashing III. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 47. A base strength of at least 19.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.

      +

       
      Expertise: Edged Slashing IV
      Requires : The following expertise: Edged Slashing III. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 47. A base strength of at least 19.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.


      Edged Slashing V (EDGESLICE5) -


      Expertise: Edged Slashing V
      Requires : The following expertise: Edged Slashing IV. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 52. A base strength of at least 20.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.

      +

       
      Expertise: Edged Slashing V
      Requires : The following expertise: Edged Slashing IV. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 52. A base strength of at least 20.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.


      Edged Slashing VI (EDGESLICE6) -


      Expertise: Edged Slashing VI
      Requires : The following expertise: Edged Slashing V. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 57. A base strength of at least 21.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.

      +

       
      Expertise: Edged Slashing VI
      Requires : The following expertise: Edged Slashing V. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 57. A base strength of at least 21.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.


      Edged Slashing VII (EDGESLICE7) -


      Expertise: Edged Slashing VII
      Requires : The following expertise: Edged Slashing VI. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 62. A base strength of at least 22.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.

      +

       
      Expertise: Edged Slashing VII
      Requires : The following expertise: Edged Slashing VI. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 62. A base strength of at least 22.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.


      Edged Slashing VIII (EDGESLICE8) -


      Expertise: Edged Slashing VIII
      Requires : The following expertise: Edged Slashing VII. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 67. A base strength of at least 23.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.

      +

       
      Expertise: Edged Slashing VIII
      Requires : The following expertise: Edged Slashing VII. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 67. A base strength of at least 23.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.


      Edged Slashing IX (EDGESLICE9) -


      Expertise: Edged Slashing IX
      Requires : The following expertise: Edged Slashing VIII. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 72. A base strength of at least 24.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.

      +

       
      Expertise: Edged Slashing IX
      Requires : The following expertise: Edged Slashing VIII. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 72. A base strength of at least 24.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.


      Edged Slashing X (EDGESLICE10) -


      Expertise: Edged Slashing X
      Requires : The following expertise: Edged Slashing IX. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 77. A base strength of at least 25.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.

      +

       
      Expertise: Edged Slashing X
      Requires : The following expertise: Edged Slashing IX. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 77. A base strength of at least 25.
      The ability to do more damage when using a slashing/slicing-type edged-class
      weapon.


      Edged Striking I (EDGEDSTRIKE1) -


      Expertise: Edged Striking I
      Requires : One of the following skills: Edged Weapon Specialization. Only
      highest class levels greater than or equal to 29. A base dexterity of at least
      16.
      The ability to hit more often when using an edged-class weapon.

      +

       
      Expertise: Edged Striking I
      Requires : One of the following skills: Edged Weapon Specialization. Only
      highest class levels greater than or equal to 29. A base dexterity of at least
      16.
      The ability to hit more often when using an edged-class weapon.


      Edged Striking II (EDGEDSTRIKE2) -


      Expertise: Edged Striking II
      Requires : The following expertise: Edged Striking I. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 34. A base dexterity of at least 17.
      The ability to hit more often when using an edged-class weapon.

      +

       
      Expertise: Edged Striking II
      Requires : The following expertise: Edged Striking I. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 34. A base dexterity of at least 17.
      The ability to hit more often when using an edged-class weapon.


      Edged Striking III (EDGEDSTRIKE3) -


      Expertise: Edged Striking III
      Requires : The following expertise: Edged Striking II. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 39. A base dexterity of at least 18.
      The ability to hit more often when using an edged-class weapon.

      +

       
      Expertise: Edged Striking III
      Requires : The following expertise: Edged Striking II. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 39. A base dexterity of at least 18.
      The ability to hit more often when using an edged-class weapon.


      Edged Striking IV (EDGEDSTRIKE4) -


      Expertise: Edged Striking IV
      Requires : The following expertise: Edged Striking III. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 44. A base dexterity of at least 19.
      The ability to hit more often when using an edged-class weapon.

      +

       
      Expertise: Edged Striking IV
      Requires : The following expertise: Edged Striking III. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 44. A base dexterity of at least 19.
      The ability to hit more often when using an edged-class weapon.


      Edged Striking V (EDGEDSTRIKE5) -


      Expertise: Edged Striking V
      Requires : The following expertise: Edged Striking IV. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 49. A base dexterity of at least 20.
      The ability to hit more often when using an edged-class weapon.

      +

       
      Expertise: Edged Striking V
      Requires : The following expertise: Edged Striking IV. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 49. A base dexterity of at least 20.
      The ability to hit more often when using an edged-class weapon.


      Edged Striking VI (EDGEDSTRIKE6) -


      Expertise: Edged Striking VI
      Requires : The following expertise: Edged Striking V. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 54. A base dexterity of at least 21.
      The ability to hit more often when using an edged-class weapon.

      +

       
      Expertise: Edged Striking VI
      Requires : The following expertise: Edged Striking V. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 54. A base dexterity of at least 21.
      The ability to hit more often when using an edged-class weapon.


      Edged Striking VII (EDGEDSTRIKE7) -


      Expertise: Edged Striking VII
      Requires : The following expertise: Edged Striking VI. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 59. A base dexterity of at least 22.
      The ability to hit more often when using an edged-class weapon.

      +

       
      Expertise: Edged Striking VII
      Requires : The following expertise: Edged Striking VI. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 59. A base dexterity of at least 22.
      The ability to hit more often when using an edged-class weapon.


      Edged Striking VIII (EDGEDSTRIKE8) -


      Expertise: Edged Striking VIII
      Requires : The following expertise: Edged Striking VII. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 64. A base dexterity of at least 23.
      The ability to hit more often when using an edged-class weapon.

      +

       
      Expertise: Edged Striking VIII
      Requires : The following expertise: Edged Striking VII. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 64. A base dexterity of at least 23.
      The ability to hit more often when using an edged-class weapon.


      Edged Striking IX (EDGEDSTRIKE9) -


      Expertise: Edged Striking IX
      Requires : The following expertise: Edged Striking VIII. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 69. A base dexterity of at least 24.
      The ability to hit more often when using an edged-class weapon.

      +

       
      Expertise: Edged Striking IX
      Requires : The following expertise: Edged Striking VIII. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 69. A base dexterity of at least 24.
      The ability to hit more often when using an edged-class weapon.


      Edged Striking X (EDGEDSTRIKE10) -


      Expertise: Edged Striking X
      Requires : The following expertise: Edged Striking IX. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 74. A base dexterity of at least 25.
      The ability to hit more often when using an edged-class weapon.

      +

       
      Expertise: Edged Striking X
      Requires : The following expertise: Edged Striking IX. One of the following
      skills: Edged Weapon Specialization. Only highest class levels greater than or
      equal to 74. A base dexterity of at least 25.
      The ability to hit more often when using an edged-class weapon.


      Educating I (EDUCATING1) -


      Expertise: Educating I
      Requires : A skill of type: Education lore. Only highest class levels greater
      than or equal to 17. A base intelligence of at least 15.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.

      +

       
      Expertise: Educating I
      Requires : A skill of type: Education lore. Only highest class levels greater
      than or equal to 17. A base intelligence of at least 15.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.


      Educating II (EDUCATING2) -


      Expertise: Educating II
      Requires : The following expertise: Educating I. A skill of type: Education
      lore. Only highest class levels greater than or equal to 25. A base
      intelligence of at least 16.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.

      +

       
      Expertise: Educating II
      Requires : The following expertise: Educating I. A skill of type: Education
      lore. Only highest class levels greater than or equal to 25. A base
      intelligence of at least 16.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.


      Educating III (EDUCATING3) -


      Expertise: Educating III
      Requires : The following expertise: Educating II. A skill of type: Education
      lore. Only highest class levels greater than or equal to 33. A base
      intelligence of at least 17.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.

      +

       
      Expertise: Educating III
      Requires : The following expertise: Educating II. A skill of type: Education
      lore. Only highest class levels greater than or equal to 33. A base
      intelligence of at least 17.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.


      Educating IV (EDUCATING4) -


      Expertise: Educating IV
      Requires : The following expertise: Educating III. A skill of type: Education
      lore. Only highest class levels greater than or equal to 41. A base
      intelligence of at least 18.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.

      +

       
      Expertise: Educating IV
      Requires : The following expertise: Educating III. A skill of type: Education
      lore. Only highest class levels greater than or equal to 41. A base
      intelligence of at least 18.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.


      Educating V (EDUCATING5) -


      Expertise: Educating V
      Requires : The following expertise: Educating IV. A skill of type: Education
      lore. Only highest class levels greater than or equal to 49. A base
      intelligence of at least 19.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.

      +

       
      Expertise: Educating V
      Requires : The following expertise: Educating IV. A skill of type: Education
      lore. Only highest class levels greater than or equal to 49. A base
      intelligence of at least 19.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.


      Educating VI (EDUCATING6) -


      Expertise: Educating VI
      Requires : The following expertise: Educating V. A skill of type: Education
      lore. Only highest class levels greater than or equal to 57. A base
      intelligence of at least 20.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.

      +

       
      Expertise: Educating VI
      Requires : The following expertise: Educating V. A skill of type: Education
      lore. Only highest class levels greater than or equal to 57. A base
      intelligence of at least 20.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.


      Educating VII (EDUCATING7) -


      Expertise: Educating VII
      Requires : The following expertise: Educating VI. A skill of type: Education
      lore. Only highest class levels greater than or equal to 65. A base
      intelligence of at least 21.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.

      +

       
      Expertise: Educating VII
      Requires : The following expertise: Educating VI. A skill of type: Education
      lore. Only highest class levels greater than or equal to 65. A base
      intelligence of at least 21.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.


      Educating VIII (EDUCATING8) -


      Expertise: Educating VIII
      Requires : The following expertise: Educating VII. A skill of type: Education
      lore. Only highest class levels greater than or equal to 73. A base
      intelligence of at least 22.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.

      +

       
      Expertise: Educating VIII
      Requires : The following expertise: Educating VII. A skill of type: Education
      lore. Only highest class levels greater than or equal to 73. A base
      intelligence of at least 22.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.


      Educating IX (EDUCATING9) -


      Expertise: Educating IX
      Requires : The following expertise: Educating VIII. A skill of type: Education
      lore. Only highest class levels greater than or equal to 81. A base
      intelligence of at least 23.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.

      +

       
      Expertise: Educating IX
      Requires : The following expertise: Educating VIII. A skill of type: Education
      lore. Only highest class levels greater than or equal to 81. A base
      intelligence of at least 23.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.


      Educating X (EDUCATING10) -


      Expertise: Educating X
      Requires : The following expertise: Educating IX. A skill of type: Education
      lore. Only highest class levels greater than or equal to 89. A base
      intelligence of at least 24.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.

      +

       
      Expertise: Educating X
      Requires : The following expertise: Educating IX. A skill of type: Education
      lore. Only highest class levels greater than or equal to 89. A base
      intelligence of at least 24.
      The ability to use education lore abilities at a higher intellectual level, and
      at less cost.


      Enduring I (ENDURING1) -


      Expertise: Enduring I
      Requires : A skill of type: Enduring. Only highest class levels greater than
      or equal to 27. A base constitution of at least 16.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Enduring I
      Requires : A skill of type: Enduring. Only highest class levels greater than
      or equal to 27. A base constitution of at least 16.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Enduring II (ENDURING2) -


      Expertise: Enduring II
      Requires : The following expertise: Enduring I. A skill of type: Enduring.
      Only highest class levels greater than or equal to 32. A base constitution of
      at least 17.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Enduring II
      Requires : The following expertise: Enduring I. A skill of type: Enduring.
      Only highest class levels greater than or equal to 32. A base constitution of
      at least 17.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Enduring III (ENDURING3) -


      Expertise: Enduring III
      Requires : The following expertise: Enduring II. A skill of type: Enduring.
      Only highest class levels greater than or equal to 37. A base constitution of
      at least 18.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Enduring III
      Requires : The following expertise: Enduring II. A skill of type: Enduring.
      Only highest class levels greater than or equal to 37. A base constitution of
      at least 18.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Enduring IV (ENDURING4) -


      Expertise: Enduring IV
      Requires : The following expertise: Enduring III. A skill of type: Enduring.
      Only highest class levels greater than or equal to 42. A base constitution of
      at least 19.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Enduring IV
      Requires : The following expertise: Enduring III. A skill of type: Enduring.
      Only highest class levels greater than or equal to 42. A base constitution of
      at least 19.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Enduring V (ENDURING5) -


      Expertise: Enduring V
      Requires : The following expertise: Enduring IV. A skill of type: Enduring.
      Only highest class levels greater than or equal to 47. A base constitution of
      at least 20.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Enduring V
      Requires : The following expertise: Enduring IV. A skill of type: Enduring.
      Only highest class levels greater than or equal to 47. A base constitution of
      at least 20.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Enduring VI (ENDURING6) -


      Expertise: Enduring VI
      Requires : The following expertise: Enduring V. A skill of type: Enduring.
      Only highest class levels greater than or equal to 52. A base constitution of
      at least 21.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Enduring VI
      Requires : The following expertise: Enduring V. A skill of type: Enduring.
      Only highest class levels greater than or equal to 52. A base constitution of
      at least 21.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Enduring VII (ENDURING7) -


      Expertise: Enduring VII
      Requires : The following expertise: Enduring VI. A skill of type: Enduring.
      Only highest class levels greater than or equal to 57. A base constitution of
      at least 22.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Enduring VII
      Requires : The following expertise: Enduring VI. A skill of type: Enduring.
      Only highest class levels greater than or equal to 57. A base constitution of
      at least 22.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Enduring VIII (ENDURING8) -


      Expertise: Enduring VIII
      Requires : The following expertise: Enduring VII. A skill of type: Enduring.
      Only highest class levels greater than or equal to 62. A base constitution of
      at least 23.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Enduring VIII
      Requires : The following expertise: Enduring VII. A skill of type: Enduring.
      Only highest class levels greater than or equal to 62. A base constitution of
      at least 23.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Enduring IX (ENDURING9) -


      Expertise: Enduring IX
      Requires : The following expertise: Enduring VIII. A skill of type: Enduring.
      Only highest class levels greater than or equal to 67. A base constitution of
      at least 24.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Enduring IX
      Requires : The following expertise: Enduring VIII. A skill of type: Enduring.
      Only highest class levels greater than or equal to 67. A base constitution of
      at least 24.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Enduring X (ENDURING10) -


      Expertise: Enduring X
      Requires : The following expertise: Enduring IX. A skill of type: Enduring.
      Only highest class levels greater than or equal to 72. A base constitution of
      at least 25.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Enduring X
      Requires : The following expertise: Enduring IX. A skill of type: Enduring.
      Only highest class levels greater than or equal to 72. A base constitution of
      at least 25.
      The ability to cast enduring-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Evangelising I (EVANGELIST1) -


      Expertise: Evangelising I
      Requires : A skill of type: Evangelism. Only highest class levels greater than
      or equal to 22. A base dexterity of at least 13.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Evangelising I
      Requires : A skill of type: Evangelism. Only highest class levels greater than
      or equal to 22. A base dexterity of at least 13.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Evangelising II (EVANGELIST2) -


      Expertise: Evangelising II
      Requires : The following expertise: Evangelising I. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 27. A base
      dexterity of at least 14.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Evangelising II
      Requires : The following expertise: Evangelising I. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 27. A base
      dexterity of at least 14.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Evangelising III (EVANGELIST3) -


      Expertise: Evangelising III
      Requires : The following expertise: Evangelising II. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 32. A base
      dexterity of at least 15.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Evangelising III
      Requires : The following expertise: Evangelising II. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 32. A base
      dexterity of at least 15.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Evangelising IV (EVANGELIST4) -


      Expertise: Evangelising IV
      Requires : The following expertise: Evangelising III. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 37. A base
      dexterity of at least 16.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Evangelising IV
      Requires : The following expertise: Evangelising III. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 37. A base
      dexterity of at least 16.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Evangelising V (EVANGELIST5) -


      Expertise: Evangelising V
      Requires : The following expertise: Evangelising IV. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 42. A base
      dexterity of at least 17.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Evangelising V
      Requires : The following expertise: Evangelising IV. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 42. A base
      dexterity of at least 17.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Evangelising VI (EVANGELIST6) -


      Expertise: Evangelising VI
      Requires : The following expertise: Evangelising V. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 47. A base
      dexterity of at least 18.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Evangelising VI
      Requires : The following expertise: Evangelising V. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 47. A base
      dexterity of at least 18.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Evangelising VII (EVANGELIST7) -


      Expertise: Evangelising VII
      Requires : The following expertise: Evangelising VI. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 52. A base
      dexterity of at least 19.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Evangelising VII
      Requires : The following expertise: Evangelising VI. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 52. A base
      dexterity of at least 19.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Evangelising VIII (EVANGELIST8) -


      Expertise: Evangelising VIII
      Requires : The following expertise: Evangelising VII. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 57. A base
      dexterity of at least 20.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Evangelising VIII
      Requires : The following expertise: Evangelising VII. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 57. A base
      dexterity of at least 20.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Evangelising IX (EVANGELIST9) -


      Expertise: Evangelising IX
      Requires : The following expertise: Evangelising VIII. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 62. A base
      dexterity of at least 21.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Evangelising IX
      Requires : The following expertise: Evangelising VIII. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 62. A base
      dexterity of at least 21.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Evangelising X (EVANGELIST10) -


      Expertise: Evangelising X
      Requires : The following expertise: Evangelising IX. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 67. A base
      dexterity of at least 22.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Evangelising X
      Requires : The following expertise: Evangelising IX. A skill of type:
      Evangelism. Only highest class levels greater than or equal to 67. A base
      dexterity of at least 22.
      The ability to cast evangelism-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Evasively I (EVASIVE1) -


      Expertise: Evasively I
      Requires : A skill of type: Evasive. Only highest class levels greater than or
      equal to 33. A base dexterity of at least 13.
      Improved knowledge and skill with evasive maneuvers.

      +

       
      Expertise: Evasively I
      Requires : A skill of type: Evasive. Only highest class levels greater than or
      equal to 33. A base dexterity of at least 13.
      Improved knowledge and skill with evasive maneuvers.


      Evasively II (EVASIVE2) -


      Expertise: Evasively II
      Requires : The following expertise: Evasively I. A skill of type: Evasive.
      Only highest class levels greater than or equal to 38. A base dexterity of at
      least 14.
      Improved knowledge and skill with evasive maneuvers.

      +

       
      Expertise: Evasively II
      Requires : The following expertise: Evasively I. A skill of type: Evasive.
      Only highest class levels greater than or equal to 38. A base dexterity of at
      least 14.
      Improved knowledge and skill with evasive maneuvers.


      Evasively III (EVASIVE3) -


      Expertise: Evasively III
      Requires : The following expertise: Evasively II. A skill of type: Evasive.
      Only highest class levels greater than or equal to 43. A base dexterity of at
      least 15.
      Improved knowledge and skill with evasive maneuvers.

      +

       
      Expertise: Evasively III
      Requires : The following expertise: Evasively II. A skill of type: Evasive.
      Only highest class levels greater than or equal to 43. A base dexterity of at
      least 15.
      Improved knowledge and skill with evasive maneuvers.


      Evasively IV (EVASIVE4) -


      Expertise: Evasively IV
      Requires : The following expertise: Evasively III. A skill of type: Evasive.
      Only highest class levels greater than or equal to 48. A base dexterity of at
      least 16.
      Improved knowledge and skill with evasive maneuvers.

      +

       
      Expertise: Evasively IV
      Requires : The following expertise: Evasively III. A skill of type: Evasive.
      Only highest class levels greater than or equal to 48. A base dexterity of at
      least 16.
      Improved knowledge and skill with evasive maneuvers.


      Evasively V (EVASIVE5) -


      Expertise: Evasively V
      Requires : The following expertise: Evasively IV. A skill of type: Evasive.
      Only highest class levels greater than or equal to 53. A base dexterity of at
      least 17.
      Improved knowledge and skill with evasive maneuvers.

      +

       
      Expertise: Evasively V
      Requires : The following expertise: Evasively IV. A skill of type: Evasive.
      Only highest class levels greater than or equal to 53. A base dexterity of at
      least 17.
      Improved knowledge and skill with evasive maneuvers.


      Evasively VI (EVASIVE6) -


      Expertise: Evasively VI
      Requires : The following expertise: Evasively V. A skill of type: Evasive.
      Only highest class levels greater than or equal to 58. A base dexterity of at
      least 18.
      Improved knowledge and skill with evasive maneuvers.

      +

       
      Expertise: Evasively VI
      Requires : The following expertise: Evasively V. A skill of type: Evasive.
      Only highest class levels greater than or equal to 58. A base dexterity of at
      least 18.
      Improved knowledge and skill with evasive maneuvers.


      Evasively VII (EVASIVE7) -


      Expertise: Evasively VII
      Requires : The following expertise: Evasively VI. A skill of type: Evasive.
      Only highest class levels greater than or equal to 63. A base dexterity of at
      least 19.
      Improved knowledge and skill with evasive maneuvers.

      +

       
      Expertise: Evasively VII
      Requires : The following expertise: Evasively VI. A skill of type: Evasive.
      Only highest class levels greater than or equal to 63. A base dexterity of at
      least 19.
      Improved knowledge and skill with evasive maneuvers.


      Evasively VIII (EVASIVE8) -


      Expertise: Evasively VIII
      Requires : The following expertise: Evasively VII. A skill of type: Evasive.
      Only highest class levels greater than or equal to 68. A base dexterity of at
      least 20.
      Improved knowledge and skill with evasive maneuvers.

      +

       
      Expertise: Evasively VIII
      Requires : The following expertise: Evasively VII. A skill of type: Evasive.
      Only highest class levels greater than or equal to 68. A base dexterity of at
      least 20.
      Improved knowledge and skill with evasive maneuvers.


      Evasively IX (EVASIVE9) -


      Expertise: Evasively IX
      Requires : The following expertise: Evasively VIII. A skill of type: Evasive.
      Only highest class levels greater than or equal to 73. A base dexterity of at
      least 21.
      Improved knowledge and skill with evasive maneuvers.

      +

       
      Expertise: Evasively IX
      Requires : The following expertise: Evasively VIII. A skill of type: Evasive.
      Only highest class levels greater than or equal to 73. A base dexterity of at
      least 21.
      Improved knowledge and skill with evasive maneuvers.


      Evasively X (EVASIVE10) -


      Expertise: Evasively X
      Requires : The following expertise: Evasively IX. A skill of type: Evasive.
      Only highest class levels greater than or equal to 78. A base dexterity of at
      least 22.
      Improved knowledge and skill with evasive maneuvers.

      +

       
      Expertise: Evasively X
      Requires : The following expertise: Evasively IX. A skill of type: Evasive.
      Only highest class levels greater than or equal to 78. A base dexterity of at
      least 22.
      Improved knowledge and skill with evasive maneuvers.


      Extended Abjuring I (EXTENDEDABJURATION1) -


      Expertise: Extended Abjuring I
      Requires : A skill of type: Abjuration. Only highest class levels greater than
      or equal to 24. A base constitution of at least 10. A base strength of at
      least 10.
      The ability to cast abjuration spells that last even longer.

      +

       
      Expertise: Extended Abjuring I
      Requires : A skill of type: Abjuration. Only highest class levels greater than
      or equal to 24. A base constitution of at least 10. A base strength of at
      least 10.
      The ability to cast abjuration spells that last even longer.


      Extended Abjuring II (EXTENDEDABJURATION2) -


      Expertise: Extended Abjuring II
      Requires : The following expertise: Extended Abjuring I. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 29. A base
      constitution of at least 11. A base strength of at least 11.
      The ability to cast abjuration spells that last even longer.

      +

       
      Expertise: Extended Abjuring II
      Requires : The following expertise: Extended Abjuring I. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 29. A base
      constitution of at least 11. A base strength of at least 11.
      The ability to cast abjuration spells that last even longer.


      Extended Abjuring III (EXTENDEDABJURATION3) -


      Expertise: Extended Abjuring III
      Requires : The following expertise: Extended Abjuring II. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 34. A base
      constitution of at least 12. A base strength of at least 12.
      The ability to cast abjuration spells that last even longer.

      +

       
      Expertise: Extended Abjuring III
      Requires : The following expertise: Extended Abjuring II. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 34. A base
      constitution of at least 12. A base strength of at least 12.
      The ability to cast abjuration spells that last even longer.


      Extended Abjuring IV (EXTENDEDABJURATION4) -


      Expertise: Extended Abjuring IV
      Requires : The following expertise: Extended Abjuring III. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 39. A base
      constitution of at least 13. A base strength of at least 13.
      The ability to cast abjuration spells that last even longer.

      +

       
      Expertise: Extended Abjuring IV
      Requires : The following expertise: Extended Abjuring III. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 39. A base
      constitution of at least 13. A base strength of at least 13.
      The ability to cast abjuration spells that last even longer.


      Extended Abjuring V (EXTENDEDABJURATION5) -


      Expertise: Extended Abjuring V
      Requires : The following expertise: Extended Abjuring IV. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 44. A base
      constitution of at least 14. A base strength of at least 14.
      The ability to cast abjuration spells that last even longer.

      +

       
      Expertise: Extended Abjuring V
      Requires : The following expertise: Extended Abjuring IV. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 44. A base
      constitution of at least 14. A base strength of at least 14.
      The ability to cast abjuration spells that last even longer.


      Extended Abjuring VI (EXTENDEDABJURATION6) -


      Expertise: Extended Abjuring VI
      Requires : The following expertise: Extended Abjuring V. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 49. A base
      constitution of at least 15. A base strength of at least 15.
      The ability to cast abjuration spells that last even longer.

      +

       
      Expertise: Extended Abjuring VI
      Requires : The following expertise: Extended Abjuring V. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 49. A base
      constitution of at least 15. A base strength of at least 15.
      The ability to cast abjuration spells that last even longer.


      Extended Abjuring VII (EXTENDEDABJURATION7) -


      Expertise: Extended Abjuring VII
      Requires : The following expertise: Extended Abjuring VI. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 54. A base
      constitution of at least 16. A base strength of at least 16.
      The ability to cast abjuration spells that last even longer.

      +

       
      Expertise: Extended Abjuring VII
      Requires : The following expertise: Extended Abjuring VI. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 54. A base
      constitution of at least 16. A base strength of at least 16.
      The ability to cast abjuration spells that last even longer.


      Extended Abjuring VIII (EXTENDEDABJURATION8) -


      Expertise: Extended Abjuring VIII
      Requires : The following expertise: Extended Abjuring VII. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 59. A base
      constitution of at least 17. A base strength of at least 17.
      The ability to cast abjuration spells that last even longer.

      +

       
      Expertise: Extended Abjuring VIII
      Requires : The following expertise: Extended Abjuring VII. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 59. A base
      constitution of at least 17. A base strength of at least 17.
      The ability to cast abjuration spells that last even longer.


      Extended Abjuring IX (EXTENDEDABJURATION9) -


      Expertise: Extended Abjuring IX
      Requires : The following expertise: Extended Abjuring VIII. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 64. A base
      constitution of at least 18. A base strength of at least 18.
      The ability to cast abjuration spells that last even longer.

      +

       
      Expertise: Extended Abjuring IX
      Requires : The following expertise: Extended Abjuring VIII. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 64. A base
      constitution of at least 18. A base strength of at least 18.
      The ability to cast abjuration spells that last even longer.


      Extended Abjuring X (EXTENDEDABJURATION10) -


      Expertise: Extended Abjuring X
      Requires : The following expertise: Extended Abjuring IX. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 69. A base
      constitution of at least 19. A base strength of at least 19.
      The ability to cast abjuration spells that last even longer.

      +

       
      Expertise: Extended Abjuring X
      Requires : The following expertise: Extended Abjuring IX. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 69. A base
      constitution of at least 19. A base strength of at least 19.
      The ability to cast abjuration spells that last even longer.


      Extended Altering I (EXTENDEDALTERATION1) -


      Expertise: Extended Altering I
      Requires : A skill of type: Alteration. Only highest class levels greater than
      or equal to 24. A base constitution of at least 10. A base strength of at
      least 10.
      The ability to cast alteration spells that last even longer.

      +

       
      Expertise: Extended Altering I
      Requires : A skill of type: Alteration. Only highest class levels greater than
      or equal to 24. A base constitution of at least 10. A base strength of at
      least 10.
      The ability to cast alteration spells that last even longer.


      Extended Altering II (EXTENDEDALTERATION2) -


      Expertise: Extended Altering II
      Requires : The following expertise: Extended Altering I. A skill of type:
      Alteration. Only highest class levels greater than or equal to 29. A base
      constitution of at least 11. A base strength of at least 11.
      The ability to cast alteration spells that last even longer.

      +

       
      Expertise: Extended Altering II
      Requires : The following expertise: Extended Altering I. A skill of type:
      Alteration. Only highest class levels greater than or equal to 29. A base
      constitution of at least 11. A base strength of at least 11.
      The ability to cast alteration spells that last even longer.


      Extended Altering III (EXTENDEDALTERATION3) -


      Expertise: Extended Altering III
      Requires : The following expertise: Extended Altering II. A skill of type:
      Alteration. Only highest class levels greater than or equal to 34. A base
      constitution of at least 12. A base strength of at least 12.
      The ability to cast alteration spells that last even longer.

      +

       
      Expertise: Extended Altering III
      Requires : The following expertise: Extended Altering II. A skill of type:
      Alteration. Only highest class levels greater than or equal to 34. A base
      constitution of at least 12. A base strength of at least 12.
      The ability to cast alteration spells that last even longer.


      Extended Altering IV (EXTENDEDALTERATION4) -


      Expertise: Extended Altering IV
      Requires : The following expertise: Extended Altering III. A skill of type:
      Alteration. Only highest class levels greater than or equal to 39. A base
      constitution of at least 13. A base strength of at least 13.
      The ability to cast alteration spells that last even longer.

      +

       
      Expertise: Extended Altering IV
      Requires : The following expertise: Extended Altering III. A skill of type:
      Alteration. Only highest class levels greater than or equal to 39. A base
      constitution of at least 13. A base strength of at least 13.
      The ability to cast alteration spells that last even longer.


      Extended Altering V (EXTENDEDALTERATION5) -


      Expertise: Extended Altering V
      Requires : The following expertise: Extended Altering IV. A skill of type:
      Alteration. Only highest class levels greater than or equal to 44. A base
      constitution of at least 14. A base strength of at least 14.
      The ability to cast alteration spells that last even longer.

      +

       
      Expertise: Extended Altering V
      Requires : The following expertise: Extended Altering IV. A skill of type:
      Alteration. Only highest class levels greater than or equal to 44. A base
      constitution of at least 14. A base strength of at least 14.
      The ability to cast alteration spells that last even longer.


      Extended Altering VI (EXTENDEDALTERATION6) -


      Expertise: Extended Altering VI
      Requires : The following expertise: Extended Altering V. A skill of type:
      Alteration. Only highest class levels greater than or equal to 49. A base
      constitution of at least 15. A base strength of at least 15.
      The ability to cast alteration spells that last even longer.

      +

       
      Expertise: Extended Altering VI
      Requires : The following expertise: Extended Altering V. A skill of type:
      Alteration. Only highest class levels greater than or equal to 49. A base
      constitution of at least 15. A base strength of at least 15.
      The ability to cast alteration spells that last even longer.


      Extended Altering VII (EXTENDEDALTERATION7) -


      Expertise: Extended Altering VII
      Requires : The following expertise: Extended Altering VI. A skill of type:
      Alteration. Only highest class levels greater than or equal to 54. A base
      constitution of at least 16. A base strength of at least 16.
      The ability to cast alteration spells that last even longer.

      +

       
      Expertise: Extended Altering VII
      Requires : The following expertise: Extended Altering VI. A skill of type:
      Alteration. Only highest class levels greater than or equal to 54. A base
      constitution of at least 16. A base strength of at least 16.
      The ability to cast alteration spells that last even longer.


      Extended Altering VIII (EXTENDEDALTERATION8) -


      Expertise: Extended Altering VIII
      Requires : The following expertise: Extended Altering VII. A skill of type:
      Alteration. Only highest class levels greater than or equal to 59. A base
      constitution of at least 17. A base strength of at least 17.
      The ability to cast alteration spells that last even longer.

      +

       
      Expertise: Extended Altering VIII
      Requires : The following expertise: Extended Altering VII. A skill of type:
      Alteration. Only highest class levels greater than or equal to 59. A base
      constitution of at least 17. A base strength of at least 17.
      The ability to cast alteration spells that last even longer.


      Extended Altering IX (EXTENDEDALTERATION9) -


      Expertise: Extended Altering IX
      Requires : The following expertise: Extended Altering VIII. A skill of type:
      Alteration. Only highest class levels greater than or equal to 64. A base
      constitution of at least 18. A base strength of at least 18.
      The ability to cast alteration spells that last even longer.

      +

       
      Expertise: Extended Altering IX
      Requires : The following expertise: Extended Altering VIII. A skill of type:
      Alteration. Only highest class levels greater than or equal to 64. A base
      constitution of at least 18. A base strength of at least 18.
      The ability to cast alteration spells that last even longer.


      Extended Altering X (EXTENDEDALTERATION10) -


      Expertise: Extended Altering X
      Requires : The following expertise: Extended Altering IX. A skill of type:
      Alteration. Only highest class levels greater than or equal to 69. A base
      constitution of at least 19. A base strength of at least 19.
      The ability to cast alteration spells that last even longer.

      +

       
      Expertise: Extended Altering X
      Requires : The following expertise: Extended Altering IX. A skill of type:
      Alteration. Only highest class levels greater than or equal to 69. A base
      constitution of at least 19. A base strength of at least 19.
      The ability to cast alteration spells that last even longer.


      Extended Conjuring I (EXTENDEDCONJURATION1) -


      Expertise: Extended Conjuring I
      Requires : A skill of type: Conjuration and not Clanmagic. Only highest class
      levels greater than or equal to 24. A base constitution of at least 10. A
      base strength of at least 10.
      The ability to cast conjuration spells that last even longer.

      +

       
      Expertise: Extended Conjuring I
      Requires : A skill of type: Conjuration and not Clanmagic. Only highest class
      levels greater than or equal to 24. A base constitution of at least 10. A
      base strength of at least 10.
      The ability to cast conjuration spells that last even longer.


      Extended Conjuring II (EXTENDEDCONJURATION2) -


      Expertise: Extended Conjuring II
      Requires : The following expertise: Extended Conjuring I. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 29. A base constitution of at least 11. A base strength of at least 11.
      The ability to cast conjuration spells that last even longer.

      +

       
      Expertise: Extended Conjuring II
      Requires : The following expertise: Extended Conjuring I. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 29. A base constitution of at least 11. A base strength of at least 11.
      The ability to cast conjuration spells that last even longer.


      Extended Conjuring III (EXTENDEDCONJURATION3) -


      Expertise: Extended Conjuring III
      Requires : The following expertise: Extended Conjuring II. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 34. A base constitution of at least 12. A base strength of at least 12.
      The ability to cast conjuration spells that last even longer.

      +

       
      Expertise: Extended Conjuring III
      Requires : The following expertise: Extended Conjuring II. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 34. A base constitution of at least 12. A base strength of at least 12.
      The ability to cast conjuration spells that last even longer.


      Extended Conjuring IV (EXTENDEDCONJURATION4) -


      Expertise: Extended Conjuring IV
      Requires : The following expertise: Extended Conjuring III. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 39. A base constitution of at least 13. A base strength of at least 13.
      The ability to cast conjuration spells that last even longer.

      +

       
      Expertise: Extended Conjuring IV
      Requires : The following expertise: Extended Conjuring III. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 39. A base constitution of at least 13. A base strength of at least 13.
      The ability to cast conjuration spells that last even longer.


      Extended Conjuring V (EXTENDEDCONJURATION5) -


      Expertise: Extended Conjuring V
      Requires : The following expertise: Extended Conjuring IV. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 44. A base constitution of at least 14. A base strength of at least 14.
      The ability to cast conjuration spells that last even longer.

      +

       
      Expertise: Extended Conjuring V
      Requires : The following expertise: Extended Conjuring IV. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 44. A base constitution of at least 14. A base strength of at least 14.
      The ability to cast conjuration spells that last even longer.


      Extended Conjuring VI (EXTENDEDCONJURATION6) -


      Expertise: Extended Conjuring VI
      Requires : The following expertise: Extended Conjuring V. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 49. A base constitution of at least 15. A base strength of at least 15.
      The ability to cast conjuration spells that last even longer.

      +

       
      Expertise: Extended Conjuring VI
      Requires : The following expertise: Extended Conjuring V. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 49. A base constitution of at least 15. A base strength of at least 15.
      The ability to cast conjuration spells that last even longer.


      Extended Conjuring VII (EXTENDEDCONJURATION7) -


      Expertise: Extended Conjuring VII
      Requires : The following expertise: Extended Conjuring VI. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 54. A base constitution of at least 16. A base strength of at least 16.
      The ability to cast conjuration spells that last even longer.

      +

       
      Expertise: Extended Conjuring VII
      Requires : The following expertise: Extended Conjuring VI. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 54. A base constitution of at least 16. A base strength of at least 16.
      The ability to cast conjuration spells that last even longer.


      Extended Conjuring VIII (EXTENDEDCONJURATION8) -


      Expertise: Extended Conjuring VIII
      Requires : The following expertise: Extended Conjuring VII. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 59. A base constitution of at least 17. A base strength of at least 17.
      The ability to cast conjuration spells that last even longer.

      +

       
      Expertise: Extended Conjuring VIII
      Requires : The following expertise: Extended Conjuring VII. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 59. A base constitution of at least 17. A base strength of at least 17.
      The ability to cast conjuration spells that last even longer.


      Extended Conjuring IX (EXTENDEDCONJURATION9) -


      Expertise: Extended Conjuring IX
      Requires : The following expertise: Extended Conjuring VIII. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 64. A base constitution of at least 18. A base strength of at least 18.
      The ability to cast conjuration spells that last even longer.

      +

       
      Expertise: Extended Conjuring IX
      Requires : The following expertise: Extended Conjuring VIII. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 64. A base constitution of at least 18. A base strength of at least 18.
      The ability to cast conjuration spells that last even longer.


      Extended Conjuring X (EXTENDEDCONJURATION10) -


      Expertise: Extended Conjuring X
      Requires : The following expertise: Extended Conjuring IX. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 69. A base constitution of at least 19. A base strength of at least 19.
      The ability to cast conjuration spells that last even longer.

      +

       
      Expertise: Extended Conjuring X
      Requires : The following expertise: Extended Conjuring IX. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 69. A base constitution of at least 19. A base strength of at least 19.
      The ability to cast conjuration spells that last even longer.


      Extended Divining I (EXTENDEDDIVINATION1) -


      Expertise: Extended Divining I
      Requires : A skill of type: Divination. Only highest class levels greater than
      or equal to 24. A base constitution of at least 10. A base strength of at
      least 10.
      The ability to cast divination spells that last even longer.

      +

       
      Expertise: Extended Divining I
      Requires : A skill of type: Divination. Only highest class levels greater than
      or equal to 24. A base constitution of at least 10. A base strength of at
      least 10.
      The ability to cast divination spells that last even longer.


      Extended Divining II (EXTENDEDDIVINATION2) -


      Expertise: Extended Divining II
      Requires : The following expertise: Extended Divining I. A skill of type:
      Divination. Only highest class levels greater than or equal to 29. A base
      constitution of at least 11. A base strength of at least 11.
      The ability to cast divination spells that last even longer.

      +

       
      Expertise: Extended Divining II
      Requires : The following expertise: Extended Divining I. A skill of type:
      Divination. Only highest class levels greater than or equal to 29. A base
      constitution of at least 11. A base strength of at least 11.
      The ability to cast divination spells that last even longer.


      Extended Divining III (EXTENDEDDIVINATION3) -


      Expertise: Extended Divining III
      Requires : The following expertise: Extended Divining II. A skill of type:
      Divination. Only highest class levels greater than or equal to 34. A base
      constitution of at least 12. A base strength of at least 12.
      The ability to cast divination spells that last even longer.

      +

       
      Expertise: Extended Divining III
      Requires : The following expertise: Extended Divining II. A skill of type:
      Divination. Only highest class levels greater than or equal to 34. A base
      constitution of at least 12. A base strength of at least 12.
      The ability to cast divination spells that last even longer.


      Extended Divining IV (EXTENDEDDIVINATION4) -


      Expertise: Extended Divining IV
      Requires : The following expertise: Extended Divining III. A skill of type:
      Divination. Only highest class levels greater than or equal to 39. A base
      constitution of at least 13. A base strength of at least 13.
      The ability to cast divination spells that last even longer.

      +

       
      Expertise: Extended Divining IV
      Requires : The following expertise: Extended Divining III. A skill of type:
      Divination. Only highest class levels greater than or equal to 39. A base
      constitution of at least 13. A base strength of at least 13.
      The ability to cast divination spells that last even longer.


      Extended Divining V (EXTENDEDDIVINATION5) -


      Expertise: Extended Divining V
      Requires : The following expertise: Extended Divining IV. A skill of type:
      Divination. Only highest class levels greater than or equal to 44. A base
      constitution of at least 14. A base strength of at least 14.
      The ability to cast divination spells that last even longer.

      +

       
      Expertise: Extended Divining V
      Requires : The following expertise: Extended Divining IV. A skill of type:
      Divination. Only highest class levels greater than or equal to 44. A base
      constitution of at least 14. A base strength of at least 14.
      The ability to cast divination spells that last even longer.


      Extended Divining VI (EXTENDEDDIVINATION6) -


      Expertise: Extended Divining VI
      Requires : The following expertise: Extended Divining V. A skill of type:
      Divination. Only highest class levels greater than or equal to 49. A base
      constitution of at least 15. A base strength of at least 15.
      The ability to cast divination spells that last even longer.

      +

       
      Expertise: Extended Divining VI
      Requires : The following expertise: Extended Divining V. A skill of type:
      Divination. Only highest class levels greater than or equal to 49. A base
      constitution of at least 15. A base strength of at least 15.
      The ability to cast divination spells that last even longer.


      Extended Divining VII (EXTENDEDDIVINATION7) -


      Expertise: Extended Divining VII
      Requires : The following expertise: Extended Divining VI. A skill of type:
      Divination. Only highest class levels greater than or equal to 54. A base
      constitution of at least 16. A base strength of at least 16.
      The ability to cast divination spells that last even longer.

      +

       
      Expertise: Extended Divining VII
      Requires : The following expertise: Extended Divining VI. A skill of type:
      Divination. Only highest class levels greater than or equal to 54. A base
      constitution of at least 16. A base strength of at least 16.
      The ability to cast divination spells that last even longer.


      Extended Divining VIII (EXTENDEDDIVINATION8) -


      Expertise: Extended Divining VIII
      Requires : The following expertise: Extended Divining VII. A skill of type:
      Divination. Only highest class levels greater than or equal to 59. A base
      constitution of at least 17. A base strength of at least 17.
      The ability to cast divination spells that last even longer.

      +

       
      Expertise: Extended Divining VIII
      Requires : The following expertise: Extended Divining VII. A skill of type:
      Divination. Only highest class levels greater than or equal to 59. A base
      constitution of at least 17. A base strength of at least 17.
      The ability to cast divination spells that last even longer.


      Extended Divining IX (EXTENDEDDIVINATION9) -


      Expertise: Extended Divining IX
      Requires : The following expertise: Extended Divining VIII. A skill of type:
      Divination. Only highest class levels greater than or equal to 64. A base
      constitution of at least 18. A base strength of at least 18.
      The ability to cast divination spells that last even longer.

      +

       
      Expertise: Extended Divining IX
      Requires : The following expertise: Extended Divining VIII. A skill of type:
      Divination. Only highest class levels greater than or equal to 64. A base
      constitution of at least 18. A base strength of at least 18.
      The ability to cast divination spells that last even longer.


      Extended Divining X (EXTENDEDDIVINATION10) -


      Expertise: Extended Divining X
      Requires : The following expertise: Extended Divining IX. A skill of type:
      Divination. Only highest class levels greater than or equal to 69. A base
      constitution of at least 19. A base strength of at least 19.
      The ability to cast divination spells that last even longer.

      +

       
      Expertise: Extended Divining X
      Requires : The following expertise: Extended Divining IX. A skill of type:
      Divination. Only highest class levels greater than or equal to 69. A base
      constitution of at least 19. A base strength of at least 19.
      The ability to cast divination spells that last even longer.


      Extended Enchanting I (EXTENDEDENCHANTMENT1) -


      Expertise: Extended Enchanting I
      Requires : A skill of type: Enchantment and not Clanmagic. Only highest class
      levels greater than or equal to 24. A base constitution of at least 10. A
      base strength of at least 10.
      The ability to cast enchantment/charm spells that last even longer.

      +

       
      Expertise: Extended Enchanting I
      Requires : A skill of type: Enchantment and not Clanmagic. Only highest class
      levels greater than or equal to 24. A base constitution of at least 10. A
      base strength of at least 10.
      The ability to cast enchantment/charm spells that last even longer.


      Extended Enchanting II (EXTENDEDENCHANTMENT2) -


      Expertise: Extended Enchanting II
      Requires : The following expertise: Extended Enchanting I. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 29. A base constitution of at least 11. A base strength of at least 11.
      The ability to cast enchantment/charm spells that last even longer.

      +

       
      Expertise: Extended Enchanting II
      Requires : The following expertise: Extended Enchanting I. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 29. A base constitution of at least 11. A base strength of at least 11.
      The ability to cast enchantment/charm spells that last even longer.


      Extended Enchanting III (EXTENDEDENCHANTMENT3) -


      Expertise: Extended Enchanting III
      Requires : The following expertise: Extended Enchanting II. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 34. A base constitution of at least 12. A base strength of at least 12.
      The ability to cast enchantment/charm spells that last even longer.

      +

       
      Expertise: Extended Enchanting III
      Requires : The following expertise: Extended Enchanting II. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 34. A base constitution of at least 12. A base strength of at least 12.
      The ability to cast enchantment/charm spells that last even longer.


      Extended Enchanting IV (EXTENDEDENCHANTMENT4) -


      Expertise: Extended Enchanting IV
      Requires : The following expertise: Extended Enchanting III. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 39. A base constitution of at least 13. A base strength of at least 13.
      The ability to cast enchantment/charm spells that last even longer.

      +

       
      Expertise: Extended Enchanting IV
      Requires : The following expertise: Extended Enchanting III. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 39. A base constitution of at least 13. A base strength of at least 13.
      The ability to cast enchantment/charm spells that last even longer.


      Extended Enchanting V (EXTENDEDENCHANTMENT5) -


      Expertise: Extended Enchanting V
      Requires : The following expertise: Extended Enchanting IV. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 44. A base constitution of at least 14. A base strength of at least 14.
      The ability to cast enchantment/charm spells that last even longer.

      +

       
      Expertise: Extended Enchanting V
      Requires : The following expertise: Extended Enchanting IV. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 44. A base constitution of at least 14. A base strength of at least 14.
      The ability to cast enchantment/charm spells that last even longer.


      Extended Enchanting VI (EXTENDEDENCHANTMENT6) -


      Expertise: Extended Enchanting VI
      Requires : The following expertise: Extended Enchanting V. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 49. A base constitution of at least 15. A base strength of at least 15.
      The ability to cast enchantment/charm spells that last even longer.

      +

       
      Expertise: Extended Enchanting VI
      Requires : The following expertise: Extended Enchanting V. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 49. A base constitution of at least 15. A base strength of at least 15.
      The ability to cast enchantment/charm spells that last even longer.


      Extended Enchanting VII (EXTENDEDENCHANTMENT7) -


      Expertise: Extended Enchanting VII
      Requires : The following expertise: Extended Enchanting VI. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 54. A base constitution of at least 16. A base strength of at least 16.
      The ability to cast enchantment/charm spells that last even longer.

      +

       
      Expertise: Extended Enchanting VII
      Requires : The following expertise: Extended Enchanting VI. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 54. A base constitution of at least 16. A base strength of at least 16.
      The ability to cast enchantment/charm spells that last even longer.


      Extended Enchanting VIII (EXTENDEDENCHANTMENT8) -


      Expertise: Extended Enchanting VIII
      Requires : The following expertise: Extended Enchanting VII. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 59. A base constitution of at least 17. A base strength of at least 17.
      The ability to cast enchantment/charm spells that last even longer.

      +

       
      Expertise: Extended Enchanting VIII
      Requires : The following expertise: Extended Enchanting VII. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 59. A base constitution of at least 17. A base strength of at least 17.
      The ability to cast enchantment/charm spells that last even longer.


      Extended Enchanting IX (EXTENDEDENCHANTMENT9) -


      Expertise: Extended Enchanting IX
      Requires : The following expertise: Extended Enchanting VIII. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 64. A base constitution of at least 18. A base strength of at least 18.
      The ability to cast enchantment/charm spells that last even longer.

      +

       
      Expertise: Extended Enchanting IX
      Requires : The following expertise: Extended Enchanting VIII. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 64. A base constitution of at least 18. A base strength of at least 18.
      The ability to cast enchantment/charm spells that last even longer.


      Extended Enchanting X (EXTENDEDENCHANTMENT10) -


      Expertise: Extended Enchanting X
      Requires : The following expertise: Extended Enchanting IX. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 69. A base constitution of at least 19. A base strength of at least 19.
      The ability to cast enchantment/charm spells that last even longer.

      +

       
      Expertise: Extended Enchanting X
      Requires : The following expertise: Extended Enchanting IX. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 69. A base constitution of at least 19. A base strength of at least 19.
      The ability to cast enchantment/charm spells that last even longer.


      Extended Illusing I (EXTENDEDILLUSION1) -


      Expertise: Extended Illusing I
      Requires : A skill of type: Illusion. Only highest class levels greater than
      or equal to 24. A base constitution of at least 10. A base strength of at
      least 10.
      The ability to cast illusion spells that last even longer.

      +

       
      Expertise: Extended Illusing I
      Requires : A skill of type: Illusion. Only highest class levels greater than
      or equal to 24. A base constitution of at least 10. A base strength of at
      least 10.
      The ability to cast illusion spells that last even longer.


      Extended Illusing II (EXTENDEDILLUSION2) -


      Expertise: Extended Illusing II
      Requires : The following expertise: Extended Illusing I. A skill of type:
      Illusion. Only highest class levels greater than or equal to 29. A base
      constitution of at least 11. A base strength of at least 11.
      The ability to cast illusion spells that last even longer.

      +

       
      Expertise: Extended Illusing II
      Requires : The following expertise: Extended Illusing I. A skill of type:
      Illusion. Only highest class levels greater than or equal to 29. A base
      constitution of at least 11. A base strength of at least 11.
      The ability to cast illusion spells that last even longer.


      Extended Illusing III (EXTENDEDILLUSION3) -


      Expertise: Extended Illusing III
      Requires : The following expertise: Extended Illusing II. A skill of type:
      Illusion. Only highest class levels greater than or equal to 34. A base
      constitution of at least 12. A base strength of at least 12.
      The ability to cast illusion spells that last even longer.

      +

       
      Expertise: Extended Illusing III
      Requires : The following expertise: Extended Illusing II. A skill of type:
      Illusion. Only highest class levels greater than or equal to 34. A base
      constitution of at least 12. A base strength of at least 12.
      The ability to cast illusion spells that last even longer.


      Extended Illusing IV (EXTENDEDILLUSION4) -


      Expertise: Extended Illusing IV
      Requires : The following expertise: Extended Illusing III. A skill of type:
      Illusion. Only highest class levels greater than or equal to 39. A base
      constitution of at least 13. A base strength of at least 13.
      The ability to cast illusion spells that last even longer.

      +

       
      Expertise: Extended Illusing IV
      Requires : The following expertise: Extended Illusing III. A skill of type:
      Illusion. Only highest class levels greater than or equal to 39. A base
      constitution of at least 13. A base strength of at least 13.
      The ability to cast illusion spells that last even longer.


      Extended Illusing V (EXTENDEDILLUSION5) -


      Expertise: Extended Illusing V
      Requires : The following expertise: Extended Illusing IV. A skill of type:
      Illusion. Only highest class levels greater than or equal to 44. A base
      constitution of at least 14. A base strength of at least 14.
      The ability to cast illusion spells that last even longer.

      +

       
      Expertise: Extended Illusing V
      Requires : The following expertise: Extended Illusing IV. A skill of type:
      Illusion. Only highest class levels greater than or equal to 44. A base
      constitution of at least 14. A base strength of at least 14.
      The ability to cast illusion spells that last even longer.


      Extended Illusing VI (EXTENDEDILLUSION6) -


      Expertise: Extended Illusing VI
      Requires : The following expertise: Extended Illusing V. A skill of type:
      Illusion. Only highest class levels greater than or equal to 49. A base
      constitution of at least 15. A base strength of at least 15.
      The ability to cast illusion spells that last even longer.

      +

       
      Expertise: Extended Illusing VI
      Requires : The following expertise: Extended Illusing V. A skill of type:
      Illusion. Only highest class levels greater than or equal to 49. A base
      constitution of at least 15. A base strength of at least 15.
      The ability to cast illusion spells that last even longer.


      Extended Illusing VII (EXTENDEDILLUSION7) -


      Expertise: Extended Illusing VII
      Requires : The following expertise: Extended Illusing VI. A skill of type:
      Illusion. Only highest class levels greater than or equal to 54. A base
      constitution of at least 16. A base strength of at least 16.
      The ability to cast illusion spells that last even longer.

      +

       
      Expertise: Extended Illusing VII
      Requires : The following expertise: Extended Illusing VI. A skill of type:
      Illusion. Only highest class levels greater than or equal to 54. A base
      constitution of at least 16. A base strength of at least 16.
      The ability to cast illusion spells that last even longer.


      Extended Illusing VIII (EXTENDEDILLUSION8) -


      Expertise: Extended Illusing VIII
      Requires : The following expertise: Extended Illusing VII. A skill of type:
      Illusion. Only highest class levels greater than or equal to 59. A base
      constitution of at least 17. A base strength of at least 17.
      The ability to cast illusion spells that last even longer.

      +

       
      Expertise: Extended Illusing VIII
      Requires : The following expertise: Extended Illusing VII. A skill of type:
      Illusion. Only highest class levels greater than or equal to 59. A base
      constitution of at least 17. A base strength of at least 17.
      The ability to cast illusion spells that last even longer.


      Extended Illusing IX (EXTENDEDILLUSION9) -


      Expertise: Extended Illusing IX
      Requires : The following expertise: Extended Illusing VIII. A skill of type:
      Illusion. Only highest class levels greater than or equal to 64. A base
      constitution of at least 18. A base strength of at least 18.
      The ability to cast illusion spells that last even longer.

      +

       
      Expertise: Extended Illusing IX
      Requires : The following expertise: Extended Illusing VIII. A skill of type:
      Illusion. Only highest class levels greater than or equal to 64. A base
      constitution of at least 18. A base strength of at least 18.
      The ability to cast illusion spells that last even longer.


      Extended Illusing X (EXTENDEDILLUSION10) -


      Expertise: Extended Illusing X
      Requires : The following expertise: Extended Illusing IX. A skill of type:
      Illusion. Only highest class levels greater than or equal to 69. A base
      constitution of at least 19. A base strength of at least 19.
      The ability to cast illusion spells that last even longer.

      +

       
      Expertise: Extended Illusing X
      Requires : The following expertise: Extended Illusing IX. A skill of type:
      Illusion. Only highest class levels greater than or equal to 69. A base
      constitution of at least 19. A base strength of at least 19.
      The ability to cast illusion spells that last even longer.


      Extended In/Evoking I (EXTENDEDINVOCATION1) -


      Expertise: Extended In/Evoking I
      Requires : A skill of type: Invocation. Only highest class levels greater than
      or equal to 24. A base constitution of at least 10. A base strength of at
      least 10.
      The ability to cast invocation/evocation spells that last even longer.

      +

       
      Expertise: Extended In/Evoking I
      Requires : A skill of type: Invocation. Only highest class levels greater than
      or equal to 24. A base constitution of at least 10. A base strength of at
      least 10.
      The ability to cast invocation/evocation spells that last even longer.


      Extended In/Evoking II (EXTENDEDINVOCATION2) -


      Expertise: Extended In/Evoking II
      Requires : The following expertise: Extended In/Evoking I. A skill of type:
      Invocation. Only highest class levels greater than or equal to 29. A base
      constitution of at least 11. A base strength of at least 11.
      The ability to cast invocation/evocation spells that last even longer.

      +

       
      Expertise: Extended In/Evoking II
      Requires : The following expertise: Extended In/Evoking I. A skill of type:
      Invocation. Only highest class levels greater than or equal to 29. A base
      constitution of at least 11. A base strength of at least 11.
      The ability to cast invocation/evocation spells that last even longer.


      Extended In/Evoking III (EXTENDEDINVOCATION3) -


      Expertise: Extended In/Evoking III
      Requires : The following expertise: Extended In/Evoking II. A skill of type:
      Invocation. Only highest class levels greater than or equal to 34. A base
      constitution of at least 12. A base strength of at least 12.
      The ability to cast invocation/evocation spells that last even longer.

      +

       
      Expertise: Extended In/Evoking III
      Requires : The following expertise: Extended In/Evoking II. A skill of type:
      Invocation. Only highest class levels greater than or equal to 34. A base
      constitution of at least 12. A base strength of at least 12.
      The ability to cast invocation/evocation spells that last even longer.


      Extended In/Evoking IV (EXTENDEDINVOCATION4) -


      Expertise: Extended In/Evoking IV
      Requires : The following expertise: Extended In/Evoking III. A skill of type:
      Invocation. Only highest class levels greater than or equal to 39. A base
      constitution of at least 13. A base strength of at least 13.
      The ability to cast invocation/evocation spells that last even longer.

      +

       
      Expertise: Extended In/Evoking IV
      Requires : The following expertise: Extended In/Evoking III. A skill of type:
      Invocation. Only highest class levels greater than or equal to 39. A base
      constitution of at least 13. A base strength of at least 13.
      The ability to cast invocation/evocation spells that last even longer.


      Extended In/Evoking V (EXTENDEDINVOCATION5) -


      Expertise: Extended In/Evoking V
      Requires : The following expertise: Extended In/Evoking IV. A skill of type:
      Invocation. Only highest class levels greater than or equal to 44. A base
      constitution of at least 14. A base strength of at least 14.
      The ability to cast invocation/evocation spells that last even longer.

      +

       
      Expertise: Extended In/Evoking V
      Requires : The following expertise: Extended In/Evoking IV. A skill of type:
      Invocation. Only highest class levels greater than or equal to 44. A base
      constitution of at least 14. A base strength of at least 14.
      The ability to cast invocation/evocation spells that last even longer.


      Extended In/Evoking VI (EXTENDEDINVOCATION6) -


      Expertise: Extended In/Evoking VI
      Requires : The following expertise: Extended In/Evoking V. A skill of type:
      Invocation. Only highest class levels greater than or equal to 49. A base
      constitution of at least 15. A base strength of at least 15.
      The ability to cast invocation/evocation spells that last even longer.

      +

       
      Expertise: Extended In/Evoking VI
      Requires : The following expertise: Extended In/Evoking V. A skill of type:
      Invocation. Only highest class levels greater than or equal to 49. A base
      constitution of at least 15. A base strength of at least 15.
      The ability to cast invocation/evocation spells that last even longer.


      Extended In/Evoking VII (EXTENDEDINVOCATION7) -


      Expertise: Extended In/Evoking VII
      Requires : The following expertise: Extended In/Evoking VI. A skill of type:
      Invocation. Only highest class levels greater than or equal to 54. A base
      constitution of at least 16. A base strength of at least 16.
      The ability to cast invocation/evocation spells that last even longer.

      +

       
      Expertise: Extended In/Evoking VII
      Requires : The following expertise: Extended In/Evoking VI. A skill of type:
      Invocation. Only highest class levels greater than or equal to 54. A base
      constitution of at least 16. A base strength of at least 16.
      The ability to cast invocation/evocation spells that last even longer.


      Extended In/Evoking VIII (EXTENDEDINVOCATION8) -


      Expertise: Extended In/Evoking VIII
      Requires : The following expertise: Extended In/Evoking VII. A skill of type:
      Invocation. Only highest class levels greater than or equal to 59. A base
      constitution of at least 17. A base strength of at least 17.
      The ability to cast invocation/evocation spells that last even longer.

      +

       
      Expertise: Extended In/Evoking VIII
      Requires : The following expertise: Extended In/Evoking VII. A skill of type:
      Invocation. Only highest class levels greater than or equal to 59. A base
      constitution of at least 17. A base strength of at least 17.
      The ability to cast invocation/evocation spells that last even longer.


      Extended In/Evoking IX (EXTENDEDINVOCATION9) -


      Expertise: Extended In/Evoking IX
      Requires : The following expertise: Extended In/Evoking VIII. A skill of type:
      Invocation. Only highest class levels greater than or equal to 64. A base
      constitution of at least 18. A base strength of at least 18.
      The ability to cast invocation/evocation spells that last even longer.

      +

       
      Expertise: Extended In/Evoking IX
      Requires : The following expertise: Extended In/Evoking VIII. A skill of type:
      Invocation. Only highest class levels greater than or equal to 64. A base
      constitution of at least 18. A base strength of at least 18.
      The ability to cast invocation/evocation spells that last even longer.


      Extended In/Evoking X (EXTENDEDINVOCATION10) -


      Expertise: Extended In/Evoking X
      Requires : The following expertise: Extended In/Evoking IX. A skill of type:
      Invocation. Only highest class levels greater than or equal to 69. A base
      constitution of at least 19. A base strength of at least 19.
      The ability to cast invocation/evocation spells that last even longer.

      +

       
      Expertise: Extended In/Evoking X
      Requires : The following expertise: Extended In/Evoking IX. A skill of type:
      Invocation. Only highest class levels greater than or equal to 69. A base
      constitution of at least 19. A base strength of at least 19.
      The ability to cast invocation/evocation spells that last even longer.


      Extended Sailing I (EXTENDEDSAILINGL1) -


      Expertise: Extended Sailing I
      Requires : A skill of type: Sea travel. Only highest class levels greater than
      or equal to 24. A base constitution of at least 10. A base strength of at
      least 10.
      The ability to use sea travel that last even longer.

      +

       
      Expertise: Extended Sailing I
      Requires : A skill of type: Sea travel. Only highest class levels greater than
      or equal to 24. A base constitution of at least 10. A base strength of at
      least 10.
      The ability to use sea travel that last even longer.


      Extended Sailing II (EXTENDEDSAILINGL2) -


      Expertise: Extended Sailing II
      Requires : The following expertise: Extended Sailing I. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 29. A base
      constitution of at least 11. A base strength of at least 11.
      The ability to use sea travel that last even longer.

      +

       
      Expertise: Extended Sailing II
      Requires : The following expertise: Extended Sailing I. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 29. A base
      constitution of at least 11. A base strength of at least 11.
      The ability to use sea travel that last even longer.


      Extended Sailing III (EXTENDEDSAILINGL3) -


      Expertise: Extended Sailing III
      Requires : The following expertise: Extended Sailing II. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 34. A base
      constitution of at least 12. A base strength of at least 12.
      The ability to use sea travel that last even longer.

      +

       
      Expertise: Extended Sailing III
      Requires : The following expertise: Extended Sailing II. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 34. A base
      constitution of at least 12. A base strength of at least 12.
      The ability to use sea travel that last even longer.


      Extended Sailing IV (EXTENDEDSAILINGL4) -


      Expertise: Extended Sailing IV
      Requires : The following expertise: Extended Sailing III. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 39. A base
      constitution of at least 13. A base strength of at least 13.
      The ability to use sea travel that last even longer.

      +

       
      Expertise: Extended Sailing IV
      Requires : The following expertise: Extended Sailing III. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 39. A base
      constitution of at least 13. A base strength of at least 13.
      The ability to use sea travel that last even longer.


      Extended Sailing V (EXTENDEDSAILINGL5) -


      Expertise: Extended Sailing V
      Requires : The following expertise: Extended Sailing IV. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 44. A base
      constitution of at least 14. A base strength of at least 14.
      The ability to use sea travel that last even longer.

      +

       
      Expertise: Extended Sailing V
      Requires : The following expertise: Extended Sailing IV. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 44. A base
      constitution of at least 14. A base strength of at least 14.
      The ability to use sea travel that last even longer.


      Extended Sailing VI (EXTENDEDSAILINGL6) -


      Expertise: Extended Sailing VI
      Requires : The following expertise: Extended Sailing V. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 49. A base
      constitution of at least 15. A base strength of at least 15.
      The ability to use sea travel that last even longer.

      +

       
      Expertise: Extended Sailing VI
      Requires : The following expertise: Extended Sailing V. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 49. A base
      constitution of at least 15. A base strength of at least 15.
      The ability to use sea travel that last even longer.


      Extended Sailing VII (EXTENDEDSAILINGL7) -


      Expertise: Extended Sailing VII
      Requires : The following expertise: Extended Sailing VI. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 54. A base
      constitution of at least 16. A base strength of at least 16.
      The ability to use sea travel that last even longer.

      +

       
      Expertise: Extended Sailing VII
      Requires : The following expertise: Extended Sailing VI. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 54. A base
      constitution of at least 16. A base strength of at least 16.
      The ability to use sea travel that last even longer.


      Extended Sailing VIII (EXTENDEDSAILINGL8) -


      Expertise: Extended Sailing VIII
      Requires : The following expertise: Extended Sailing VII. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 59. A base
      constitution of at least 17. A base strength of at least 17.
      The ability to use sea travel that last even longer.

      +

       
      Expertise: Extended Sailing VIII
      Requires : The following expertise: Extended Sailing VII. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 59. A base
      constitution of at least 17. A base strength of at least 17.
      The ability to use sea travel that last even longer.


      Extended Sailing IX (EXTENDEDSAILINGL9) -


      Expertise: Extended Sailing IX
      Requires : The following expertise: Extended Sailing VIII. A skill of type:
      Sea travel. Only highest class levels greater than or equal to 64. A base
      constitution of at least 18. A base strength of at least 18.
      The ability to use sea travel that last even longer.

      +

       
      Expertise: Extended Sailing IX
      Requires : The following expertise: Extended Sailing VIII. A skill of type:
      Sea travel. Only highest class levels greater than or equal to 64. A base
      constitution of at least 18. A base strength of at least 18.
      The ability to use sea travel that last even longer.


      Extended Sailing X (EXTENDEDSAILINGL10) -


      Expertise: Extended Sailing X
      Requires : The following expertise: Extended Sailing IX. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 69. A base
      constitution of at least 19. A base strength of at least 19.
      The ability to use sea travel that last even longer.

      +

       
      Expertise: Extended Sailing X
      Requires : The following expertise: Extended Sailing IX. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 69. A base
      constitution of at least 19. A base strength of at least 19.
      The ability to use sea travel that last even longer.


      Extended Transmuting I (EXTENDEDTRANSMUTATION1) -


      Expertise: Extended Transmuting I
      Requires : A skill of type: Transmutation. Only highest class levels greater
      than or equal to 24. A base constitution of at least 10. A base strength of
      at least 10.
      The ability to cast transmutation spells that last even longer.

      +

       
      Expertise: Extended Transmuting I
      Requires : A skill of type: Transmutation. Only highest class levels greater
      than or equal to 24. A base constitution of at least 10. A base strength of
      at least 10.
      The ability to cast transmutation spells that last even longer.


      Extended Transmuting II (EXTENDEDTRANSMUTATION2) -


      Expertise: Extended Transmuting II
      Requires : The following expertise: Extended Transmuting I. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 29. A base
      constitution of at least 11. A base strength of at least 11.
      The ability to cast transmutation spells that last even longer.

      +

       
      Expertise: Extended Transmuting II
      Requires : The following expertise: Extended Transmuting I. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 29. A base
      constitution of at least 11. A base strength of at least 11.
      The ability to cast transmutation spells that last even longer.


      Extended Transmuting III (EXTENDEDTRANSMUTATION3) -


      Expertise: Extended Transmuting III
      Requires : The following expertise: Extended Transmuting II. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 34. A base
      constitution of at least 12. A base strength of at least 12.
      The ability to cast transmutation spells that last even longer.

      +

       
      Expertise: Extended Transmuting III
      Requires : The following expertise: Extended Transmuting II. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 34. A base
      constitution of at least 12. A base strength of at least 12.
      The ability to cast transmutation spells that last even longer.


      Extended Transmuting IV (EXTENDEDTRANSMUTATION4) -


      Expertise: Extended Transmuting IV
      Requires : The following expertise: Extended Transmuting III. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 39. A base
      constitution of at least 13. A base strength of at least 13.
      The ability to cast transmutation spells that last even longer.

      +

       
      Expertise: Extended Transmuting IV
      Requires : The following expertise: Extended Transmuting III. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 39. A base
      constitution of at least 13. A base strength of at least 13.
      The ability to cast transmutation spells that last even longer.


      Extended Transmuting V (EXTENDEDTRANSMUTATION5) -


      Expertise: Extended Transmuting V
      Requires : The following expertise: Extended Transmuting IV. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 44. A base
      constitution of at least 14. A base strength of at least 14.
      The ability to cast transmutation spells that last even longer.

      +

       
      Expertise: Extended Transmuting V
      Requires : The following expertise: Extended Transmuting IV. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 44. A base
      constitution of at least 14. A base strength of at least 14.
      The ability to cast transmutation spells that last even longer.


      Extended Transmuting VI (EXTENDEDTRANSMUTATION6) -


      Expertise: Extended Transmuting VI
      Requires : The following expertise: Extended Transmuting V. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 49. A base
      constitution of at least 15. A base strength of at least 15.
      The ability to cast transmutation spells that last even longer.

      +

       
      Expertise: Extended Transmuting VI
      Requires : The following expertise: Extended Transmuting V. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 49. A base
      constitution of at least 15. A base strength of at least 15.
      The ability to cast transmutation spells that last even longer.


      Extended Transmuting VII (EXTENDEDTRANSMUTATION7) -


      Expertise: Extended Transmuting VII
      Requires : The following expertise: Extended Transmuting VI. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 54. A base
      constitution of at least 16. A base strength of at least 16.
      The ability to cast transmutation spells that last even longer.

      +

       
      Expertise: Extended Transmuting VII
      Requires : The following expertise: Extended Transmuting VI. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 54. A base
      constitution of at least 16. A base strength of at least 16.
      The ability to cast transmutation spells that last even longer.


      Extended Transmuting VIII (EXTENDEDTRANSMUTATION8) -


      Expertise: Extended Transmuting VIII
      Requires : The following expertise: Extended Transmuting VII. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 59. A base
      constitution of at least 17. A base strength of at least 17.
      The ability to cast transmutation spells that last even longer.

      +

       
      Expertise: Extended Transmuting VIII
      Requires : The following expertise: Extended Transmuting VII. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 59. A base
      constitution of at least 17. A base strength of at least 17.
      The ability to cast transmutation spells that last even longer.


      Extended Transmuting IX (EXTENDEDTRANSMUTATION9) -


      Expertise: Extended Transmuting IX
      Requires : The following expertise: Extended Transmuting VIII. A skill of
      type: Transmutation. Only highest class levels greater than or equal to 64. A
      base constitution of at least 18. A base strength of at least 18.
      The ability to cast transmutation spells that last even longer.

      +

       
      Expertise: Extended Transmuting IX
      Requires : The following expertise: Extended Transmuting VIII. A skill of
      type: Transmutation. Only highest class levels greater than or equal to 64. A
      base constitution of at least 18. A base strength of at least 18.
      The ability to cast transmutation spells that last even longer.


      Extended Transmuting X (EXTENDEDTRANSMUTATION10) -


      Expertise: Extended Transmuting X
      Requires : The following expertise: Extended Transmuting IX. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 69. A base
      constitution of at least 19. A base strength of at least 19.
      The ability to cast transmutation spells that last even longer.

      +

       
      Expertise: Extended Transmuting X
      Requires : The following expertise: Extended Transmuting IX. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 69. A base
      constitution of at least 19. A base strength of at least 19.
      The ability to cast transmutation spells that last even longer.


      Fast Dancing I (FASTDANCE1) -


      Expertise: Fast Dancing I
      Requires : A skill of type: Dancing and Malicious. Only highest class levels
      greater than or equal to 20. A base strength of at least 13. A base charisma
      of at least 13.
      The ability to perform dances that have a more powerful malicious affect.

      +

       
      Expertise: Fast Dancing I
      Requires : A skill of type: Dancing and Malicious. Only highest class levels
      greater than or equal to 20. A base strength of at least 13. A base charisma
      of at least 13.
      The ability to perform dances that have a more powerful malicious affect.


      Fast Dancing II (FASTDANCE2) -


      Expertise: Fast Dancing II
      Requires : The following expertise: Fast Dancing I. A skill of type: Dancing
      and Malicious. Only highest class levels greater than or equal to 25. A base
      strength of at least 14. A base charisma of at least 14.
      The ability to perform dances that have a more powerful malicious affect.

      +

       
      Expertise: Fast Dancing II
      Requires : The following expertise: Fast Dancing I. A skill of type: Dancing
      and Malicious. Only highest class levels greater than or equal to 25. A base
      strength of at least 14. A base charisma of at least 14.
      The ability to perform dances that have a more powerful malicious affect.


      Fast Dancing III (FASTDANCE3) -


      Expertise: Fast Dancing III
      Requires : The following expertise: Fast Dancing II. A skill of type: Dancing
      and Malicious. Only highest class levels greater than or equal to 30. A base
      strength of at least 15. A base charisma of at least 15.
      The ability to perform dances that have a more powerful malicious affect.

      +

       
      Expertise: Fast Dancing III
      Requires : The following expertise: Fast Dancing II. A skill of type: Dancing
      and Malicious. Only highest class levels greater than or equal to 30. A base
      strength of at least 15. A base charisma of at least 15.
      The ability to perform dances that have a more powerful malicious affect.


      Fast Dancing IV (FASTDANCE4) -


      Expertise: Fast Dancing IV
      Requires : The following expertise: Fast Dancing III. A skill of type: Dancing
      and Malicious. Only highest class levels greater than or equal to 35. A base
      strength of at least 16. A base charisma of at least 16.
      The ability to perform dances that have a more powerful malicious affect.

      +

       
      Expertise: Fast Dancing IV
      Requires : The following expertise: Fast Dancing III. A skill of type: Dancing
      and Malicious. Only highest class levels greater than or equal to 35. A base
      strength of at least 16. A base charisma of at least 16.
      The ability to perform dances that have a more powerful malicious affect.


      Fast Dancing V (FASTDANCE5) -


      Expertise: Fast Dancing V
      Requires : The following expertise: Fast Dancing IV. A skill of type: Dancing
      and Malicious. Only highest class levels greater than or equal to 40. A base
      strength of at least 17. A base charisma of at least 17.
      The ability to perform dances that have a more powerful malicious affect.

      +

       
      Expertise: Fast Dancing V
      Requires : The following expertise: Fast Dancing IV. A skill of type: Dancing
      and Malicious. Only highest class levels greater than or equal to 40. A base
      strength of at least 17. A base charisma of at least 17.
      The ability to perform dances that have a more powerful malicious affect.


      Fast Dancing VI (FASTDANCE6) -


      Expertise: Fast Dancing VI
      Requires : The following expertise: Fast Dancing V. A skill of type: Dancing
      and Malicious. Only highest class levels greater than or equal to 45. A base
      strength of at least 18. A base charisma of at least 18.
      The ability to perform dances that have a more powerful malicious affect.

      +

       
      Expertise: Fast Dancing VI
      Requires : The following expertise: Fast Dancing V. A skill of type: Dancing
      and Malicious. Only highest class levels greater than or equal to 45. A base
      strength of at least 18. A base charisma of at least 18.
      The ability to perform dances that have a more powerful malicious affect.


      Fast Dancing VII (FASTDANCE7) -


      Expertise: Fast Dancing VII
      Requires : The following expertise: Fast Dancing VI. A skill of type: Dancing
      and Malicious. Only highest class levels greater than or equal to 50. A base
      strength of at least 19. A base charisma of at least 19.
      The ability to perform dances that have a more powerful malicious affect.

      +

       
      Expertise: Fast Dancing VII
      Requires : The following expertise: Fast Dancing VI. A skill of type: Dancing
      and Malicious. Only highest class levels greater than or equal to 50. A base
      strength of at least 19. A base charisma of at least 19.
      The ability to perform dances that have a more powerful malicious affect.


      Fast Dancing VIII (FASTDANCE8) -


      Expertise: Fast Dancing VIII
      Requires : The following expertise: Fast Dancing VII. A skill of type: Dancing
      and Malicious. Only highest class levels greater than or equal to 55. A base
      strength of at least 20. A base charisma of at least 20.
      The ability to perform dances that have a more powerful malicious affect.

      +

       
      Expertise: Fast Dancing VIII
      Requires : The following expertise: Fast Dancing VII. A skill of type: Dancing
      and Malicious. Only highest class levels greater than or equal to 55. A base
      strength of at least 20. A base charisma of at least 20.
      The ability to perform dances that have a more powerful malicious affect.


      Fast Dancing IX (FASTDANCE9) -


      Expertise: Fast Dancing IX
      Requires : The following expertise: Fast Dancing VIII. A skill of type:
      Dancing and Malicious. Only highest class levels greater than or equal to 60.
      A base strength of at least 21. A base charisma of at least 21.
      The ability to perform dances that have a more powerful malicious affect.

      +

       
      Expertise: Fast Dancing IX
      Requires : The following expertise: Fast Dancing VIII. A skill of type:
      Dancing and Malicious. Only highest class levels greater than or equal to 60.
      A base strength of at least 21. A base charisma of at least 21.
      The ability to perform dances that have a more powerful malicious affect.


      Fast Dancing X (FASTDANCE10) -


      Expertise: Fast Dancing X
      Requires : The following expertise: Fast Dancing IX. A skill of type: Dancing
      and Malicious. Only highest class levels greater than or equal to 65. A base
      strength of at least 22. A base charisma of at least 22.
      The ability to perform dances that have a more powerful malicious affect.

      +

       
      Expertise: Fast Dancing X
      Requires : The following expertise: Fast Dancing IX. A skill of type: Dancing
      and Malicious. Only highest class levels greater than or equal to 65. A base
      strength of at least 22. A base charisma of at least 22.
      The ability to perform dances that have a more powerful malicious affect.


      Fatiguing I (FATIGUER1) -


      Expertise: Fatiguing I
      Requires : One of the following skills: Disabling Caltrops. Only highest class
      levels greater than or equal to 24. A base constitution of at least 13.
      The ability to craft devices and traps that inhibit movement and cause fatigue.

      +

       
      Expertise: Fatiguing I
      Requires : One of the following skills: Disabling Caltrops. Only highest class
      levels greater than or equal to 24. A base constitution of at least 13.
      The ability to craft devices and traps that inhibit movement and cause fatigue.


      Fatiguing II (FATIGUER2) -


      Expertise: Fatiguing II
      Requires : The following expertise: Fatiguing I. One of the following skills:
      Disabling Caltrops. Only highest class levels greater than or equal to 29. A
      base constitution of at least 14.
      The ability to craft devices and traps that inhibit movement and cause fatigue.

      +

       
      Expertise: Fatiguing II
      Requires : The following expertise: Fatiguing I. One of the following skills:
      Disabling Caltrops. Only highest class levels greater than or equal to 29. A
      base constitution of at least 14.
      The ability to craft devices and traps that inhibit movement and cause fatigue.


      Fatiguing III (FATIGUER3) -


      Expertise: Fatiguing III
      Requires : The following expertise: Fatiguing II. One of the following skills:
      Disabling Caltrops. Only highest class levels greater than or equal to 34. A
      base constitution of at least 15.
      The ability to craft devices and traps that inhibit movement and cause fatigue.

      +

       
      Expertise: Fatiguing III
      Requires : The following expertise: Fatiguing II. One of the following skills:
      Disabling Caltrops. Only highest class levels greater than or equal to 34. A
      base constitution of at least 15.
      The ability to craft devices and traps that inhibit movement and cause fatigue.


      Fatiguing IV (FATIGUER4) -


      Expertise: Fatiguing IV
      Requires : The following expertise: Fatiguing III. One of the following
      skills: Disabling Caltrops. Only highest class levels greater than or equal to
      39. A base constitution of at least 16.
      The ability to craft devices and traps that inhibit movement and cause fatigue.

      +

       
      Expertise: Fatiguing IV
      Requires : The following expertise: Fatiguing III. One of the following
      skills: Disabling Caltrops. Only highest class levels greater than or equal to
      39. A base constitution of at least 16.
      The ability to craft devices and traps that inhibit movement and cause fatigue.


      Fatiguing V (FATIGUER5) -


      Expertise: Fatiguing V
      Requires : The following expertise: Fatiguing IV. One of the following skills:
      Disabling Caltrops. Only highest class levels greater than or equal to 44. A
      base constitution of at least 17.
      The ability to craft devices and traps that inhibit movement and cause fatigue.

      +

       
      Expertise: Fatiguing V
      Requires : The following expertise: Fatiguing IV. One of the following skills:
      Disabling Caltrops. Only highest class levels greater than or equal to 44. A
      base constitution of at least 17.
      The ability to craft devices and traps that inhibit movement and cause fatigue.


      Fatiguing VI (FATIGUER6) -


      Expertise: Fatiguing VI
      Requires : The following expertise: Fatiguing V. One of the following skills:
      Disabling Caltrops. Only highest class levels greater than or equal to 49. A
      base constitution of at least 18.
      The ability to craft devices and traps that inhibit movement and cause fatigue.

      +

       
      Expertise: Fatiguing VI
      Requires : The following expertise: Fatiguing V. One of the following skills:
      Disabling Caltrops. Only highest class levels greater than or equal to 49. A
      base constitution of at least 18.
      The ability to craft devices and traps that inhibit movement and cause fatigue.


      Fatiguing VII (FATIGUER7) -


      Expertise: Fatiguing VII
      Requires : The following expertise: Fatiguing VI. One of the following skills:
      Disabling Caltrops. Only highest class levels greater than or equal to 54. A
      base constitution of at least 19.
      The ability to craft devices and traps that inhibit movement and cause fatigue.

      +

       
      Expertise: Fatiguing VII
      Requires : The following expertise: Fatiguing VI. One of the following skills:
      Disabling Caltrops. Only highest class levels greater than or equal to 54. A
      base constitution of at least 19.
      The ability to craft devices and traps that inhibit movement and cause fatigue.


      Fatiguing VIII (FATIGUER8) -


      Expertise: Fatiguing VIII
      Requires : The following expertise: Fatiguing VII. One of the following
      skills: Disabling Caltrops. Only highest class levels greater than or equal to
      59. A base constitution of at least 20.
      The ability to craft devices and traps that inhibit movement and cause fatigue.

      +

       
      Expertise: Fatiguing VIII
      Requires : The following expertise: Fatiguing VII. One of the following
      skills: Disabling Caltrops. Only highest class levels greater than or equal to
      59. A base constitution of at least 20.
      The ability to craft devices and traps that inhibit movement and cause fatigue.


      Fatiguing IX (FATIGUER9) -


      Expertise: Fatiguing IX
      Requires : The following expertise: Fatiguing VIII. One of the following
      skills: Disabling Caltrops. Only highest class levels greater than or equal to
      64. A base constitution of at least 21.
      The ability to craft devices and traps that inhibit movement and cause fatigue.

      +

       
      Expertise: Fatiguing IX
      Requires : The following expertise: Fatiguing VIII. One of the following
      skills: Disabling Caltrops. Only highest class levels greater than or equal to
      64. A base constitution of at least 21.
      The ability to craft devices and traps that inhibit movement and cause fatigue.


      Fatiguing X (FATIGUER10) -


      Expertise: Fatiguing X
      Requires : The following expertise: Fatiguing IX. One of the following skills:
      Disabling Caltrops. Only highest class levels greater than or equal to 69. A
      base constitution of at least 22.
      The ability to craft devices and traps that inhibit movement and cause fatigue.

      +

       
      Expertise: Fatiguing X
      Requires : The following expertise: Fatiguing IX. One of the following skills:
      Disabling Caltrops. Only highest class levels greater than or equal to 69. A
      base constitution of at least 22.
      The ability to craft devices and traps that inhibit movement and cause fatigue.


      Fine Calligraphy I (CALIGRAPHY1) -


      Expertise: Fine Calligraphy I
      Requires : A skill of type: Calligraphy. Only highest class levels greater
      than or equal to 28. A base intelligence of at least 13.
      The ability to handle more difficult calligraphy chores.

      +

       
      Expertise: Fine Calligraphy I
      Requires : A skill of type: Calligraphy. Only highest class levels greater
      than or equal to 28. A base intelligence of at least 13.
      The ability to handle more difficult calligraphy chores.


      Fine Calligraphy II (CALIGRAPHY2) -


      Expertise: Fine Calligraphy II
      Requires : The following expertise: Fine Calligraphy I. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 33. A base
      intelligence of at least 14.
      The ability to handle more difficult calligraphy chores.

      +

       
      Expertise: Fine Calligraphy II
      Requires : The following expertise: Fine Calligraphy I. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 33. A base
      intelligence of at least 14.
      The ability to handle more difficult calligraphy chores.


      Fine Calligraphy III (CALIGRAPHY3) -


      Expertise: Fine Calligraphy III
      Requires : The following expertise: Fine Calligraphy II. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 38. A base
      intelligence of at least 15.
      The ability to handle more difficult calligraphy chores.

      +

       
      Expertise: Fine Calligraphy III
      Requires : The following expertise: Fine Calligraphy II. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 38. A base
      intelligence of at least 15.
      The ability to handle more difficult calligraphy chores.


      Fine Calligraphy IV (CALIGRAPHY4) -


      Expertise: Fine Calligraphy IV
      Requires : The following expertise: Fine Calligraphy III. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 43. A base
      intelligence of at least 16.
      The ability to handle more difficult calligraphy chores.

      +

       
      Expertise: Fine Calligraphy IV
      Requires : The following expertise: Fine Calligraphy III. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 43. A base
      intelligence of at least 16.
      The ability to handle more difficult calligraphy chores.


      Fine Calligraphy V (CALIGRAPHY5) -


      Expertise: Fine Calligraphy V
      Requires : The following expertise: Fine Calligraphy IV. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 48. A base
      intelligence of at least 17.
      The ability to handle more difficult calligraphy chores.

      +

       
      Expertise: Fine Calligraphy V
      Requires : The following expertise: Fine Calligraphy IV. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 48. A base
      intelligence of at least 17.
      The ability to handle more difficult calligraphy chores.


      Fine Calligraphy VI (CALIGRAPHY6) -


      Expertise: Fine Calligraphy VI
      Requires : The following expertise: Fine Calligraphy V. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 53. A base
      intelligence of at least 18.
      The ability to handle more difficult calligraphy chores.

      +

       
      Expertise: Fine Calligraphy VI
      Requires : The following expertise: Fine Calligraphy V. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 53. A base
      intelligence of at least 18.
      The ability to handle more difficult calligraphy chores.


      Fine Calligraphy VII (CALIGRAPHY7) -


      Expertise: Fine Calligraphy VII
      Requires : The following expertise: Fine Calligraphy VI. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 58. A base
      intelligence of at least 19.
      The ability to handle more difficult calligraphy chores.

      +

       
      Expertise: Fine Calligraphy VII
      Requires : The following expertise: Fine Calligraphy VI. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 58. A base
      intelligence of at least 19.
      The ability to handle more difficult calligraphy chores.


      Fine Calligraphy VIII (CALIGRAPHY8) -


      Expertise: Fine Calligraphy VIII
      Requires : The following expertise: Fine Calligraphy VII. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 63. A base
      intelligence of at least 20.
      The ability to handle more difficult calligraphy chores.

      +

       
      Expertise: Fine Calligraphy VIII
      Requires : The following expertise: Fine Calligraphy VII. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 63. A base
      intelligence of at least 20.
      The ability to handle more difficult calligraphy chores.


      Fine Calligraphy IX (CALIGRAPHY9) -


      Expertise: Fine Calligraphy IX
      Requires : The following expertise: Fine Calligraphy VIII. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 68. A base
      intelligence of at least 21.
      The ability to handle more difficult calligraphy chores.

      +

       
      Expertise: Fine Calligraphy IX
      Requires : The following expertise: Fine Calligraphy VIII. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 68. A base
      intelligence of at least 21.
      The ability to handle more difficult calligraphy chores.


      Fine Calligraphy X (CALIGRAPHY10) -


      Expertise: Fine Calligraphy X
      Requires : The following expertise: Fine Calligraphy IX. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 73. A base
      intelligence of at least 22.
      The ability to handle more difficult calligraphy chores.

      +

       
      Expertise: Fine Calligraphy X
      Requires : The following expertise: Fine Calligraphy IX. A skill of type:
      Calligraphy. Only highest class levels greater than or equal to 73. A base
      intelligence of at least 22.
      The ability to handle more difficult calligraphy chores.


      Fitness I (FITNESS1) -


      Expertise: Fitness I
      Requires : A skill of type: Fitness. Only highest class levels greater than or
      equal to 30. A base intelligence of at least 13.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.

      +

       
      Expertise: Fitness I
      Requires : A skill of type: Fitness. Only highest class levels greater than or
      equal to 30. A base intelligence of at least 13.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.


      Fitness II (FITNESS2) -


      Expertise: Fitness II
      Requires : The following expertise: Fitness I. A skill of type: Fitness. Only
      highest class levels greater than or equal to 35. A base intelligence of at
      least 14.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.

      +

       
      Expertise: Fitness II
      Requires : The following expertise: Fitness I. A skill of type: Fitness. Only
      highest class levels greater than or equal to 35. A base intelligence of at
      least 14.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.


      Fitness III (FITNESS3) -


      Expertise: Fitness III
      Requires : The following expertise: Fitness II. A skill of type: Fitness.
      Only highest class levels greater than or equal to 40. A base intelligence of
      at least 15.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.

      +

       
      Expertise: Fitness III
      Requires : The following expertise: Fitness II. A skill of type: Fitness.
      Only highest class levels greater than or equal to 40. A base intelligence of
      at least 15.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.


      Fitness IV (FITNESS4) -


      Expertise: Fitness IV
      Requires : The following expertise: Fitness III. A skill of type: Fitness.
      Only highest class levels greater than or equal to 45. A base intelligence of
      at least 16.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.

      +

       
      Expertise: Fitness IV
      Requires : The following expertise: Fitness III. A skill of type: Fitness.
      Only highest class levels greater than or equal to 45. A base intelligence of
      at least 16.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.


      Fitness V (FITNESS5) -


      Expertise: Fitness V
      Requires : The following expertise: Fitness IV. A skill of type: Fitness.
      Only highest class levels greater than or equal to 50. A base intelligence of
      at least 17.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.

      +

       
      Expertise: Fitness V
      Requires : The following expertise: Fitness IV. A skill of type: Fitness.
      Only highest class levels greater than or equal to 50. A base intelligence of
      at least 17.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.


      Fitness VI (FITNESS6) -


      Expertise: Fitness VI
      Requires : The following expertise: Fitness V. A skill of type: Fitness. Only
      highest class levels greater than or equal to 55. A base intelligence of at
      least 18.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.

      +

       
      Expertise: Fitness VI
      Requires : The following expertise: Fitness V. A skill of type: Fitness. Only
      highest class levels greater than or equal to 55. A base intelligence of at
      least 18.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.


      Fitness VII (FITNESS7) -


      Expertise: Fitness VII
      Requires : The following expertise: Fitness VI. A skill of type: Fitness.
      Only highest class levels greater than or equal to 60. A base intelligence of
      at least 19.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.

      +

       
      Expertise: Fitness VII
      Requires : The following expertise: Fitness VI. A skill of type: Fitness.
      Only highest class levels greater than or equal to 60. A base intelligence of
      at least 19.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.


      Fitness VIII (FITNESS8) -


      Expertise: Fitness VIII
      Requires : The following expertise: Fitness VII. A skill of type: Fitness.
      Only highest class levels greater than or equal to 65. A base intelligence of
      at least 20.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.

      +

       
      Expertise: Fitness VIII
      Requires : The following expertise: Fitness VII. A skill of type: Fitness.
      Only highest class levels greater than or equal to 65. A base intelligence of
      at least 20.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.


      Fitness IX (FITNESS9) -


      Expertise: Fitness IX
      Requires : The following expertise: Fitness VIII. A skill of type: Fitness.
      Only highest class levels greater than or equal to 70. A base intelligence of
      at least 21.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.

      +

       
      Expertise: Fitness IX
      Requires : The following expertise: Fitness VIII. A skill of type: Fitness.
      Only highest class levels greater than or equal to 70. A base intelligence of
      at least 21.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.


      Fitness X (FITNESS10) -


      Expertise: Fitness X
      Requires : The following expertise: Fitness IX. A skill of type: Fitness.
      Only highest class levels greater than or equal to 75. A base intelligence of
      at least 22.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.

      +

       
      Expertise: Fitness X
      Requires : The following expertise: Fitness IX. A skill of type: Fitness.
      Only highest class levels greater than or equal to 75. A base intelligence of
      at least 22.
      Ability to keep both mind and body in top shape so that fitness domain skills
      are performed at top efficiency.


      Flailed Bashing I (FLAILEDBASH1) -


      Expertise: Flailed Bashing I
      Requires : One of the following skills: Flailing Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base strength of at least
      16.
      The ability to do more damage when using a bashing-type flail-class weapon.

      +

       
      Expertise: Flailed Bashing I
      Requires : One of the following skills: Flailing Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base strength of at least
      16.
      The ability to do more damage when using a bashing-type flail-class weapon.


      Flailed Bashing II (FLAILEDBASH2) -


      Expertise: Flailed Bashing II
      Requires : The following expertise: Flailed Bashing I. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 37. A base strength of at least 17.
      The ability to do more damage when using a bashing-type flail-class weapon.

      +

       
      Expertise: Flailed Bashing II
      Requires : The following expertise: Flailed Bashing I. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 37. A base strength of at least 17.
      The ability to do more damage when using a bashing-type flail-class weapon.


      Flailed Bashing III (FLAILEDBASH3) -


      Expertise: Flailed Bashing III
      Requires : The following expertise: Flailed Bashing II. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 42. A base strength of at least 18.
      The ability to do more damage when using a bashing-type flail-class weapon.

      +

       
      Expertise: Flailed Bashing III
      Requires : The following expertise: Flailed Bashing II. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 42. A base strength of at least 18.
      The ability to do more damage when using a bashing-type flail-class weapon.


      Flailed Bashing IV (FLAILEDBASH4) -


      Expertise: Flailed Bashing IV
      Requires : The following expertise: Flailed Bashing III. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 47. A base strength of at least 19.
      The ability to do more damage when using a bashing-type flail-class weapon.

      +

       
      Expertise: Flailed Bashing IV
      Requires : The following expertise: Flailed Bashing III. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 47. A base strength of at least 19.
      The ability to do more damage when using a bashing-type flail-class weapon.


      Flailed Bashing V (FLAILEDBASH5) -


      Expertise: Flailed Bashing V
      Requires : The following expertise: Flailed Bashing IV. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 52. A base strength of at least 20.
      The ability to do more damage when using a bashing-type flail-class weapon.

      +

       
      Expertise: Flailed Bashing V
      Requires : The following expertise: Flailed Bashing IV. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 52. A base strength of at least 20.
      The ability to do more damage when using a bashing-type flail-class weapon.


      Flailed Bashing VI (FLAILEDBASH6) -


      Expertise: Flailed Bashing VI
      Requires : The following expertise: Flailed Bashing V. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 57. A base strength of at least 21.
      The ability to do more damage when using a bashing-type flail-class weapon.

      +

       
      Expertise: Flailed Bashing VI
      Requires : The following expertise: Flailed Bashing V. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 57. A base strength of at least 21.
      The ability to do more damage when using a bashing-type flail-class weapon.


      Flailed Bashing VII (FLAILEDBASH7) -


      Expertise: Flailed Bashing VII
      Requires : The following expertise: Flailed Bashing VI. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 62. A base strength of at least 22.
      The ability to do more damage when using a bashing-type flail-class weapon.

      +

       
      Expertise: Flailed Bashing VII
      Requires : The following expertise: Flailed Bashing VI. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 62. A base strength of at least 22.
      The ability to do more damage when using a bashing-type flail-class weapon.


      Flailed Bashing VIII (FLAILEDBASH8) -


      Expertise: Flailed Bashing VIII
      Requires : The following expertise: Flailed Bashing VII. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 67. A base strength of at least 23.
      The ability to do more damage when using a bashing-type flail-class weapon.

      +

       
      Expertise: Flailed Bashing VIII
      Requires : The following expertise: Flailed Bashing VII. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 67. A base strength of at least 23.
      The ability to do more damage when using a bashing-type flail-class weapon.


      Flailed Bashing IX (FLAILEDBASH9) -


      Expertise: Flailed Bashing IX
      Requires : The following expertise: Flailed Bashing VIII. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 72. A base strength of at least 24.
      The ability to do more damage when using a bashing-type flail-class weapon.

      +

       
      Expertise: Flailed Bashing IX
      Requires : The following expertise: Flailed Bashing VIII. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 72. A base strength of at least 24.
      The ability to do more damage when using a bashing-type flail-class weapon.


      Flailed Bashing X (FLAILEDBASH10) -


      Expertise: Flailed Bashing X
      Requires : The following expertise: Flailed Bashing IX. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 77. A base strength of at least 25.
      The ability to do more damage when using a bashing-type flail-class weapon.

      +

       
      Expertise: Flailed Bashing X
      Requires : The following expertise: Flailed Bashing IX. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 77. A base strength of at least 25.
      The ability to do more damage when using a bashing-type flail-class weapon.


      Flailed Focus I (FLAILEDFOCUS1) -


      Expertise: Flailed Focus I
      Requires : Only Fighter types. One of the following skills: Flailing Weapon
      Specialization. Only highest class levels greater than or equal to 32. A base
      wisdom of at least 11.
      The ability for fighters to wield higher level flail-class weapons.

      +

       
      Expertise: Flailed Focus I
      Requires : Only Fighter types. One of the following skills: Flailing Weapon
      Specialization. Only highest class levels greater than or equal to 32. A base
      wisdom of at least 11.
      The ability for fighters to wield higher level flail-class weapons.


      Flailed Focus II (FLAILEDFOCUS2) -


      Expertise: Flailed Focus II
      Requires : The following expertise: Flailed Focus I. Only Fighter types. One
      of the following skills: Flailing Weapon Specialization. Only highest class
      levels greater than or equal to 37. A base wisdom of at least 12.
      The ability for fighters to wield higher level flail-class weapons.

      +

       
      Expertise: Flailed Focus II
      Requires : The following expertise: Flailed Focus I. Only Fighter types. One
      of the following skills: Flailing Weapon Specialization. Only highest class
      levels greater than or equal to 37. A base wisdom of at least 12.
      The ability for fighters to wield higher level flail-class weapons.


      Flailed Focus III (FLAILEDFOCUS3) -


      Expertise: Flailed Focus III
      Requires : The following expertise: Flailed Focus II. Only Fighter types. One
      of the following skills: Flailing Weapon Specialization. Only highest class
      levels greater than or equal to 42. A base wisdom of at least 13.
      The ability for fighters to wield higher level flail-class weapons.

      +

       
      Expertise: Flailed Focus III
      Requires : The following expertise: Flailed Focus II. Only Fighter types. One
      of the following skills: Flailing Weapon Specialization. Only highest class
      levels greater than or equal to 42. A base wisdom of at least 13.
      The ability for fighters to wield higher level flail-class weapons.


      Flailed Focus IV (FLAILEDFOCUS4) -


      Expertise: Flailed Focus IV
      Requires : The following expertise: Flailed Focus III. Only Fighter types.
      One of the following skills: Flailing Weapon Specialization. Only highest
      class levels greater than or equal to 47. A base wisdom of at least 14.
      The ability for fighters to wield higher level flail-class weapons.

      +

       
      Expertise: Flailed Focus IV
      Requires : The following expertise: Flailed Focus III. Only Fighter types.
      One of the following skills: Flailing Weapon Specialization. Only highest
      class levels greater than or equal to 47. A base wisdom of at least 14.
      The ability for fighters to wield higher level flail-class weapons.


      Flailed Focus V (FLAILEDFOCUS5) -


      Expertise: Flailed Focus V
      Requires : The following expertise: Flailed Focus IV. Only Fighter types. One
      of the following skills: Flailing Weapon Specialization. Only highest class
      levels greater than or equal to 52. A base wisdom of at least 15.
      The ability for fighters to wield higher level flail-class weapons.

      +

       
      Expertise: Flailed Focus V
      Requires : The following expertise: Flailed Focus IV. Only Fighter types. One
      of the following skills: Flailing Weapon Specialization. Only highest class
      levels greater than or equal to 52. A base wisdom of at least 15.
      The ability for fighters to wield higher level flail-class weapons.


      Flailed Focus VI (FLAILEDFOCUS6) -


      Expertise: Flailed Focus VI
      Requires : The following expertise: Flailed Focus V. Only Fighter types. One
      of the following skills: Flailing Weapon Specialization. Only highest class
      levels greater than or equal to 57. A base wisdom of at least 16.
      The ability for fighters to wield higher level flail-class weapons.

      +

       
      Expertise: Flailed Focus VI
      Requires : The following expertise: Flailed Focus V. Only Fighter types. One
      of the following skills: Flailing Weapon Specialization. Only highest class
      levels greater than or equal to 57. A base wisdom of at least 16.
      The ability for fighters to wield higher level flail-class weapons.


      Flailed Focus VII (FLAILEDFOCUS7) -


      Expertise: Flailed Focus VII
      Requires : The following expertise: Flailed Focus VI. Only Fighter types. One
      of the following skills: Flailing Weapon Specialization. Only highest class
      levels greater than or equal to 62. A base wisdom of at least 17.
      The ability for fighters to wield higher level flail-class weapons.

      +

       
      Expertise: Flailed Focus VII
      Requires : The following expertise: Flailed Focus VI. Only Fighter types. One
      of the following skills: Flailing Weapon Specialization. Only highest class
      levels greater than or equal to 62. A base wisdom of at least 17.
      The ability for fighters to wield higher level flail-class weapons.


      Flailed Focus VIII (FLAILEDFOCUS8) -


      Expertise: Flailed Focus VIII
      Requires : The following expertise: Flailed Focus VII. Only Fighter types.
      One of the following skills: Flailing Weapon Specialization. Only highest
      class levels greater than or equal to 67. A base wisdom of at least 18.
      The ability for fighters to wield higher level flail-class weapons.

      +

       
      Expertise: Flailed Focus VIII
      Requires : The following expertise: Flailed Focus VII. Only Fighter types.
      One of the following skills: Flailing Weapon Specialization. Only highest
      class levels greater than or equal to 67. A base wisdom of at least 18.
      The ability for fighters to wield higher level flail-class weapons.


      Flailed Focus IX (FLAILEDFOCUS9) -


      Expertise: Flailed Focus IX
      Requires : The following expertise: Flailed Focus VIII. Only Fighter types.
      One of the following skills: Flailing Weapon Specialization. Only highest
      class levels greater than or equal to 72. A base wisdom of at least 19.
      The ability for fighters to wield higher level flail-class weapons.

      +

       
      Expertise: Flailed Focus IX
      Requires : The following expertise: Flailed Focus VIII. Only Fighter types.
      One of the following skills: Flailing Weapon Specialization. Only highest
      class levels greater than or equal to 72. A base wisdom of at least 19.
      The ability for fighters to wield higher level flail-class weapons.


      Flailed Focus X (FLAILEDFOCUS10) -


      Expertise: Flailed Focus X
      Requires : The following expertise: Flailed Focus IX. Only Fighter types. One
      of the following skills: Flailing Weapon Specialization. Only highest class
      levels greater than or equal to 77. A base wisdom of at least 20.
      The ability for fighters to wield higher level flail-class weapons.

      +

       
      Expertise: Flailed Focus X
      Requires : The following expertise: Flailed Focus IX. Only Fighter types. One
      of the following skills: Flailing Weapon Specialization. Only highest class
      levels greater than or equal to 77. A base wisdom of at least 20.
      The ability for fighters to wield higher level flail-class weapons.


      Flailed Slicing I (FLAILEDSLASH1) -


      Expertise: Flailed Slicing I
      Requires : One of the following skills: Flailing Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base strength of at least
      16.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.

      +

       
      Expertise: Flailed Slicing I
      Requires : One of the following skills: Flailing Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base strength of at least
      16.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.


      Flailed Slicing II (FLAILEDSLASH2) -


      Expertise: Flailed Slicing II
      Requires : The following expertise: Flailed Slicing I. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 37. A base strength of at least 17.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.

      +

       
      Expertise: Flailed Slicing II
      Requires : The following expertise: Flailed Slicing I. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 37. A base strength of at least 17.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.


      Flailed Slicing III (FLAILEDSLASH3) -


      Expertise: Flailed Slicing III
      Requires : The following expertise: Flailed Slicing II. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 42. A base strength of at least 18.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.

      +

       
      Expertise: Flailed Slicing III
      Requires : The following expertise: Flailed Slicing II. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 42. A base strength of at least 18.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.


      Flailed Slicing IV (FLAILEDSLASH4) -


      Expertise: Flailed Slicing IV
      Requires : The following expertise: Flailed Slicing III. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 47. A base strength of at least 19.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.

      +

       
      Expertise: Flailed Slicing IV
      Requires : The following expertise: Flailed Slicing III. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 47. A base strength of at least 19.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.


      Flailed Slicing V (FLAILEDSLASH5) -


      Expertise: Flailed Slicing V
      Requires : The following expertise: Flailed Slicing IV. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 52. A base strength of at least 20.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.

      +

       
      Expertise: Flailed Slicing V
      Requires : The following expertise: Flailed Slicing IV. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 52. A base strength of at least 20.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.


      Flailed Slicing VI (FLAILEDSLASH6) -


      Expertise: Flailed Slicing VI
      Requires : The following expertise: Flailed Slicing V. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 57. A base strength of at least 21.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.

      +

       
      Expertise: Flailed Slicing VI
      Requires : The following expertise: Flailed Slicing V. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 57. A base strength of at least 21.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.


      Flailed Slicing VII (FLAILEDSLASH7) -


      Expertise: Flailed Slicing VII
      Requires : The following expertise: Flailed Slicing VI. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 62. A base strength of at least 22.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.

      +

       
      Expertise: Flailed Slicing VII
      Requires : The following expertise: Flailed Slicing VI. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 62. A base strength of at least 22.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.


      Flailed Slicing VIII (FLAILEDSLASH8) -


      Expertise: Flailed Slicing VIII
      Requires : The following expertise: Flailed Slicing VII. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 67. A base strength of at least 23.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.

      +

       
      Expertise: Flailed Slicing VIII
      Requires : The following expertise: Flailed Slicing VII. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 67. A base strength of at least 23.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.


      Flailed Slicing IX (FLAILEDSLASH9) -


      Expertise: Flailed Slicing IX
      Requires : The following expertise: Flailed Slicing VIII. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 72. A base strength of at least 24.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.

      +

       
      Expertise: Flailed Slicing IX
      Requires : The following expertise: Flailed Slicing VIII. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 72. A base strength of at least 24.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.


      Flailed Slicing X (FLAILEDSLASH10) -


      Expertise: Flailed Slicing X
      Requires : The following expertise: Flailed Slicing IX. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 77. A base strength of at least 25.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.

      +

       
      Expertise: Flailed Slicing X
      Requires : The following expertise: Flailed Slicing IX. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 77. A base strength of at least 25.
      The ability to do more damage when using a slashing/slicing-type flail-class
      weapon.


      Flailed Striking I (FLAILEDSTRIKE1) -


      Expertise: Flailed Striking I
      Requires : One of the following skills: Flailing Weapon Specialization. Only
      highest class levels greater than or equal to 29. A base dexterity of at least
      16.
      The ability to hit more often when using a flail-class weapon.

      +

       
      Expertise: Flailed Striking I
      Requires : One of the following skills: Flailing Weapon Specialization. Only
      highest class levels greater than or equal to 29. A base dexterity of at least
      16.
      The ability to hit more often when using a flail-class weapon.


      Flailed Striking II (FLAILEDSTRIKE2) -


      Expertise: Flailed Striking II
      Requires : The following expertise: Flailed Striking I. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 34. A base dexterity of at least 17.
      The ability to hit more often when using a flail-class weapon.

      +

       
      Expertise: Flailed Striking II
      Requires : The following expertise: Flailed Striking I. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 34. A base dexterity of at least 17.
      The ability to hit more often when using a flail-class weapon.


      Flailed Striking III (FLAILEDSTRIKE3) -


      Expertise: Flailed Striking III
      Requires : The following expertise: Flailed Striking II. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 39. A base dexterity of at least 18.
      The ability to hit more often when using a flail-class weapon.

      +

       
      Expertise: Flailed Striking III
      Requires : The following expertise: Flailed Striking II. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 39. A base dexterity of at least 18.
      The ability to hit more often when using a flail-class weapon.


      Flailed Striking IV (FLAILEDSTRIKE4) -


      Expertise: Flailed Striking IV
      Requires : The following expertise: Flailed Striking III. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 44. A base dexterity of at least 19.
      The ability to hit more often when using a flail-class weapon.

      +

       
      Expertise: Flailed Striking IV
      Requires : The following expertise: Flailed Striking III. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 44. A base dexterity of at least 19.
      The ability to hit more often when using a flail-class weapon.


      Flailed Striking V (FLAILEDSTRIKE5) -


      Expertise: Flailed Striking V
      Requires : The following expertise: Flailed Striking IV. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 49. A base dexterity of at least 20.
      The ability to hit more often when using a flail-class weapon.

      +

       
      Expertise: Flailed Striking V
      Requires : The following expertise: Flailed Striking IV. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 49. A base dexterity of at least 20.
      The ability to hit more often when using a flail-class weapon.


      Flailed Striking VI (FLAILEDSTRIKE6) -


      Expertise: Flailed Striking VI
      Requires : The following expertise: Flailed Striking V. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 54. A base dexterity of at least 21.
      The ability to hit more often when using a flail-class weapon.

      +

       
      Expertise: Flailed Striking VI
      Requires : The following expertise: Flailed Striking V. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 54. A base dexterity of at least 21.
      The ability to hit more often when using a flail-class weapon.


      Flailed Striking VII (FLAILEDSTRIKE7) -


      Expertise: Flailed Striking VII
      Requires : The following expertise: Flailed Striking VI. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 59. A base dexterity of at least 22.
      The ability to hit more often when using a flail-class weapon.

      +

       
      Expertise: Flailed Striking VII
      Requires : The following expertise: Flailed Striking VI. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 59. A base dexterity of at least 22.
      The ability to hit more often when using a flail-class weapon.


      Flailed Striking VIII (FLAILEDSTRIKE8) -


      Expertise: Flailed Striking VIII
      Requires : The following expertise: Flailed Striking VII. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 64. A base dexterity of at least 23.
      The ability to hit more often when using a flail-class weapon.

      +

       
      Expertise: Flailed Striking VIII
      Requires : The following expertise: Flailed Striking VII. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 64. A base dexterity of at least 23.
      The ability to hit more often when using a flail-class weapon.


      Flailed Striking IX (FLAILEDSTRIKE9) -


      Expertise: Flailed Striking IX
      Requires : The following expertise: Flailed Striking VIII. One of the
      following skills: Flailing Weapon Specialization. Only highest class levels
      greater than or equal to 69. A base dexterity of at least 24.
      The ability to hit more often when using a flail-class weapon.

      +

       
      Expertise: Flailed Striking IX
      Requires : The following expertise: Flailed Striking VIII. One of the
      following skills: Flailing Weapon Specialization. Only highest class levels
      greater than or equal to 69. A base dexterity of at least 24.
      The ability to hit more often when using a flail-class weapon.


      Flailed Striking X (FLAILEDSTRIKE10) -


      Expertise: Flailed Striking X
      Requires : The following expertise: Flailed Striking IX. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 74. A base dexterity of at least 25.
      The ability to hit more often when using a flail-class weapon.

      +

       
      Expertise: Flailed Striking X
      Requires : The following expertise: Flailed Striking IX. One of the following
      skills: Flailing Weapon Specialization. Only highest class levels greater than
      or equal to 74. A base dexterity of at least 25.
      The ability to hit more often when using a flail-class weapon.


      Foolmaking I (FOOLISH1) -


      Expertise: Foolmaking I
      Requires : A skill of type: Foolishness. Only highest class levels greater
      than or equal to 27. A base charisma of at least 13.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Foolmaking I
      Requires : A skill of type: Foolishness. Only highest class levels greater
      than or equal to 27. A base charisma of at least 13.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Foolmaking II (FOOLISH2) -


      Expertise: Foolmaking II
      Requires : The following expertise: Foolmaking I. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 32. A base
      charisma of at least 14.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Foolmaking II
      Requires : The following expertise: Foolmaking I. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 32. A base
      charisma of at least 14.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Foolmaking III (FOOLISH3) -


      Expertise: Foolmaking III
      Requires : The following expertise: Foolmaking II. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 37. A base
      charisma of at least 15.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Foolmaking III
      Requires : The following expertise: Foolmaking II. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 37. A base
      charisma of at least 15.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Foolmaking IV (FOOLISH4) -


      Expertise: Foolmaking IV
      Requires : The following expertise: Foolmaking III. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 42. A base
      charisma of at least 16.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Foolmaking IV
      Requires : The following expertise: Foolmaking III. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 42. A base
      charisma of at least 16.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Foolmaking V (FOOLISH5) -


      Expertise: Foolmaking V
      Requires : The following expertise: Foolmaking IV. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 47. A base
      charisma of at least 17.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Foolmaking V
      Requires : The following expertise: Foolmaking IV. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 47. A base
      charisma of at least 17.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Foolmaking VI (FOOLISH6) -


      Expertise: Foolmaking VI
      Requires : The following expertise: Foolmaking V. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 52. A base
      charisma of at least 18.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Foolmaking VI
      Requires : The following expertise: Foolmaking V. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 52. A base
      charisma of at least 18.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Foolmaking VII (FOOLISH7) -


      Expertise: Foolmaking VII
      Requires : The following expertise: Foolmaking VI. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 57. A base
      charisma of at least 19.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Foolmaking VII
      Requires : The following expertise: Foolmaking VI. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 57. A base
      charisma of at least 19.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Foolmaking VIII (FOOLISH8) -


      Expertise: Foolmaking VIII
      Requires : The following expertise: Foolmaking VII. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 62. A base
      charisma of at least 20.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Foolmaking VIII
      Requires : The following expertise: Foolmaking VII. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 62. A base
      charisma of at least 20.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Foolmaking IX (FOOLISH9) -


      Expertise: Foolmaking IX
      Requires : The following expertise: Foolmaking VIII. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 67. A base
      charisma of at least 21.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Foolmaking IX
      Requires : The following expertise: Foolmaking VIII. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 67. A base
      charisma of at least 21.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.


      Foolmaking X (FOOLISH10) -


      Expertise: Foolmaking X
      Requires : The following expertise: Foolmaking IX. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 72. A base
      charisma of at least 22.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +

       
      Expertise: Foolmaking X
      Requires : The following expertise: Foolmaking IX. A skill of type:
      Foolishness. Only highest class levels greater than or equal to 72. A base
      charisma of at least 22.
      The ability to use foolish skills at a higher power level, producing longer and
      more malicious/beneficial effects, while also reducing mana/movement cost.

      +
      Fortified Baking I (FORTBAKE1) +

       
      Expertise: Fortified Baking I
      Requires : One of the following skills: Baking, Master Baking. Only highest
      class levels greater than or equal to 17. A base constitution of at least 9.

      The ability to bake foods that fortify movement.

      +
      Fortified Baking II (FORTBAKE2) +

       
      Expertise: Fortified Baking II
      Requires : The following expertise: Fortified Baking I. One of the following
      skills: Baking, Master Baking. Only highest class levels greater than or equal
      to 24. A base constitution of at least 10.
      The ability to bake foods that fortify movement.

      +
      Fortified Baking III (FORTBAKE3) +

       
      Expertise: Fortified Baking III
      Requires : The following expertise: Fortified Baking II. One of the following
      skills: Baking, Master Baking. Only highest class levels greater than or equal
      to 31. A base constitution of at least 11.
      The ability to bake foods that fortify movement.

      +
      Fortified Baking IV (FORTBAKE4) +

       
      Expertise: Fortified Baking IV
      Requires : The following expertise: Fortified Baking III. One of the following
      skills: Baking, Master Baking. Only highest class levels greater than or equal
      to 38. A base constitution of at least 12.
      The ability to bake foods that fortify movement.

      +
      Fortified Baking V (FORTBAKE5) +

       
      Expertise: Fortified Baking V
      Requires : The following expertise: Fortified Baking IV. One of the following
      skills: Baking, Master Baking. Only highest class levels greater than or equal
      to 45. A base constitution of at least 13.
      The ability to bake foods that fortify movement.

      +
      Fortified Baking VI (FORTBAKE6) +

       
      Expertise: Fortified Baking VI
      Requires : The following expertise: Fortified Baking V. One of the following
      skills: Baking, Master Baking. Only highest class levels greater than or equal
      to 52. A base constitution of at least 14.
      The ability to bake foods that fortify movement.

      +
      Fortified Baking VII (FORTBAKE7) +

       
      Expertise: Fortified Baking VII
      Requires : The following expertise: Fortified Baking VI. One of the following
      skills: Baking, Master Baking. Only highest class levels greater than or equal
      to 59. A base constitution of at least 15.
      The ability to bake foods that fortify movement.

      +
      Fortified Baking VIII (FORTBAKE8) +

       
      Expertise: Fortified Baking VIII
      Requires : The following expertise: Fortified Baking VII. One of the following
      skills: Baking, Master Baking. Only highest class levels greater than or equal
      to 66. A base constitution of at least 16.
      The ability to bake foods that fortify movement.

      +
      Fortified Baking IX (FORTBAKE9) +

       
      Expertise: Fortified Baking IX
      Requires : The following expertise: Fortified Baking VIII. One of the
      following skills: Baking, Master Baking. Only highest class levels greater
      than or equal to 73. A base constitution of at least 17.
      The ability to bake foods that fortify movement.

      +
      Fortified Baking X (FORTBAKE10) +

       
      Expertise: Fortified Baking X
      Requires : The following expertise: Fortified Baking IX. One of the following
      skills: Baking, Master Baking. Only highest class levels greater than or equal
      to 80. A base constitution of at least 18.
      The ability to bake foods that fortify movement.


      Ghoul Lore I (GHOULLORE1) -


      Expertise: Ghoul Lore I
      Requires : One of the following skills: Animate Ghoul, Animate Ghast. Only
      highest class levels greater than or equal to 14. A base intelligence of at
      least 13.
      The ability to magically generate higher level ghouls and ghasts.

      +

       
      Expertise: Ghoul Lore I
      Requires : One of the following skills: Animate Ghoul, Animate Ghast. Only
      highest class levels greater than or equal to 14. A base intelligence of at
      least 13.
      The ability to magically generate higher level ghouls and ghasts.


      Ghoul Lore II (GHOULLORE2) -


      Expertise: Ghoul Lore II
      Requires : The following expertise: Ghoul Lore I. One of the following skills:
      Animate Ghoul, Animate Ghast. Only highest class levels greater than or equal
      to 21. A base intelligence of at least 14.
      The ability to magically generate higher level ghouls and ghasts.

      +

       
      Expertise: Ghoul Lore II
      Requires : The following expertise: Ghoul Lore I. One of the following skills:
      Animate Ghoul, Animate Ghast. Only highest class levels greater than or equal
      to 21. A base intelligence of at least 14.
      The ability to magically generate higher level ghouls and ghasts.


      Ghoul Lore III (GHOULLORE3) -


      Expertise: Ghoul Lore III
      Requires : The following expertise: Ghoul Lore II. One of the following
      skills: Animate Ghoul, Animate Ghast. Only highest class levels greater than
      or equal to 28. A base intelligence of at least 15.
      The ability to magically generate higher level ghouls and ghasts.

      +

       
      Expertise: Ghoul Lore III
      Requires : The following expertise: Ghoul Lore II. One of the following
      skills: Animate Ghoul, Animate Ghast. Only highest class levels greater than
      or equal to 28. A base intelligence of at least 15.
      The ability to magically generate higher level ghouls and ghasts.


      Ghoul Lore IV (GHOULLORE4) -


      Expertise: Ghoul Lore IV
      Requires : The following expertise: Ghoul Lore III. One of the following
      skills: Animate Ghoul, Animate Ghast. Only highest class levels greater than
      or equal to 35. A base intelligence of at least 16.
      The ability to magically generate higher level ghouls and ghasts.

      +

       
      Expertise: Ghoul Lore IV
      Requires : The following expertise: Ghoul Lore III. One of the following
      skills: Animate Ghoul, Animate Ghast. Only highest class levels greater than
      or equal to 35. A base intelligence of at least 16.
      The ability to magically generate higher level ghouls and ghasts.


      Ghoul Lore V (GHOULLORE5) -


      Expertise: Ghoul Lore V
      Requires : The following expertise: Ghoul Lore IV. One of the following
      skills: Animate Ghoul, Animate Ghast. Only highest class levels greater than
      or equal to 42. A base intelligence of at least 17.
      The ability to magically generate higher level ghouls and ghasts.

      +

       
      Expertise: Ghoul Lore V
      Requires : The following expertise: Ghoul Lore IV. One of the following
      skills: Animate Ghoul, Animate Ghast. Only highest class levels greater than
      or equal to 42. A base intelligence of at least 17.
      The ability to magically generate higher level ghouls and ghasts.


      Ghoul Lore VI (GHOULLORE6) -


      Expertise: Ghoul Lore VI
      Requires : The following expertise: Ghoul Lore V. One of the following skills:
      Animate Ghoul, Animate Ghast. Only highest class levels greater than or equal
      to 49. A base intelligence of at least 18.
      The ability to magically generate higher level ghouls and ghasts.

      +

       
      Expertise: Ghoul Lore VI
      Requires : The following expertise: Ghoul Lore V. One of the following skills:
      Animate Ghoul, Animate Ghast. Only highest class levels greater than or equal
      to 49. A base intelligence of at least 18.
      The ability to magically generate higher level ghouls and ghasts.


      Ghoul Lore VII (GHOULLORE7) -


      Expertise: Ghoul Lore VII
      Requires : The following expertise: Ghoul Lore VI. One of the following
      skills: Animate Ghoul, Animate Ghast. Only highest class levels greater than
      or equal to 56. A base intelligence of at least 19.
      The ability to magically generate higher level ghouls and ghasts.

      +

       
      Expertise: Ghoul Lore VII
      Requires : The following expertise: Ghoul Lore VI. One of the following
      skills: Animate Ghoul, Animate Ghast. Only highest class levels greater than
      or equal to 56. A base intelligence of at least 19.
      The ability to magically generate higher level ghouls and ghasts.


      Ghoul Lore VIII (GHOULLORE8) -


      Expertise: Ghoul Lore VIII
      Requires : The following expertise: Ghoul Lore VII. One of the following
      skills: Animate Ghoul, Animate Ghast. Only highest class levels greater than
      or equal to 63. A base intelligence of at least 20.
      The ability to magically generate higher level ghouls and ghasts.

      +

       
      Expertise: Ghoul Lore VIII
      Requires : The following expertise: Ghoul Lore VII. One of the following
      skills: Animate Ghoul, Animate Ghast. Only highest class levels greater than
      or equal to 63. A base intelligence of at least 20.
      The ability to magically generate higher level ghouls and ghasts.


      Ghoul Lore IX (GHOULLORE9) -


      Expertise: Ghoul Lore IX
      Requires : The following expertise: Ghoul Lore VIII. One of the following
      skills: Animate Ghoul, Animate Ghast. Only highest class levels greater than
      or equal to 70. A base intelligence of at least 21.
      The ability to magically generate higher level ghouls and ghasts.

      +

       
      Expertise: Ghoul Lore IX
      Requires : The following expertise: Ghoul Lore VIII. One of the following
      skills: Animate Ghoul, Animate Ghast. Only highest class levels greater than
      or equal to 70. A base intelligence of at least 21.
      The ability to magically generate higher level ghouls and ghasts.


      Ghoul Lore X (GHOULLORE10) -


      Expertise: Ghoul Lore X
      Requires : The following expertise: Ghoul Lore IX. One of the following
      skills: Animate Ghoul, Animate Ghast. Only highest class levels greater than
      or equal to 77. A base intelligence of at least 22.
      The ability to magically generate higher level ghouls and ghasts.

      +

       
      Expertise: Ghoul Lore X
      Requires : The following expertise: Ghoul Lore IX. One of the following
      skills: Animate Ghoul, Animate Ghast. Only highest class levels greater than
      or equal to 77. A base intelligence of at least 22.
      The ability to magically generate higher level ghouls and ghasts.


      Hammer Bashing I (HAMMERBASH1) -


      Expertise: Hammer Bashing I
      Requires : One of the following skills: Hammer Specialization. Only highest
      class levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a bashing-type hammer.

      +

       
      Expertise: Hammer Bashing I
      Requires : One of the following skills: Hammer Specialization. Only highest
      class levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a bashing-type hammer.


      Hammer Bashing II (HAMMERBASH2) -


      Expertise: Hammer Bashing II
      Requires : The following expertise: Hammer Bashing I. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 37. A base strength of at least 17.
      The ability to do more damage when using a bashing-type hammer.

      +

       
      Expertise: Hammer Bashing II
      Requires : The following expertise: Hammer Bashing I. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 37. A base strength of at least 17.
      The ability to do more damage when using a bashing-type hammer.


      Hammer Bashing III (HAMMERBASH3) -


      Expertise: Hammer Bashing III
      Requires : The following expertise: Hammer Bashing II. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 42. A base strength of at least 18.
      The ability to do more damage when using a bashing-type hammer.

      +

       
      Expertise: Hammer Bashing III
      Requires : The following expertise: Hammer Bashing II. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 42. A base strength of at least 18.
      The ability to do more damage when using a bashing-type hammer.


      Hammer Bashing IV (HAMMERBASH4) -


      Expertise: Hammer Bashing IV
      Requires : The following expertise: Hammer Bashing III. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 47. A base strength of at least 19.
      The ability to do more damage when using a bashing-type hammer.

      +

       
      Expertise: Hammer Bashing IV
      Requires : The following expertise: Hammer Bashing III. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 47. A base strength of at least 19.
      The ability to do more damage when using a bashing-type hammer.


      Hammer Bashing V (HAMMERBASH5) -


      Expertise: Hammer Bashing V
      Requires : The following expertise: Hammer Bashing IV. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 52. A base strength of at least 20.
      The ability to do more damage when using a bashing-type hammer.

      +

       
      Expertise: Hammer Bashing V
      Requires : The following expertise: Hammer Bashing IV. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 52. A base strength of at least 20.
      The ability to do more damage when using a bashing-type hammer.


      Hammer Bashing VI (HAMMERBASH6) -


      Expertise: Hammer Bashing VI
      Requires : The following expertise: Hammer Bashing V. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 57. A base strength of at least 21.
      The ability to do more damage when using a bashing-type hammer.

      +

       
      Expertise: Hammer Bashing VI
      Requires : The following expertise: Hammer Bashing V. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 57. A base strength of at least 21.
      The ability to do more damage when using a bashing-type hammer.


      Hammer Bashing VII (HAMMERBASH7) -


      Expertise: Hammer Bashing VII
      Requires : The following expertise: Hammer Bashing VI. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 62. A base strength of at least 22.
      The ability to do more damage when using a bashing-type hammer.

      +

       
      Expertise: Hammer Bashing VII
      Requires : The following expertise: Hammer Bashing VI. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 62. A base strength of at least 22.
      The ability to do more damage when using a bashing-type hammer.


      Hammer Bashing VIII (HAMMERBASH8) -


      Expertise: Hammer Bashing VIII
      Requires : The following expertise: Hammer Bashing VII. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 67. A base strength of at least 23.
      The ability to do more damage when using a bashing-type hammer.

      +

       
      Expertise: Hammer Bashing VIII
      Requires : The following expertise: Hammer Bashing VII. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 67. A base strength of at least 23.
      The ability to do more damage when using a bashing-type hammer.


      Hammer Bashing IX (HAMMERBASH9) -


      Expertise: Hammer Bashing IX
      Requires : The following expertise: Hammer Bashing VIII. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 72. A base strength of at least 24.
      The ability to do more damage when using a bashing-type hammer.

      +

       
      Expertise: Hammer Bashing IX
      Requires : The following expertise: Hammer Bashing VIII. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 72. A base strength of at least 24.
      The ability to do more damage when using a bashing-type hammer.


      Hammer Bashing X (HAMMERBASH10) -


      Expertise: Hammer Bashing X
      Requires : The following expertise: Hammer Bashing IX. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 77. A base strength of at least 25.
      The ability to do more damage when using a bashing-type hammer.

      +

       
      Expertise: Hammer Bashing X
      Requires : The following expertise: Hammer Bashing IX. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 77. A base strength of at least 25.
      The ability to do more damage when using a bashing-type hammer.


      Hammer Focus I (HAMMERFOCUS1) -


      Expertise: Hammer Focus I
      Requires : Only Fighter types. One of the following skills: Hammer
      Specialization. Only highest class levels greater than or equal to 32. A base
      wisdom of at least 11.
      The ability for fighters to wield higher level hammers.

      +

       
      Expertise: Hammer Focus I
      Requires : Only Fighter types. One of the following skills: Hammer
      Specialization. Only highest class levels greater than or equal to 32. A base
      wisdom of at least 11.
      The ability for fighters to wield higher level hammers.


      Hammer Focus II (HAMMERFOCUS2) -


      Expertise: Hammer Focus II
      Requires : The following expertise: Hammer Focus I. Only Fighter types. One
      of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 37. A base wisdom of at least 12.
      The ability for fighters to wield higher level hammers.

      +

       
      Expertise: Hammer Focus II
      Requires : The following expertise: Hammer Focus I. Only Fighter types. One
      of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 37. A base wisdom of at least 12.
      The ability for fighters to wield higher level hammers.


      Hammer Focus III (HAMMERFOCUS3) -


      Expertise: Hammer Focus III
      Requires : The following expertise: Hammer Focus II. Only Fighter types. One
      of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 42. A base wisdom of at least 13.
      The ability for fighters to wield higher level hammers.

      +

       
      Expertise: Hammer Focus III
      Requires : The following expertise: Hammer Focus II. Only Fighter types. One
      of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 42. A base wisdom of at least 13.
      The ability for fighters to wield higher level hammers.


      Hammer Focus IV (HAMMERFOCUS4) -


      Expertise: Hammer Focus IV
      Requires : The following expertise: Hammer Focus III. Only Fighter types. One
      of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 47. A base wisdom of at least 14.
      The ability for fighters to wield higher level hammers.

      +

       
      Expertise: Hammer Focus IV
      Requires : The following expertise: Hammer Focus III. Only Fighter types. One
      of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 47. A base wisdom of at least 14.
      The ability for fighters to wield higher level hammers.


      Hammer Focus V (HAMMERFOCUS5) -


      Expertise: Hammer Focus V
      Requires : The following expertise: Hammer Focus IV. Only Fighter types. One
      of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 52. A base wisdom of at least 15.
      The ability for fighters to wield higher level hammers.

      +

       
      Expertise: Hammer Focus V
      Requires : The following expertise: Hammer Focus IV. Only Fighter types. One
      of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 52. A base wisdom of at least 15.
      The ability for fighters to wield higher level hammers.


      Hammer Focus VI (HAMMERFOCUS6) -


      Expertise: Hammer Focus VI
      Requires : The following expertise: Hammer Focus V. Only Fighter types. One
      of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 57. A base wisdom of at least 16.
      The ability for fighters to wield higher level hammers.

      +

       
      Expertise: Hammer Focus VI
      Requires : The following expertise: Hammer Focus V. Only Fighter types. One
      of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 57. A base wisdom of at least 16.
      The ability for fighters to wield higher level hammers.


      Hammer Focus VII (HAMMERFOCUS7) -


      Expertise: Hammer Focus VII
      Requires : The following expertise: Hammer Focus VI. Only Fighter types. One
      of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 62. A base wisdom of at least 17.
      The ability for fighters to wield higher level hammers.

      +

       
      Expertise: Hammer Focus VII
      Requires : The following expertise: Hammer Focus VI. Only Fighter types. One
      of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 62. A base wisdom of at least 17.
      The ability for fighters to wield higher level hammers.


      Hammer Focus VIII (HAMMERFOCUS8) -


      Expertise: Hammer Focus VIII
      Requires : The following expertise: Hammer Focus VII. Only Fighter types. One
      of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 67. A base wisdom of at least 18.
      The ability for fighters to wield higher level hammers.

      +

       
      Expertise: Hammer Focus VIII
      Requires : The following expertise: Hammer Focus VII. Only Fighter types. One
      of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 67. A base wisdom of at least 18.
      The ability for fighters to wield higher level hammers.


      Hammer Focus IX (HAMMERFOCUS9) -


      Expertise: Hammer Focus IX
      Requires : The following expertise: Hammer Focus VIII. Only Fighter types.
      One of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 72. A base wisdom of at least 19.
      The ability for fighters to wield higher level hammers.

      +

       
      Expertise: Hammer Focus IX
      Requires : The following expertise: Hammer Focus VIII. Only Fighter types.
      One of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 72. A base wisdom of at least 19.
      The ability for fighters to wield higher level hammers.


      Hammer Focus X (HAMMERFOCUS10) -


      Expertise: Hammer Focus X
      Requires : The following expertise: Hammer Focus IX. Only Fighter types. One
      of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 77. A base wisdom of at least 20.
      The ability for fighters to wield higher level hammers.

      +

       
      Expertise: Hammer Focus X
      Requires : The following expertise: Hammer Focus IX. Only Fighter types. One
      of the following skills: Hammer Specialization. Only highest class levels
      greater than or equal to 77. A base wisdom of at least 20.
      The ability for fighters to wield higher level hammers.


      Hammer Striking I (HAMMERSTRIKE1) -


      Expertise: Hammer Striking I
      Requires : One of the following skills: Hammer Specialization. Only highest
      class levels greater than or equal to 29. A base dexterity of at least 16.
      The ability to hit more often when using a hammer.

      +

       
      Expertise: Hammer Striking I
      Requires : One of the following skills: Hammer Specialization. Only highest
      class levels greater than or equal to 29. A base dexterity of at least 16.
      The ability to hit more often when using a hammer.


      Hammer Striking II (HAMMERSTRIKE2) -


      Expertise: Hammer Striking II
      Requires : The following expertise: Hammer Striking I. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 34. A base dexterity of at least 17.
      The ability to hit more often when using a hammer.

      +

       
      Expertise: Hammer Striking II
      Requires : The following expertise: Hammer Striking I. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 34. A base dexterity of at least 17.
      The ability to hit more often when using a hammer.


      Hammer Striking III (HAMMERSTRIKE3) -


      Expertise: Hammer Striking III
      Requires : The following expertise: Hammer Striking II. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 39. A base dexterity of at least 18.
      The ability to hit more often when using a hammer.

      +

       
      Expertise: Hammer Striking III
      Requires : The following expertise: Hammer Striking II. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 39. A base dexterity of at least 18.
      The ability to hit more often when using a hammer.


      Hammer Striking IV (HAMMERSTRIKE4) -


      Expertise: Hammer Striking IV
      Requires : The following expertise: Hammer Striking III. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 44. A base dexterity of at least 19.
      The ability to hit more often when using a hammer.

      +

       
      Expertise: Hammer Striking IV
      Requires : The following expertise: Hammer Striking III. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 44. A base dexterity of at least 19.
      The ability to hit more often when using a hammer.


      Hammer Striking V (HAMMERSTRIKE5) -


      Expertise: Hammer Striking V
      Requires : The following expertise: Hammer Striking IV. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 49. A base dexterity of at least 20.
      The ability to hit more often when using a hammer.

      +

       
      Expertise: Hammer Striking V
      Requires : The following expertise: Hammer Striking IV. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 49. A base dexterity of at least 20.
      The ability to hit more often when using a hammer.


      Hammer Striking VI (HAMMERSTRIKE6) -


      Expertise: Hammer Striking VI
      Requires : The following expertise: Hammer Striking V. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 54. A base dexterity of at least 21.
      The ability to hit more often when using a hammer.

      +

       
      Expertise: Hammer Striking VI
      Requires : The following expertise: Hammer Striking V. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 54. A base dexterity of at least 21.
      The ability to hit more often when using a hammer.


      Hammer Striking VII (HAMMERSTRIKE7) -


      Expertise: Hammer Striking VII
      Requires : The following expertise: Hammer Striking VI. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 59. A base dexterity of at least 22.
      The ability to hit more often when using a hammer.

      +

       
      Expertise: Hammer Striking VII
      Requires : The following expertise: Hammer Striking VI. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 59. A base dexterity of at least 22.
      The ability to hit more often when using a hammer.


      Hammer Striking VIII (HAMMERSTRIKE8) -


      Expertise: Hammer Striking VIII
      Requires : The following expertise: Hammer Striking VII. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 64. A base dexterity of at least 23.
      The ability to hit more often when using a hammer.

      +

       
      Expertise: Hammer Striking VIII
      Requires : The following expertise: Hammer Striking VII. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 64. A base dexterity of at least 23.
      The ability to hit more often when using a hammer.


      Hammer Striking IX (HAMMERSTRIKE9) -


      Expertise: Hammer Striking IX
      Requires : The following expertise: Hammer Striking VIII. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 69. A base dexterity of at least 24.
      The ability to hit more often when using a hammer.

      +

       
      Expertise: Hammer Striking IX
      Requires : The following expertise: Hammer Striking VIII. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 69. A base dexterity of at least 24.
      The ability to hit more often when using a hammer.


      Hammer Striking X (HAMMERSTRIKE10) -


      Expertise: Hammer Striking X
      Requires : The following expertise: Hammer Striking IX. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 74. A base dexterity of at least 25.
      The ability to hit more often when using a hammer.

      +

       
      Expertise: Hammer Striking X
      Requires : The following expertise: Hammer Striking IX. One of the following
      skills: Hammer Specialization. Only highest class levels greater than or equal
      to 74. A base dexterity of at least 25.
      The ability to hit more often when using a hammer.


      Hardy Planting I (HARDYPLANT1) -


      Expertise: Hardy Planting I
      Requires : A skill of type: Plant growth. Only highest class levels greater
      than or equal to 31. A base constitution of at least 13.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.

      +

       
      Expertise: Hardy Planting I
      Requires : A skill of type: Plant growth. Only highest class levels greater
      than or equal to 31. A base constitution of at least 13.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.


      Hardy Planting II (HARDYPLANT2) -


      Expertise: Hardy Planting II
      Requires : The following expertise: Hardy Planting I. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 36. A base
      constitution of at least 14.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.

      +

       
      Expertise: Hardy Planting II
      Requires : The following expertise: Hardy Planting I. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 36. A base
      constitution of at least 14.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.


      Hardy Planting III (HARDYPLANT3) -


      Expertise: Hardy Planting III
      Requires : The following expertise: Hardy Planting II. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 41. A base
      constitution of at least 15.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.

      +

       
      Expertise: Hardy Planting III
      Requires : The following expertise: Hardy Planting II. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 41. A base
      constitution of at least 15.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.


      Hardy Planting IV (HARDYPLANT4) -


      Expertise: Hardy Planting IV
      Requires : The following expertise: Hardy Planting III. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 46. A base
      constitution of at least 16.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.

      +

       
      Expertise: Hardy Planting IV
      Requires : The following expertise: Hardy Planting III. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 46. A base
      constitution of at least 16.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.


      Hardy Planting V (HARDYPLANT5) -


      Expertise: Hardy Planting V
      Requires : The following expertise: Hardy Planting IV. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 51. A base
      constitution of at least 17.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.

      +

       
      Expertise: Hardy Planting V
      Requires : The following expertise: Hardy Planting IV. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 51. A base
      constitution of at least 17.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.


      Hardy Planting VI (HARDYPLANT6) -


      Expertise: Hardy Planting VI
      Requires : The following expertise: Hardy Planting V. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 56. A base
      constitution of at least 18.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.

      +

       
      Expertise: Hardy Planting VI
      Requires : The following expertise: Hardy Planting V. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 56. A base
      constitution of at least 18.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.


      Hardy Planting VII (HARDYPLANT7) -


      Expertise: Hardy Planting VII
      Requires : The following expertise: Hardy Planting VI. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 61. A base
      constitution of at least 19.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.

      +

       
      Expertise: Hardy Planting VII
      Requires : The following expertise: Hardy Planting VI. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 61. A base
      constitution of at least 19.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.


      Hardy Planting VIII (HARDYPLANT8) -


      Expertise: Hardy Planting VIII
      Requires : The following expertise: Hardy Planting VII. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 66. A base
      constitution of at least 20.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.

      +

       
      Expertise: Hardy Planting VIII
      Requires : The following expertise: Hardy Planting VII. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 66. A base
      constitution of at least 20.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.


      Hardy Planting IX (HARDYPLANT9) -


      Expertise: Hardy Planting IX
      Requires : The following expertise: Hardy Planting VIII. A skill of type:
      Plant growth. Only highest class levels greater than or equal to 71. A base
      constitution of at least 21.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.

      +

       
      Expertise: Hardy Planting IX
      Requires : The following expertise: Hardy Planting VIII. A skill of type:
      Plant growth. Only highest class levels greater than or equal to 71. A base
      constitution of at least 21.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.


      Hardy Planting X (HARDYPLANT10) -


      Expertise: Hardy Planting X
      Requires : The following expertise: Hardy Planting IX. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 76. A base
      constitution of at least 22.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.

      +

       
      Expertise: Hardy Planting X
      Requires : The following expertise: Hardy Planting IX. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 76. A base
      constitution of at least 22.
      The ability to cast plant growing chants that produce more hardy plants than
      usual.


      Healing I (HEALING1) -


      Expertise: Healing I
      Requires : A skill of type: Healing. Only highest class levels greater than or
      equal to 32. A base charisma of at least 13.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Healing I
      Requires : A skill of type: Healing. Only highest class levels greater than or
      equal to 32. A base charisma of at least 13.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Healing II (HEALING2) -


      Expertise: Healing II
      Requires : The following expertise: Healing I. A skill of type: Healing. Only
      highest class levels greater than or equal to 37. A base charisma of at least
      14.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Healing II
      Requires : The following expertise: Healing I. A skill of type: Healing. Only
      highest class levels greater than or equal to 37. A base charisma of at least
      14.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Healing III (HEALING3) -


      Expertise: Healing III
      Requires : The following expertise: Healing II. A skill of type: Healing.
      Only highest class levels greater than or equal to 42. A base charisma of at
      least 15.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Healing III
      Requires : The following expertise: Healing II. A skill of type: Healing.
      Only highest class levels greater than or equal to 42. A base charisma of at
      least 15.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Healing IV (HEALING4) -


      Expertise: Healing IV
      Requires : The following expertise: Healing III. A skill of type: Healing.
      Only highest class levels greater than or equal to 47. A base charisma of at
      least 16.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Healing IV
      Requires : The following expertise: Healing III. A skill of type: Healing.
      Only highest class levels greater than or equal to 47. A base charisma of at
      least 16.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Healing V (HEALING5) -


      Expertise: Healing V
      Requires : The following expertise: Healing IV. A skill of type: Healing.
      Only highest class levels greater than or equal to 52. A base charisma of at
      least 17.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Healing V
      Requires : The following expertise: Healing IV. A skill of type: Healing.
      Only highest class levels greater than or equal to 52. A base charisma of at
      least 17.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Healing VI (HEALING6) -


      Expertise: Healing VI
      Requires : The following expertise: Healing V. A skill of type: Healing. Only
      highest class levels greater than or equal to 57. A base charisma of at least
      18.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Healing VI
      Requires : The following expertise: Healing V. A skill of type: Healing. Only
      highest class levels greater than or equal to 57. A base charisma of at least
      18.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Healing VII (HEALING7) -


      Expertise: Healing VII
      Requires : The following expertise: Healing VI. A skill of type: Healing.
      Only highest class levels greater than or equal to 62. A base charisma of at
      least 19.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Healing VII
      Requires : The following expertise: Healing VI. A skill of type: Healing.
      Only highest class levels greater than or equal to 62. A base charisma of at
      least 19.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Healing VIII (HEALING8) -


      Expertise: Healing VIII
      Requires : The following expertise: Healing VII. A skill of type: Healing.
      Only highest class levels greater than or equal to 67. A base charisma of at
      least 20.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Healing VIII
      Requires : The following expertise: Healing VII. A skill of type: Healing.
      Only highest class levels greater than or equal to 67. A base charisma of at
      least 20.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Healing IX (HEALING9) -


      Expertise: Healing IX
      Requires : The following expertise: Healing VIII. A skill of type: Healing.
      Only highest class levels greater than or equal to 72. A base charisma of at
      least 21.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Healing IX
      Requires : The following expertise: Healing VIII. A skill of type: Healing.
      Only highest class levels greater than or equal to 72. A base charisma of at
      least 21.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Healing X (HEALING10) -


      Expertise: Healing X
      Requires : The following expertise: Healing IX. A skill of type: Healing.
      Only highest class levels greater than or equal to 77. A base charisma of at
      least 22.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Healing X
      Requires : The following expertise: Healing IX. A skill of type: Healing.
      Only highest class levels greater than or equal to 77. A base charisma of at
      least 22.
      The ability to cast healing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Home Cooking I (HOMECOOKING1) -


      Expertise: Home Cooking I
      Requires : One of the following skills: Cooking, Baking, Distilling, Food Prep,
      Alchemy. Only highest class levels greater than or equal to 15. A base wisdom
      of at least 13.
      The ability to cook, distil, food prep, or bake especially nourishing foods or
      thirst quenching drinks.

      +

       
      Expertise: Home Cooking I
      Requires : One of the following skills: Cooking, Baking, Distilling, Food Prep.
      Only highest class levels greater than or equal to 15. A base wisdom of at
      least 13.
      The ability to cook, distil, food prep, or bake especially nourishing foods or
      thirst quenching drinks.


      Home Cooking II (HOMECOOKING2) -


      Expertise: Home Cooking II
      Requires : The following expertise: Home Cooking I. One of the following
      skills: Cooking, Baking, Distilling, Food Prep, Alchemy. Only highest class
      levels greater than or equal to 20. A base wisdom of at least 14.
      The ability to cook, distil, food prep, or bake especially nourishing foods or
      thirst quenching drinks.

      +

       
      Expertise: Home Cooking II
      Requires : The following expertise: Home Cooking I. One of the following
      skills: Cooking, Baking, Distilling, Food Prep. Only highest class levels
      greater than or equal to 20. A base wisdom of at least 14.
      The ability to cook, distil, food prep, or bake especially nourishing foods or
      thirst quenching drinks.


      Home Cooking III (HOMECOOKING3) -


      Expertise: Home Cooking III
      Requires : The following expertise: Home Cooking II. One of the following
      skills: Cooking, Baking, Distilling, Food Prep, Alchemy. Only highest class
      levels greater than or equal to 25. A base wisdom of at least 15.
      The ability to cook, distil, food prep, or bake especially nourishing foods or
      thirst quenching drinks.

      +

       
      Expertise: Home Cooking III
      Requires : The following expertise: Home Cooking II. One of the following
      skills: Cooking, Baking, Distilling, Food Prep. Only highest class levels
      greater than or equal to 25. A base wisdom of at least 15.
      The ability to cook, distil, food prep, or bake especially nourishing foods or
      thirst quenching drinks.


      Ignalist I (IGNALIST1) -


      Expertise: Ignalist I
      Requires : A skill of type: Burning. Only highest class levels greater than or
      equal to 31. A base strength of at least 13.
      The ability to deal more damage from magical fire attacks

      +

       
      Expertise: Ignalist I
      Requires : A skill of type: Burning. Only highest class levels greater than or
      equal to 31. A base strength of at least 13.
      The ability to deal more damage from magical fire attacks


      Ignalist II (IGNALIST2) -


      Expertise: Ignalist II
      Requires : The following expertise: Ignalist I. A skill of type: Burning.
      Only highest class levels greater than or equal to 36. A base strength of at
      least 14.
      The ability to deal more damage from magical fire attacks

      +

       
      Expertise: Ignalist II
      Requires : The following expertise: Ignalist I. A skill of type: Burning.
      Only highest class levels greater than or equal to 36. A base strength of at
      least 14.
      The ability to deal more damage from magical fire attacks


      Ignalist III (IGNALIST3) -


      Expertise: Ignalist III
      Requires : The following expertise: Ignalist II. A skill of type: Burning.
      Only highest class levels greater than or equal to 41. A base strength of at
      least 15.
      The ability to deal more damage from magical fire attacks

      +

       
      Expertise: Ignalist III
      Requires : The following expertise: Ignalist II. A skill of type: Burning.
      Only highest class levels greater than or equal to 41. A base strength of at
      least 15.
      The ability to deal more damage from magical fire attacks


      Ignalist IV (IGNALIST4) -


      Expertise: Ignalist IV
      Requires : The following expertise: Ignalist III. A skill of type: Burning.
      Only highest class levels greater than or equal to 46. A base strength of at
      least 16.
      The ability to deal more damage from magical fire attacks

      +

       
      Expertise: Ignalist IV
      Requires : The following expertise: Ignalist III. A skill of type: Burning.
      Only highest class levels greater than or equal to 46. A base strength of at
      least 16.
      The ability to deal more damage from magical fire attacks


      Ignalist V (IGNALIST5) -


      Expertise: Ignalist V
      Requires : The following expertise: Ignalist IV. A skill of type: Burning.
      Only highest class levels greater than or equal to 51. A base strength of at
      least 17.
      The ability to deal more damage from magical fire attacks

      +

       
      Expertise: Ignalist V
      Requires : The following expertise: Ignalist IV. A skill of type: Burning.
      Only highest class levels greater than or equal to 51. A base strength of at
      least 17.
      The ability to deal more damage from magical fire attacks


      Ignalist VI (IGNALIST6) -


      Expertise: Ignalist VI
      Requires : The following expertise: Ignalist V. A skill of type: Burning.
      Only highest class levels greater than or equal to 56. A base strength of at
      least 18.
      The ability to deal more damage from magical fire attacks

      +

       
      Expertise: Ignalist VI
      Requires : The following expertise: Ignalist V. A skill of type: Burning.
      Only highest class levels greater than or equal to 56. A base strength of at
      least 18.
      The ability to deal more damage from magical fire attacks


      Ignalist VII (IGNALIST7) -


      Expertise: Ignalist VII
      Requires : The following expertise: Ignalist VI. A skill of type: Burning.
      Only highest class levels greater than or equal to 61. A base strength of at
      least 19.
      The ability to deal more damage from magical fire attacks

      +

       
      Expertise: Ignalist VII
      Requires : The following expertise: Ignalist VI. A skill of type: Burning.
      Only highest class levels greater than or equal to 61. A base strength of at
      least 19.
      The ability to deal more damage from magical fire attacks


      Ignalist VIII (IGNALIST8) -


      Expertise: Ignalist VIII
      Requires : The following expertise: Ignalist VII. A skill of type: Burning.
      Only highest class levels greater than or equal to 66. A base strength of at
      least 20.
      The ability to deal more damage from magical fire attacks

      +

       
      Expertise: Ignalist VIII
      Requires : The following expertise: Ignalist VII. A skill of type: Burning.
      Only highest class levels greater than or equal to 66. A base strength of at
      least 20.
      The ability to deal more damage from magical fire attacks


      Ignalist IX (IGNALIST9) -


      Expertise: Ignalist IX
      Requires : The following expertise: Ignalist VIII. A skill of type: Burning.
      Only highest class levels greater than or equal to 71. A base strength of at
      least 21.
      The ability to deal more damage from magical fire attacks

      +

       
      Expertise: Ignalist IX
      Requires : The following expertise: Ignalist VIII. A skill of type: Burning.
      Only highest class levels greater than or equal to 71. A base strength of at
      least 21.
      The ability to deal more damage from magical fire attacks


      Ignalist X (IGNALIST10) -


      Expertise: Ignalist X
      Requires : The following expertise: Ignalist IX. A skill of type: Burning.
      Only highest class levels greater than or equal to 76. A base strength of at
      least 22.
      The ability to deal more damage from magical fire attacks

      +

       
      Expertise: Ignalist X
      Requires : The following expertise: Ignalist IX. A skill of type: Burning.
      Only highest class levels greater than or equal to 76. A base strength of at
      least 22.
      The ability to deal more damage from magical fire attacks

      +
      Imbued Distilling I (IMBUDISTIL1) +

       
      Expertise: Imbued Distilling I
      Requires : One of the following skills: Distilling, Master Distilling. Only
      highest class levels greater than or equal to 19. A base constitution of at
      least 9.
      The ability to distill drinks that fortify mana.

      +
      Imbued Distilling II (IMBUDISTIL2) +

       
      Expertise: Imbued Distilling II
      Requires : The following expertise: Imbued Distilling I. One of the following
      skills: Distilling, Master Distilling. Only highest class levels greater than
      or equal to 26. A base constitution of at least 10.
      The ability to distill drinks that fortify mana.

      +
      Imbued Distilling III (IMBUDISTIL3) +

       
      Expertise: Imbued Distilling III
      Requires : The following expertise: Imbued Distilling II. One of the following
      skills: Distilling, Master Distilling. Only highest class levels greater than
      or equal to 33. A base constitution of at least 11.
      The ability to distill drinks that fortify mana.

      +
      Imbued Distilling IV (IMBUDISTIL4) +

       
      Expertise: Imbued Distilling IV
      Requires : The following expertise: Imbued Distilling III. One of the
      following skills: Distilling, Master Distilling. Only highest class levels
      greater than or equal to 40. A base constitution of at least 12.
      The ability to distill drinks that fortify mana.

      +
      Imbued Distilling V (IMBUDISTIL5) +

       
      Expertise: Imbued Distilling V
      Requires : The following expertise: Imbued Distilling IV. One of the following
      skills: Distilling, Master Distilling. Only highest class levels greater than
      or equal to 47. A base constitution of at least 13.
      The ability to distill drinks that fortify mana.

      +
      Imbued Distilling VI (IMBUDISTIL6) +

       
      Expertise: Imbued Distilling VI
      Requires : The following expertise: Imbued Distilling V. One of the following
      skills: Distilling, Master Distilling. Only highest class levels greater than
      or equal to 54. A base constitution of at least 14.
      The ability to distill drinks that fortify mana.

      +
      Imbued Distilling VII (IMBUDISTIL7) +

       
      Expertise: Imbued Distilling VII
      Requires : The following expertise: Imbued Distilling VI. One of the following
      skills: Distilling, Master Distilling. Only highest class levels greater than
      or equal to 61. A base constitution of at least 15.
      The ability to distill drinks that fortify mana.

      +
      Imbued Distilling VIII (IMBUDISTIL8) +

       
      Expertise: Imbued Distilling VIII
      Requires : The following expertise: Imbued Distilling VII. One of the
      following skills: Distilling, Master Distilling. Only highest class levels
      greater than or equal to 68. A base constitution of at least 16.
      The ability to distill drinks that fortify mana.

      +
      Imbued Distilling IX (IMBUDISTIL9) +

       
      Expertise: Imbued Distilling IX
      Requires : The following expertise: Imbued Distilling VIII. One of the
      following skills: Distilling, Master Distilling. Only highest class levels
      greater than or equal to 75. A base constitution of at least 17.
      The ability to distill drinks that fortify mana.

      +
      Imbued Distilling X (IMBUDISTIL10) +

       
      Expertise: Imbued Distilling X
      Requires : The following expertise: Imbued Distilling IX. One of the following
      skills: Distilling, Master Distilling. Only highest class levels greater than
      or equal to 82. A base constitution of at least 18.
      The ability to distill drinks that fortify mana.


      Influencing I (INFLUENCE1) -


      Expertise: Influencing I
      Requires : A skill of type: Influential. Only highest class levels greater
      than or equal to 32. A base charisma of at least 13.
      The ability to be more influential when imposing ones will on others.

      +

       
      Expertise: Influencing I
      Requires : A skill of type: Influential. Only highest class levels greater
      than or equal to 32. A base charisma of at least 13.
      The ability to be more influential when imposing ones will on others.


      Influencing II (INFLUENCE2) -


      Expertise: Influencing II
      Requires : The following expertise: Influencing I. A skill of type:
      Influential. Only highest class levels greater than or equal to 37. A base
      charisma of at least 14.
      The ability to be more influential when imposing ones will on others.

      +

       
      Expertise: Influencing II
      Requires : The following expertise: Influencing I. A skill of type:
      Influential. Only highest class levels greater than or equal to 37. A base
      charisma of at least 14.
      The ability to be more influential when imposing ones will on others.


      Influencing III (INFLUENCE3) -


      Expertise: Influencing III
      Requires : The following expertise: Influencing II. A skill of type:
      Influential. Only highest class levels greater than or equal to 42. A base
      charisma of at least 15.
      The ability to be more influential when imposing ones will on others.

      +

       
      Expertise: Influencing III
      Requires : The following expertise: Influencing II. A skill of type:
      Influential. Only highest class levels greater than or equal to 42. A base
      charisma of at least 15.
      The ability to be more influential when imposing ones will on others.


      Influencing IV (INFLUENCE4) -


      Expertise: Influencing IV
      Requires : The following expertise: Influencing III. A skill of type:
      Influential. Only highest class levels greater than or equal to 47. A base
      charisma of at least 16.
      The ability to be more influential when imposing ones will on others.

      +

       
      Expertise: Influencing IV
      Requires : The following expertise: Influencing III. A skill of type:
      Influential. Only highest class levels greater than or equal to 47. A base
      charisma of at least 16.
      The ability to be more influential when imposing ones will on others.


      Influencing V (INFLUENCE5) -


      Expertise: Influencing V
      Requires : The following expertise: Influencing IV. A skill of type:
      Influential. Only highest class levels greater than or equal to 52. A base
      charisma of at least 17.
      The ability to be more influential when imposing ones will on others.

      +

       
      Expertise: Influencing V
      Requires : The following expertise: Influencing IV. A skill of type:
      Influential. Only highest class levels greater than or equal to 52. A base
      charisma of at least 17.
      The ability to be more influential when imposing ones will on others.


      Influencing VI (INFLUENCE6) -


      Expertise: Influencing VI
      Requires : The following expertise: Influencing V. A skill of type:
      Influential. Only highest class levels greater than or equal to 57. A base
      charisma of at least 18.
      The ability to be more influential when imposing ones will on others.

      +

       
      Expertise: Influencing VI
      Requires : The following expertise: Influencing V. A skill of type:
      Influential. Only highest class levels greater than or equal to 57. A base
      charisma of at least 18.
      The ability to be more influential when imposing ones will on others.


      Influencing VII (INFLUENCE7) -


      Expertise: Influencing VII
      Requires : The following expertise: Influencing VI. A skill of type:
      Influential. Only highest class levels greater than or equal to 62. A base
      charisma of at least 19.
      The ability to be more influential when imposing ones will on others.

      +

       
      Expertise: Influencing VII
      Requires : The following expertise: Influencing VI. A skill of type:
      Influential. Only highest class levels greater than or equal to 62. A base
      charisma of at least 19.
      The ability to be more influential when imposing ones will on others.


      Influencing VIII (INFLUENCE8) -


      Expertise: Influencing VIII
      Requires : The following expertise: Influencing VII. A skill of type:
      Influential. Only highest class levels greater than or equal to 67. A base
      charisma of at least 20.
      The ability to be more influential when imposing ones will on others.

      +

       
      Expertise: Influencing VIII
      Requires : The following expertise: Influencing VII. A skill of type:
      Influential. Only highest class levels greater than or equal to 67. A base
      charisma of at least 20.
      The ability to be more influential when imposing ones will on others.


      Influencing IX (INFLUENCE9) -


      Expertise: Influencing IX
      Requires : The following expertise: Influencing VIII. A skill of type:
      Influential. Only highest class levels greater than or equal to 72. A base
      charisma of at least 21.
      The ability to be more influential when imposing ones will on others.

      +

       
      Expertise: Influencing IX
      Requires : The following expertise: Influencing VIII. A skill of type:
      Influential. Only highest class levels greater than or equal to 72. A base
      charisma of at least 21.
      The ability to be more influential when imposing ones will on others.


      Influencing X (INFLUENCE10) -


      Expertise: Influencing X
      Requires : The following expertise: Influencing IX. A skill of type:
      Influential. Only highest class levels greater than or equal to 77. A base
      charisma of at least 22.
      The ability to be more influential when imposing ones will on others.

      +

       
      Expertise: Influencing X
      Requires : The following expertise: Influencing IX. A skill of type:
      Influential. Only highest class levels greater than or equal to 77. A base
      charisma of at least 22.
      The ability to be more influential when imposing ones will on others.


      Ingenious Engineering I (SMARTENGINEERING1) -


      Expertise: Ingenious Engineering I
      Requires : One of the following skills: Construction, Masonry, Ship Building.
      Only highest class levels greater than or equal to 26. A base intelligence of
      at least 13. A base wisdom of at least 13.
      The ability to engineer using fewer materials.

      +

       
      Expertise: Ingenious Engineering I
      Requires : One of the following skills: Construction, Masonry, Boatwrighting,
      Ship Building, Landscaping, Excavation, Irrigation, Welding. Only highest
      class levels greater than or equal to 26. A base intelligence of at least 13.
      A base wisdom of at least 13.
      The ability to engineer using fewer materials.


      Ingenious Engineering II (SMARTENGINEERING2) -


      Expertise: Ingenious Engineering II
      Requires : The following expertise: Ingenious Engineering I. One of the
      following skills: Construction, Masonry, Ship Building. Only highest class
      levels greater than or equal to 31. A base intelligence of at least 14. A
      base wisdom of at least 14.
      The ability to engineer using fewer materials.

      +

       
      Expertise: Ingenious Engineering II
      Requires : The following expertise: Ingenious Engineering I. One of the
      following skills: Construction, Masonry, Boatwrighting, Ship Building,
      Landscaping, Excavation, Irrigation, Welding. Only highest class levels
      greater than or equal to 31. A base intelligence of at least 14. A base
      wisdom of at least 14.
      The ability to engineer using fewer materials.


      Ingenious Engineering III (SMARTENGINEERING3) -


      Expertise: Ingenious Engineering III
      Requires : The following expertise: Ingenious Engineering II. One of the
      following skills: Construction, Masonry, Ship Building. Only highest class
      levels greater than or equal to 36. A base intelligence of at least 15. A
      base wisdom of at least 15.
      The ability to engineer using fewer materials.

      +

       
      Expertise: Ingenious Engineering III
      Requires : The following expertise: Ingenious Engineering II. One of the
      following skills: Construction, Masonry, Boatwrighting, Ship Building,
      Landscaping, Excavation, Irrigation, Welding. Only highest class levels
      greater than or equal to 36. A base intelligence of at least 15. A base
      wisdom of at least 15.
      The ability to engineer using fewer materials.


      Ingenious Engineering IV (SMARTENGINEERING4) -


      Expertise: Ingenious Engineering IV
      Requires : The following expertise: Ingenious Engineering III. One of the
      following skills: Construction, Masonry, Ship Building. Only highest class
      levels greater than or equal to 41. A base intelligence of at least 16. A
      base wisdom of at least 16.
      The ability to engineer using fewer materials.

      +

       
      Expertise: Ingenious Engineering IV
      Requires : The following expertise: Ingenious Engineering III. One of the
      following skills: Construction, Masonry, Boatwrighting, Ship Building,
      Landscaping, Excavation, Irrigation, Welding. Only highest class levels
      greater than or equal to 41. A base intelligence of at least 16. A base
      wisdom of at least 16.
      The ability to engineer using fewer materials.


      Ingenious Engineering V (SMARTENGINEERING5) -


      Expertise: Ingenious Engineering V
      Requires : The following expertise: Ingenious Engineering IV. One of the
      following skills: Construction, Masonry, Ship Building. Only highest class
      levels greater than or equal to 46. A base intelligence of at least 17. A
      base wisdom of at least 17.
      The ability to engineer using fewer materials.

      +

       
      Expertise: Ingenious Engineering V
      Requires : The following expertise: Ingenious Engineering IV. One of the
      following skills: Construction, Masonry, Boatwrighting, Ship Building,
      Landscaping, Excavation, Irrigation, Welding. Only highest class levels
      greater than or equal to 46. A base intelligence of at least 17. A base
      wisdom of at least 17.
      The ability to engineer using fewer materials.


      Ingenious Engineering VI (SMARTENGINEERING6) -


      Expertise: Ingenious Engineering VI
      Requires : The following expertise: Ingenious Engineering V. One of the
      following skills: Construction, Masonry, Ship Building. Only highest class
      levels greater than or equal to 51. A base intelligence of at least 18. A
      base wisdom of at least 18.
      The ability to engineer using fewer materials.

      +

       
      Expertise: Ingenious Engineering VI
      Requires : The following expertise: Ingenious Engineering V. One of the
      following skills: Construction, Masonry, Boatwrighting, Ship Building,
      Landscaping, Excavation, Irrigation, Welding. Only highest class levels
      greater than or equal to 51. A base intelligence of at least 18. A base
      wisdom of at least 18.
      The ability to engineer using fewer materials.


      Ingenious Engineering VII (SMARTENGINEERING7) -


      Expertise: Ingenious Engineering VII
      Requires : The following expertise: Ingenious Engineering VI. One of the
      following skills: Construction, Masonry, Ship Building. Only highest class
      levels greater than or equal to 56. A base intelligence of at least 19. A
      base wisdom of at least 19.
      The ability to engineer using fewer materials.

      +

       
      Expertise: Ingenious Engineering VII
      Requires : The following expertise: Ingenious Engineering VI. One of the
      following skills: Construction, Masonry, Boatwrighting, Ship Building,
      Landscaping, Excavation, Irrigation, Welding. Only highest class levels
      greater than or equal to 56. A base intelligence of at least 19. A base
      wisdom of at least 19.
      The ability to engineer using fewer materials.


      Ingenious Engineering VIII (SMARTENGINEERING8) -


      Expertise: Ingenious Engineering VIII
      Requires : The following expertise: Ingenious Engineering VII. One of the
      following skills: Construction, Masonry, Ship Building. Only highest class
      levels greater than or equal to 61. A base intelligence of at least 20. A
      base wisdom of at least 20.
      The ability to engineer using fewer materials.

      +

       
      Expertise: Ingenious Engineering VIII
      Requires : The following expertise: Ingenious Engineering VII. One of the
      following skills: Construction, Masonry, Boatwrighting, Ship Building,
      Landscaping, Excavation, Irrigation, Welding. Only highest class levels
      greater than or equal to 61. A base intelligence of at least 20. A base
      wisdom of at least 20.
      The ability to engineer using fewer materials.


      Ingenious Engineering IX (SMARTENGINEERING9) -


      Expertise: Ingenious Engineering IX
      Requires : The following expertise: Ingenious Engineering VIII. One of the
      following skills: Construction, Masonry, Ship Building. Only highest class
      levels greater than or equal to 66. A base intelligence of at least 21. A
      base wisdom of at least 21.
      The ability to engineer using fewer materials.

      +

       
      Expertise: Ingenious Engineering IX
      Requires : The following expertise: Ingenious Engineering VIII. One of the
      following skills: Construction, Masonry, Boatwrighting, Ship Building,
      Landscaping, Excavation, Irrigation, Welding. Only highest class levels
      greater than or equal to 66. A base intelligence of at least 21. A base
      wisdom of at least 21.
      The ability to engineer using fewer materials.


      Ingenious Engineering X (SMARTENGINEERING10) -


      Expertise: Ingenious Engineering X
      Requires : The following expertise: Ingenious Engineering IX. One of the
      following skills: Construction, Masonry, Ship Building. Only highest class
      levels greater than or equal to 71. A base intelligence of at least 22. A
      base wisdom of at least 22.
      The ability to engineer using fewer materials.

      +

       
      Expertise: Ingenious Engineering X
      Requires : The following expertise: Ingenious Engineering IX. One of the
      following skills: Construction, Masonry, Boatwrighting, Ship Building,
      Landscaping, Excavation, Irrigation, Welding. Only highest class levels
      greater than or equal to 71. A base intelligence of at least 22. A base
      wisdom of at least 22.
      The ability to engineer using fewer materials.


      Iron Kicking I (IRONKICK1) -


      Expertise: Iron Kicking I
      Requires : A skill of type: Kicking. Only highest class levels greater than or
      equal to 27. A base constitution of at least 13.
      The ability to make more ferocious kicks.

      +

       
      Expertise: Iron Kicking I
      Requires : A skill of type: Kicking. Only highest class levels greater than or
      equal to 27. A base constitution of at least 13.
      The ability to make more ferocious kicks.


      Iron Kicking II (IRONKICK2) -


      Expertise: Iron Kicking II
      Requires : The following expertise: Iron Kicking I. A skill of type: Kicking.
      Only highest class levels greater than or equal to 32. A base constitution of
      at least 14.
      The ability to make more ferocious kicks.

      +

       
      Expertise: Iron Kicking II
      Requires : The following expertise: Iron Kicking I. A skill of type: Kicking.
      Only highest class levels greater than or equal to 32. A base constitution of
      at least 14.
      The ability to make more ferocious kicks.


      Iron Kicking III (IRONKICK3) -


      Expertise: Iron Kicking III
      Requires : The following expertise: Iron Kicking II. A skill of type: Kicking.
      Only highest class levels greater than or equal to 37. A base constitution of
      at least 15.
      The ability to make more ferocious kicks.

      +

       
      Expertise: Iron Kicking III
      Requires : The following expertise: Iron Kicking II. A skill of type: Kicking.
      Only highest class levels greater than or equal to 37. A base constitution of
      at least 15.
      The ability to make more ferocious kicks.


      Iron Kicking IV (IRONKICK4) -


      Expertise: Iron Kicking IV
      Requires : The following expertise: Iron Kicking III. A skill of type:
      Kicking. Only highest class levels greater than or equal to 42. A base
      constitution of at least 16.
      The ability to make more ferocious kicks.

      +

       
      Expertise: Iron Kicking IV
      Requires : The following expertise: Iron Kicking III. A skill of type:
      Kicking. Only highest class levels greater than or equal to 42. A base
      constitution of at least 16.
      The ability to make more ferocious kicks.


      Iron Kicking V (IRONKICK5) -


      Expertise: Iron Kicking V
      Requires : The following expertise: Iron Kicking IV. A skill of type: Kicking.
      Only highest class levels greater than or equal to 47. A base constitution of
      at least 17.
      The ability to make more ferocious kicks.

      +

       
      Expertise: Iron Kicking V
      Requires : The following expertise: Iron Kicking IV. A skill of type: Kicking.
      Only highest class levels greater than or equal to 47. A base constitution of
      at least 17.
      The ability to make more ferocious kicks.


      Iron Kicking VI (IRONKICK6) -


      Expertise: Iron Kicking VI
      Requires : The following expertise: Iron Kicking V. A skill of type: Kicking.
      Only highest class levels greater than or equal to 52. A base constitution of
      at least 18.
      The ability to make more ferocious kicks.

      +

       
      Expertise: Iron Kicking VI
      Requires : The following expertise: Iron Kicking V. A skill of type: Kicking.
      Only highest class levels greater than or equal to 52. A base constitution of
      at least 18.
      The ability to make more ferocious kicks.


      Iron Kicking VII (IRONKICK7) -


      Expertise: Iron Kicking VII
      Requires : The following expertise: Iron Kicking VI. A skill of type: Kicking.
      Only highest class levels greater than or equal to 57. A base constitution of
      at least 19.
      The ability to make more ferocious kicks.

      +

       
      Expertise: Iron Kicking VII
      Requires : The following expertise: Iron Kicking VI. A skill of type: Kicking.
      Only highest class levels greater than or equal to 57. A base constitution of
      at least 19.
      The ability to make more ferocious kicks.


      Iron Kicking VIII (IRONKICK8) -


      Expertise: Iron Kicking VIII
      Requires : The following expertise: Iron Kicking VII. A skill of type:
      Kicking. Only highest class levels greater than or equal to 62. A base
      constitution of at least 20.
      The ability to make more ferocious kicks.

      +

       
      Expertise: Iron Kicking VIII
      Requires : The following expertise: Iron Kicking VII. A skill of type:
      Kicking. Only highest class levels greater than or equal to 62. A base
      constitution of at least 20.
      The ability to make more ferocious kicks.


      Iron Kicking IX (IRONKICK9) -


      Expertise: Iron Kicking IX
      Requires : The following expertise: Iron Kicking VIII. A skill of type:
      Kicking. Only highest class levels greater than or equal to 67. A base
      constitution of at least 21.
      The ability to make more ferocious kicks.

      +

       
      Expertise: Iron Kicking IX
      Requires : The following expertise: Iron Kicking VIII. A skill of type:
      Kicking. Only highest class levels greater than or equal to 67. A base
      constitution of at least 21.
      The ability to make more ferocious kicks.


      Iron Kicking X (IRONKICK10) -


      Expertise: Iron Kicking X
      Requires : The following expertise: Iron Kicking IX. A skill of type: Kicking.
      Only highest class levels greater than or equal to 72. A base constitution of
      at least 22.
      The ability to make more ferocious kicks.

      +

       
      Expertise: Iron Kicking X
      Requires : The following expertise: Iron Kicking IX. A skill of type: Kicking.
      Only highest class levels greater than or equal to 72. A base constitution of
      at least 22.
      The ability to make more ferocious kicks.


      Iron Punching I (IRONPUNCH1) -


      Expertise: Iron Punching I
      Requires : A skill of type: Punching. Only highest class levels greater than
      or equal to 27. A base strength of at least 13.
      The ability to make more ferocious punches.

      +

       
      Expertise: Iron Punching I
      Requires : A skill of type: Punching. Only highest class levels greater than
      or equal to 27. A base strength of at least 13.
      The ability to make more ferocious punches.


      Iron Punching II (IRONPUNCH2) -


      Expertise: Iron Punching II
      Requires : The following expertise: Iron Punching I. A skill of type:
      Punching. Only highest class levels greater than or equal to 32. A base
      strength of at least 14.
      The ability to make more ferocious punches.

      +

       
      Expertise: Iron Punching II
      Requires : The following expertise: Iron Punching I. A skill of type:
      Punching. Only highest class levels greater than or equal to 32. A base
      strength of at least 14.
      The ability to make more ferocious punches.


      Iron Punching III (IRONPUNCH3) -


      Expertise: Iron Punching III
      Requires : The following expertise: Iron Punching II. A skill of type:
      Punching. Only highest class levels greater than or equal to 37. A base
      strength of at least 15.
      The ability to make more ferocious punches.

      +

       
      Expertise: Iron Punching III
      Requires : The following expertise: Iron Punching II. A skill of type:
      Punching. Only highest class levels greater than or equal to 37. A base
      strength of at least 15.
      The ability to make more ferocious punches.


      Iron Punching IV (IRONPUNCH4) -


      Expertise: Iron Punching IV
      Requires : The following expertise: Iron Punching III. A skill of type:
      Punching. Only highest class levels greater than or equal to 42. A base
      strength of at least 16.
      The ability to make more ferocious punches.

      +

       
      Expertise: Iron Punching IV
      Requires : The following expertise: Iron Punching III. A skill of type:
      Punching. Only highest class levels greater than or equal to 42. A base
      strength of at least 16.
      The ability to make more ferocious punches.


      Iron Punching V (IRONPUNCH5) -


      Expertise: Iron Punching V
      Requires : The following expertise: Iron Punching IV. A skill of type:
      Punching. Only highest class levels greater than or equal to 47. A base
      strength of at least 17.
      The ability to make more ferocious punches.

      +

       
      Expertise: Iron Punching V
      Requires : The following expertise: Iron Punching IV. A skill of type:
      Punching. Only highest class levels greater than or equal to 47. A base
      strength of at least 17.
      The ability to make more ferocious punches.


      Iron Punching VI (IRONPUNCH6) -


      Expertise: Iron Punching VI
      Requires : The following expertise: Iron Punching V. A skill of type:
      Punching. Only highest class levels greater than or equal to 52. A base
      strength of at least 18.
      The ability to make more ferocious punches.

      +

       
      Expertise: Iron Punching VI
      Requires : The following expertise: Iron Punching V. A skill of type:
      Punching. Only highest class levels greater than or equal to 52. A base
      strength of at least 18.
      The ability to make more ferocious punches.


      Iron Punching VII (IRONPUNCH7) -


      Expertise: Iron Punching VII
      Requires : The following expertise: Iron Punching VI. A skill of type:
      Punching. Only highest class levels greater than or equal to 57. A base
      strength of at least 19.
      The ability to make more ferocious punches.

      +

       
      Expertise: Iron Punching VII
      Requires : The following expertise: Iron Punching VI. A skill of type:
      Punching. Only highest class levels greater than or equal to 57. A base
      strength of at least 19.
      The ability to make more ferocious punches.


      Iron Punching VIII (IRONPUNCH8) -


      Expertise: Iron Punching VIII
      Requires : The following expertise: Iron Punching VII. A skill of type:
      Punching. Only highest class levels greater than or equal to 62. A base
      strength of at least 20.
      The ability to make more ferocious punches.

      +

       
      Expertise: Iron Punching VIII
      Requires : The following expertise: Iron Punching VII. A skill of type:
      Punching. Only highest class levels greater than or equal to 62. A base
      strength of at least 20.
      The ability to make more ferocious punches.


      Iron Punching IX (IRONPUNCH9) -


      Expertise: Iron Punching IX
      Requires : The following expertise: Iron Punching VIII. A skill of type:
      Punching. Only highest class levels greater than or equal to 67. A base
      strength of at least 21.
      The ability to make more ferocious punches.

      +

       
      Expertise: Iron Punching IX
      Requires : The following expertise: Iron Punching VIII. A skill of type:
      Punching. Only highest class levels greater than or equal to 67. A base
      strength of at least 21.
      The ability to make more ferocious punches.


      Iron Punching X (IRONPUNCH10) -


      Expertise: Iron Punching X
      Requires : The following expertise: Iron Punching IX. A skill of type:
      Punching. Only highest class levels greater than or equal to 72. A base
      strength of at least 22.
      The ability to make more ferocious punches.

      +

       
      Expertise: Iron Punching X
      Requires : The following expertise: Iron Punching IX. A skill of type:
      Punching. Only highest class levels greater than or equal to 72. A base
      strength of at least 22.
      The ability to make more ferocious punches.


      Legal Lore I (LEGALLORE1) -


      Expertise: Legal Lore I
      Requires : A skill of type: Legal. Only highest class levels greater than or
      equal to 23. A base wisdom of at least 15.
      The ability to use legal abilities at a wiser level, and at less cost.

      +

       
      Expertise: Legal Lore I
      Requires : A skill of type: Legal. Only highest class levels greater than or
      equal to 23. A base wisdom of at least 15.
      The ability to use legal abilities at a wiser level, and at less cost.


      Legal Lore II (LEGALLORE2) -


      Expertise: Legal Lore II
      Requires : The following expertise: Legal Lore I. A skill of type: Legal.
      Only highest class levels greater than or equal to 29. A base wisdom of at
      least 16.
      The ability to use legal abilities at a wiser level, and at less cost.

      +

       
      Expertise: Legal Lore II
      Requires : The following expertise: Legal Lore I. A skill of type: Legal.
      Only highest class levels greater than or equal to 29. A base wisdom of at
      least 16.
      The ability to use legal abilities at a wiser level, and at less cost.


      Legal Lore III (LEGALLORE3) -


      Expertise: Legal Lore III
      Requires : The following expertise: Legal Lore II. A skill of type: Legal.
      Only highest class levels greater than or equal to 35. A base wisdom of at
      least 17.
      The ability to use legal abilities at a wiser level, and at less cost.

      +

       
      Expertise: Legal Lore III
      Requires : The following expertise: Legal Lore II. A skill of type: Legal.
      Only highest class levels greater than or equal to 35. A base wisdom of at
      least 17.
      The ability to use legal abilities at a wiser level, and at less cost.


      Legal Lore IV (LEGALLORE4) -


      Expertise: Legal Lore IV
      Requires : The following expertise: Legal Lore III. A skill of type: Legal.
      Only highest class levels greater than or equal to 41. A base wisdom of at
      least 18.
      The ability to use legal abilities at a wiser level, and at less cost.

      +

       
      Expertise: Legal Lore IV
      Requires : The following expertise: Legal Lore III. A skill of type: Legal.
      Only highest class levels greater than or equal to 41. A base wisdom of at
      least 18.
      The ability to use legal abilities at a wiser level, and at less cost.


      Legal Lore V (LEGALLORE5) -


      Expertise: Legal Lore V
      Requires : The following expertise: Legal Lore IV. A skill of type: Legal.
      Only highest class levels greater than or equal to 47. A base wisdom of at
      least 19.
      The ability to use legal abilities at a wiser level, and at less cost.

      +

       
      Expertise: Legal Lore V
      Requires : The following expertise: Legal Lore IV. A skill of type: Legal.
      Only highest class levels greater than or equal to 47. A base wisdom of at
      least 19.
      The ability to use legal abilities at a wiser level, and at less cost.


      Legal Lore VI (LEGALLORE6) -


      Expertise: Legal Lore VI
      Requires : The following expertise: Legal Lore V. A skill of type: Legal.
      Only highest class levels greater than or equal to 53. A base wisdom of at
      least 20.
      The ability to use legal abilities at a wiser level, and at less cost.

      +

       
      Expertise: Legal Lore VI
      Requires : The following expertise: Legal Lore V. A skill of type: Legal.
      Only highest class levels greater than or equal to 53. A base wisdom of at
      least 20.
      The ability to use legal abilities at a wiser level, and at less cost.


      Legal Lore VII (LEGALLORE7) -


      Expertise: Legal Lore VII
      Requires : The following expertise: Legal Lore VI. A skill of type: Legal.
      Only highest class levels greater than or equal to 59. A base wisdom of at
      least 21.
      The ability to use legal abilities at a wiser level, and at less cost.

      +

       
      Expertise: Legal Lore VII
      Requires : The following expertise: Legal Lore VI. A skill of type: Legal.
      Only highest class levels greater than or equal to 59. A base wisdom of at
      least 21.
      The ability to use legal abilities at a wiser level, and at less cost.


      Legal Lore VIII (LEGALLORE8) -


      Expertise: Legal Lore VIII
      Requires : The following expertise: Legal Lore VII. A skill of type: Legal.
      Only highest class levels greater than or equal to 65. A base wisdom of at
      least 22.
      The ability to use legal abilities at a wiser level, and at less cost.

      +

       
      Expertise: Legal Lore VIII
      Requires : The following expertise: Legal Lore VII. A skill of type: Legal.
      Only highest class levels greater than or equal to 65. A base wisdom of at
      least 22.
      The ability to use legal abilities at a wiser level, and at less cost.


      Legal Lore IX (LEGALLORE9) -


      Expertise: Legal Lore IX
      Requires : The following expertise: Legal Lore VIII. A skill of type: Legal.
      Only highest class levels greater than or equal to 71. A base wisdom of at
      least 23.
      The ability to use legal abilities at a wiser level, and at less cost.

      +

       
      Expertise: Legal Lore IX
      Requires : The following expertise: Legal Lore VIII. A skill of type: Legal.
      Only highest class levels greater than or equal to 71. A base wisdom of at
      least 23.
      The ability to use legal abilities at a wiser level, and at less cost.


      Legal Lore X (LEGALLORE10) -


      Expertise: Legal Lore X
      Requires : The following expertise: Legal Lore IX. A skill of type: Legal.
      Only highest class levels greater than or equal to 77. A base wisdom of at
      least 24.
      The ability to use legal abilities at a wiser level, and at less cost.

      +

       
      Expertise: Legal Lore X
      Requires : The following expertise: Legal Lore IX. A skill of type: Legal.
      Only highest class levels greater than or equal to 77. A base wisdom of at
      least 24.
      The ability to use legal abilities at a wiser level, and at less cost.


      Lethal Crafting I (LTHLCRAFT1) -


      Expertise: Lethal Crafting I
      Requires : One of the following skills: Carpentry, Fletching, Scrimshawing,
      Weaponsmithing, Master Weaponsmithing. A base constitution of at least 14.
      The ability to craft weapons that are more deadly than usual. Items crafted
      "Damaging" are slightly more damaging, and worth slightly more.

      +

       
      Expertise: Lethal Crafting I
      Requires : One of the following skills: Carpentry, Fletching, Scrimshawing,
      Weaponsmithing, Master Weaponsmithing, Legendary Weaponsmithing. A base
      constitution of at least 14.
      The ability to craft weapons that are more deadly than usual. Items crafted
      "Damaging" are slightly more damaging, and worth slightly more.


      Lethal Crafting II (LTHLCRAFT2) -


      Expertise: Lethal Crafting II
      Requires : The following expertise: Lethal Crafting I. One of the following
      skills: Carpentry, Fletching, Scrimshawing, Weaponsmithing, Master
      Weaponsmithing. A base constitution of at least 18.
      The ability to craft weapons that are more deadly than usual. Items crafted
      "Brutal" are a little more damaging, and worth more.

      +

       
      Expertise: Lethal Crafting II
      Requires : The following expertise: Lethal Crafting I. One of the following
      skills: Carpentry, Fletching, Scrimshawing, Weaponsmithing, Master
      Weaponsmithing, Legendary Weaponsmithing. A base constitution of at least 18.

      The ability to craft weapons that are more deadly than usual. Items crafted
      "Brutal" are a little more damaging, and worth more.


      Lethal Crafting III (LTHLCRAFT3) -


      Expertise: Lethal Crafting III
      Requires : The following expertise: Lethal Crafting II. One of the following
      skills: Carpentry, Fletching, Scrimshawing, Weaponsmithing, Master
      Weaponsmithing. A base constitution of at least 22.
      The ability to craft weapons that are more deadly than usual. Items crafted
      "Lethal" are more damaging, and worth much more.

      +

       
      Expertise: Lethal Crafting III
      Requires : The following expertise: Lethal Crafting II. One of the following
      skills: Carpentry, Fletching, Scrimshawing, Weaponsmithing, Master
      Weaponsmithing, Legendary Weaponsmithing. A base constitution of at least 22.

      The ability to craft weapons that are more deadly than usual. Items crafted
      "Lethal" are more damaging, and worth much more.


      Light Crafting I (LITECRAFT1) -


      Expertise: Light Crafting I
      Requires : One of the following skills: Carpentry, Armorsmithing, Master
      Armorsmithing, Blacksmithing, Cobbling, Costuming, Fletching, Jewel Making,
      Leather Working, Master Costuming, Master Leather Working, Master Tailoring,
      Craft Holy Avenger, Scrimshawing, Sculpting, Tailoring, Weaponsmithing, Master
      Weaponsmithing, Weaving. A base dexterity of at least 14.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Light" are a little lighter, and worth a little more in value.

      +

       
      Expertise: Light Crafting I
      Requires : One of the following skills: Carpentry, Armorsmithing, Master
      Armorsmithing, Blacksmithing, Cobbling, Costuming, Fletching, Jewel Making,
      Leather Working, Master Costuming, Master Leather Working, Master Tailoring,
      Craft Holy Avenger, Scrimshawing, Sculpting, Tailoring, Weaponsmithing, Master
      Weaponsmithing, Legendary Weaponsmithing, Weaving. Only Archon. A base
      dexterity of at least 14.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Light" are a little lighter, and worth a little more in value.


      Light Crafting II (LITECRAFT2) -


      Expertise: Light Crafting II
      Requires : The following expertise: Light Crafting I. One of the following
      skills: Carpentry, Armorsmithing, Master Armorsmithing, Blacksmithing,
      Cobbling, Costuming, Fletching, Jewel Making, Leather Working, Master
      Costuming, Master Leather Working, Master Tailoring, Craft Holy Avenger,
      Scrimshawing, Sculpting, Tailoring, Weaponsmithing, Master Weaponsmithing,
      Weaving. A base dexterity of at least 18.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Supple" are lighter, and worth more in value.

      +

       
      Expertise: Light Crafting II
      Requires : The following expertise: Light Crafting I. One of the following
      skills: Carpentry, Armorsmithing, Master Armorsmithing, Blacksmithing,
      Cobbling, Costuming, Fletching, Jewel Making, Leather Working, Master
      Costuming, Master Leather Working, Master Tailoring, Craft Holy Avenger,
      Scrimshawing, Sculpting, Tailoring, Weaponsmithing, Master Weaponsmithing,
      Legendary Weaponsmithing, Weaving. Only Archon. A base dexterity of at least
      18.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Supple" are lighter, and worth more in value.


      Light Crafting III (LITECRAFT3) -


      Expertise: Light Crafting III
      Requires : The following expertise: Light Crafting II. One of the following
      skills: Carpentry, Armorsmithing, Master Armorsmithing, Blacksmithing,
      Cobbling, Costuming, Fletching, Jewel Making, Leather Working, Master
      Costuming, Master Leather Working, Master Tailoring, Craft Holy Avenger,
      Scrimshawing, Sculpting, Tailoring, Weaponsmithing, Master Weaponsmithing,
      Weaving. A base dexterity of at least 22.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Agile" are much lighter, and worth much more in value.

      +

       
      Expertise: Light Crafting III
      Requires : The following expertise: Light Crafting II. One of the following
      skills: Carpentry, Armorsmithing, Master Armorsmithing, Blacksmithing,
      Cobbling, Costuming, Fletching, Jewel Making, Leather Working, Master
      Costuming, Master Leather Working, Master Tailoring, Craft Holy Avenger,
      Scrimshawing, Sculpting, Tailoring, Weaponsmithing, Master Weaponsmithing,
      Legendary Weaponsmithing, Weaving. Only Archon. A base dexterity of at least
      22.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Agile" are much lighter, and worth much more in value.

      +
      Light Fabricating I (LITEFAB1) +

       
      Expertise: Light Fabricating I
      Requires : One of the following skills: Paper Making, Fletching, Instrument
      Making, Cage Building, Siegecraft, Wainwrighting. A base dexterity of at least
      14.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Light" are a little lighter, and worth a little more in value.

      +
      Light Fabricating II (LITEFAB2) +

       
      Expertise: Light Fabricating II
      Requires : The following expertise: Light Fabricating I. One of the following
      skills: Paper Making, Fletching, Instrument Making, Cage Building, Siegecraft,
      Wainwrighting. A base dexterity of at least 18.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Supple" are lighter, and worth more in value.

      +
      Light Fabricating III (LITEFAB3) +

       
      Expertise: Light Fabricating III
      Requires : The following expertise: Light Fabricating II. One of the following
      skills: Paper Making, Fletching, Instrument Making, Cage Building, Siegecraft,
      Wainwrighting. A base dexterity of at least 22.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Agile" are much lighter, and worth much more in value.

      +
      Light Metalworking I (LITEMETAL1) +

       
      Expertise: Light Metalworking I
      Requires : One of the following skills: Jewel Making, Blacksmithing,
      Armorsmithing, Master Armorsmithing, Torturesmithing. A base dexterity of at
      least 14.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Light" are a little lighter, and worth a little more in value.

      +
      Light Metalworking II (LITEMETAL2) +

       
      Expertise: Light Metalworking II
      Requires : The following expertise: Light Metalworking I. One of the following
      skills: Jewel Making, Blacksmithing, Armorsmithing, Master Armorsmithing,
      Torturesmithing. A base dexterity of at least 18.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Supple" are lighter, and worth more in value.

      +
      Light Metalworking III (LITEMETAL3) +

       
      Expertise: Light Metalworking III
      Requires : The following expertise: Light Metalworking II. One of the
      following skills: Jewel Making, Blacksmithing, Armorsmithing, Master
      Armorsmithing, Torturesmithing. A base dexterity of at least 22.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Agile" are much lighter, and worth much more in value.

      +
      Light Sewing I (LITESEW1) +

       
      Expertise: Light Sewing I
      Requires : One of the following skills: Tailoring, Leather Working, Costuming,
      Master Tailoring, Master Leather Working, Master Costuming, Cobbling,
      Taxidermy, Weaving. A base dexterity of at least 14.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Light" are a little lighter, and worth a little more in value.

      +
      Light Sewing II (LITESEW2) +

       
      Expertise: Light Sewing II
      Requires : The following expertise: Light Sewing I. One of the following
      skills: Tailoring, Leather Working, Costuming, Master Tailoring, Master Leather
      Working, Master Costuming, Cobbling, Taxidermy, Weaving. A base dexterity of
      at least 18.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Supple" are lighter, and worth more in value.

      +
      Light Sewing III (LITESEW3) +

       
      Expertise: Light Sewing III
      Requires : The following expertise: Light Sewing II. One of the following
      skills: Tailoring, Leather Working, Costuming, Master Tailoring, Master Leather
      Working, Master Costuming, Cobbling, Taxidermy, Weaving. A base dexterity of
      at least 22.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Agile" are much lighter, and worth much more in value.

      +
      Light Shaping I (LITESHAPE1) +

       
      Expertise: Light Shaping I
      Requires : One of the following skills: Carpentry, Sculpting, Pottery, Glass
      Blowing, Scrimshawing, Wand Making, Staff Making. A base dexterity of at least
      14.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Light" are a little lighter, and worth a little more in value.

      +
      Light Shaping II (LITESHAPE2) +

       
      Expertise: Light Shaping II
      Requires : The following expertise: Light Shaping I. One of the following
      skills: Carpentry, Sculpting, Pottery, Glass Blowing, Scrimshawing, Wand
      Making, Staff Making. A base dexterity of at least 18.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Supple" are lighter, and worth more in value.

      +
      Light Shaping III (LITESHAPE3) +

       
      Expertise: Light Shaping III
      Requires : The following expertise: Light Shaping II. One of the following
      skills: Carpentry, Sculpting, Pottery, Glass Blowing, Scrimshawing, Wand
      Making, Staff Making. A base dexterity of at least 22.
      The ability to craft items using less material without sacrificing quality.
      Items crafted "Agile" are much lighter, and worth much more in value.


      Long Dancing I (LONGDANCE1) -


      Expertise: Long Dancing I
      Requires : A skill of type: Dancing. Only highest class levels greater than or
      equal to 23. A base strength of at least 13. A base charisma of at least 13.

      The ability to perform dances that garner audiences from more rooms away.

      +

       
      Expertise: Long Dancing I
      Requires : A skill of type: Dancing. Only highest class levels greater than or
      equal to 23. A base strength of at least 13. A base charisma of at least 13.

      The ability to perform dances that garner audiences from more rooms away.


      Long Dancing II (LONGDANCE2) -


      Expertise: Long Dancing II
      Requires : The following expertise: Long Dancing I. A skill of type: Dancing.
      Only highest class levels greater than or equal to 28. A base strength of at
      least 14. A base charisma of at least 14.
      The ability to perform dances that garner audiences from more rooms away.

      +

       
      Expertise: Long Dancing II
      Requires : The following expertise: Long Dancing I. A skill of type: Dancing.
      Only highest class levels greater than or equal to 28. A base strength of at
      least 14. A base charisma of at least 14.
      The ability to perform dances that garner audiences from more rooms away.


      Long Dancing III (LONGDANCE3) -


      Expertise: Long Dancing III
      Requires : The following expertise: Long Dancing II. A skill of type: Dancing.
      Only highest class levels greater than or equal to 33. A base strength of at
      least 15. A base charisma of at least 15.
      The ability to perform dances that garner audiences from more rooms away.

      +

       
      Expertise: Long Dancing III
      Requires : The following expertise: Long Dancing II. A skill of type: Dancing.
      Only highest class levels greater than or equal to 33. A base strength of at
      least 15. A base charisma of at least 15.
      The ability to perform dances that garner audiences from more rooms away.


      Long Dancing IV (LONGDANCE4) -


      Expertise: Long Dancing IV
      Requires : The following expertise: Long Dancing III. A skill of type:
      Dancing. Only highest class levels greater than or equal to 38. A base
      strength of at least 16. A base charisma of at least 16.
      The ability to perform dances that garner audiences from more rooms away.

      +

       
      Expertise: Long Dancing IV
      Requires : The following expertise: Long Dancing III. A skill of type:
      Dancing. Only highest class levels greater than or equal to 38. A base
      strength of at least 16. A base charisma of at least 16.
      The ability to perform dances that garner audiences from more rooms away.


      Long Dancing V (LONGDANCE5) -


      Expertise: Long Dancing V
      Requires : The following expertise: Long Dancing IV. A skill of type: Dancing.
      Only highest class levels greater than or equal to 43. A base strength of at
      least 17. A base charisma of at least 17.
      The ability to perform dances that garner audiences from more rooms away.

      +

       
      Expertise: Long Dancing V
      Requires : The following expertise: Long Dancing IV. A skill of type: Dancing.
      Only highest class levels greater than or equal to 43. A base strength of at
      least 17. A base charisma of at least 17.
      The ability to perform dances that garner audiences from more rooms away.


      Long Dancing VI (LONGDANCE6) -


      Expertise: Long Dancing VI
      Requires : The following expertise: Long Dancing V. A skill of type: Dancing.
      Only highest class levels greater than or equal to 48. A base strength of at
      least 18. A base charisma of at least 18.
      The ability to perform dances that garner audiences from more rooms away.

      +

       
      Expertise: Long Dancing VI
      Requires : The following expertise: Long Dancing V. A skill of type: Dancing.
      Only highest class levels greater than or equal to 48. A base strength of at
      least 18. A base charisma of at least 18.
      The ability to perform dances that garner audiences from more rooms away.


      Long Dancing VII (LONGDANCE7) -


      Expertise: Long Dancing VII
      Requires : The following expertise: Long Dancing VI. A skill of type: Dancing.
      Only highest class levels greater than or equal to 53. A base strength of at
      least 19. A base charisma of at least 19.
      The ability to perform dances that garner audiences from more rooms away.

      +

       
      Expertise: Long Dancing VII
      Requires : The following expertise: Long Dancing VI. A skill of type: Dancing.
      Only highest class levels greater than or equal to 53. A base strength of at
      least 19. A base charisma of at least 19.
      The ability to perform dances that garner audiences from more rooms away.


      Long Dancing VIII (LONGDANCE8) -


      Expertise: Long Dancing VIII
      Requires : The following expertise: Long Dancing VII. A skill of type:
      Dancing. Only highest class levels greater than or equal to 58. A base
      strength of at least 20. A base charisma of at least 20.
      The ability to perform dances that garner audiences from more rooms away.

      +

       
      Expertise: Long Dancing VIII
      Requires : The following expertise: Long Dancing VII. A skill of type:
      Dancing. Only highest class levels greater than or equal to 58. A base
      strength of at least 20. A base charisma of at least 20.
      The ability to perform dances that garner audiences from more rooms away.


      Long Dancing IX (LONGDANCE9) -


      Expertise: Long Dancing IX
      Requires : The following expertise: Long Dancing VIII. A skill of type:
      Dancing. Only highest class levels greater than or equal to 63. A base
      strength of at least 21. A base charisma of at least 21.
      The ability to perform dances that garner audiences from more rooms away.

      +

       
      Expertise: Long Dancing IX
      Requires : The following expertise: Long Dancing VIII. A skill of type:
      Dancing. Only highest class levels greater than or equal to 63. A base
      strength of at least 21. A base charisma of at least 21.
      The ability to perform dances that garner audiences from more rooms away.


      Long Dancing X (LONGDANCE10) -


      Expertise: Long Dancing X
      Requires : The following expertise: Long Dancing IX. A skill of type: Dancing.
      Only highest class levels greater than or equal to 68. A base strength of at
      least 22. A base charisma of at least 22.
      The ability to perform dances that garner audiences from more rooms away.

      +

       
      Expertise: Long Dancing X
      Requires : The following expertise: Long Dancing IX. A skill of type: Dancing.
      Only highest class levels greater than or equal to 68. A base strength of at
      least 22. A base charisma of at least 22.
      The ability to perform dances that garner audiences from more rooms away.


      Mana Sapping I (MAGEKILLER1) -


      Expertise: Mana Sapping I
      Requires : One of the following skills: Dazzling Caltrops. Only highest class
      levels greater than or equal to 30. A base intelligence of at least 13.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.

      +

       
      Expertise: Mana Sapping I
      Requires : One of the following skills: Dazzling Caltrops. Only highest class
      levels greater than or equal to 30. A base intelligence of at least 13.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.


      Mana Sapping II (MAGEKILLER2) -


      Expertise: Mana Sapping II
      Requires : The following expertise: Mana Sapping I. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      35. A base intelligence of at least 14.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.

      +

       
      Expertise: Mana Sapping II
      Requires : The following expertise: Mana Sapping I. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      35. A base intelligence of at least 14.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.


      Mana Sapping III (MAGEKILLER3) -


      Expertise: Mana Sapping III
      Requires : The following expertise: Mana Sapping II. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      40. A base intelligence of at least 15.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.

      +

       
      Expertise: Mana Sapping III
      Requires : The following expertise: Mana Sapping II. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      40. A base intelligence of at least 15.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.


      Mana Sapping IV (MAGEKILLER4) -


      Expertise: Mana Sapping IV
      Requires : The following expertise: Mana Sapping III. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      45. A base intelligence of at least 16.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.

      +

       
      Expertise: Mana Sapping IV
      Requires : The following expertise: Mana Sapping III. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      45. A base intelligence of at least 16.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.


      Mana Sapping V (MAGEKILLER5) -


      Expertise: Mana Sapping V
      Requires : The following expertise: Mana Sapping IV. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      50. A base intelligence of at least 17.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.

      +

       
      Expertise: Mana Sapping V
      Requires : The following expertise: Mana Sapping IV. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      50. A base intelligence of at least 17.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.


      Mana Sapping VI (MAGEKILLER6) -


      Expertise: Mana Sapping VI
      Requires : The following expertise: Mana Sapping V. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      55. A base intelligence of at least 18.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.

      +

       
      Expertise: Mana Sapping VI
      Requires : The following expertise: Mana Sapping V. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      55. A base intelligence of at least 18.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.


      Mana Sapping VII (MAGEKILLER7) -


      Expertise: Mana Sapping VII
      Requires : The following expertise: Mana Sapping VI. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      60. A base intelligence of at least 19.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.

      +

       
      Expertise: Mana Sapping VII
      Requires : The following expertise: Mana Sapping VI. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      60. A base intelligence of at least 19.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.


      Mana Sapping VIII (MAGEKILLER8) -


      Expertise: Mana Sapping VIII
      Requires : The following expertise: Mana Sapping VII. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      65. A base intelligence of at least 20.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.

      +

       
      Expertise: Mana Sapping VIII
      Requires : The following expertise: Mana Sapping VII. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      65. A base intelligence of at least 20.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.


      Mana Sapping IX (MAGEKILLER9) -


      Expertise: Mana Sapping IX
      Requires : The following expertise: Mana Sapping VIII. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      70. A base intelligence of at least 21.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.

      +

       
      Expertise: Mana Sapping IX
      Requires : The following expertise: Mana Sapping VIII. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      70. A base intelligence of at least 21.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.


      Mana Sapping X (MAGEKILLER10) -


      Expertise: Mana Sapping X
      Requires : The following expertise: Mana Sapping IX. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      75. A base intelligence of at least 22.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.

      +

       
      Expertise: Mana Sapping X
      Requires : The following expertise: Mana Sapping IX. One of the following
      skills: Dazzling Caltrops. Only highest class levels greater than or equal to
      75. A base intelligence of at least 22.
      The ability to craft devices and traps that cause confusion and results in the
      loss of mana.


      Martial Lore I (MARTIAL1) -


      Expertise: Martial Lore I
      Requires : A skill of type: Martial lore. Only highest class levels greater
      than or equal to 34. A base strength of at least 13.
      Improved combat abilities through martial training and discipline.

      +

       
      Expertise: Martial Lore I
      Requires : A skill of type: Martial lore. Only highest class levels greater
      than or equal to 34. A base strength of at least 13.
      Improved combat abilities through martial training and discipline.


      Martial Lore II (MARTIAL2) -


      Expertise: Martial Lore II
      Requires : The following expertise: Martial Lore I. A skill of type: Martial
      lore. Only highest class levels greater than or equal to 39. A base strength
      of at least 14.
      Improved combat abilities through martial training and discipline.

      +

       
      Expertise: Martial Lore II
      Requires : The following expertise: Martial Lore I. A skill of type: Martial
      lore. Only highest class levels greater than or equal to 39. A base strength
      of at least 14.
      Improved combat abilities through martial training and discipline.


      Martial Lore III (MARTIAL3) -


      Expertise: Martial Lore III
      Requires : The following expertise: Martial Lore II. A skill of type: Martial
      lore. Only highest class levels greater than or equal to 44. A base strength
      of at least 15.
      Improved combat abilities through martial training and discipline.

      +

       
      Expertise: Martial Lore III
      Requires : The following expertise: Martial Lore II. A skill of type: Martial
      lore. Only highest class levels greater than or equal to 44. A base strength
      of at least 15.
      Improved combat abilities through martial training and discipline.


      Martial Lore IV (MARTIAL4) -


      Expertise: Martial Lore IV
      Requires : The following expertise: Martial Lore III. A skill of type: Martial
      lore. Only highest class levels greater than or equal to 49. A base strength
      of at least 16.
      Improved combat abilities through martial training and discipline.

      +

       
      Expertise: Martial Lore IV
      Requires : The following expertise: Martial Lore III. A skill of type: Martial
      lore. Only highest class levels greater than or equal to 49. A base strength
      of at least 16.
      Improved combat abilities through martial training and discipline.


      Martial Lore V (MARTIAL5) -


      Expertise: Martial Lore V
      Requires : The following expertise: Martial Lore IV. A skill of type: Martial
      lore. Only highest class levels greater than or equal to 54. A base strength
      of at least 17.
      Improved combat abilities through martial training and discipline.

      +

       
      Expertise: Martial Lore V
      Requires : The following expertise: Martial Lore IV. A skill of type: Martial
      lore. Only highest class levels greater than or equal to 54. A base strength
      of at least 17.
      Improved combat abilities through martial training and discipline.


      Martial Lore VI (MARTIAL6) -


      Expertise: Martial Lore VI
      Requires : The following expertise: Martial Lore V. A skill of type: Martial
      lore. Only highest class levels greater than or equal to 59. A base strength
      of at least 18.
      Improved combat abilities through martial training and discipline.

      +

       
      Expertise: Martial Lore VI
      Requires : The following expertise: Martial Lore V. A skill of type: Martial
      lore. Only highest class levels greater than or equal to 59. A base strength
      of at least 18.
      Improved combat abilities through martial training and discipline.


      Martial Lore VII (MARTIAL7) -


      Expertise: Martial Lore VII
      Requires : The following expertise: Martial Lore VI. A skill of type: Martial
      lore. Only highest class levels greater than or equal to 64. A base strength
      of at least 19.
      Improved combat abilities through martial training and discipline.

      +

       
      Expertise: Martial Lore VII
      Requires : The following expertise: Martial Lore VI. A skill of type: Martial
      lore. Only highest class levels greater than or equal to 64. A base strength
      of at least 19.
      Improved combat abilities through martial training and discipline.


      Martial Lore VIII (MARTIAL8) -


      Expertise: Martial Lore VIII
      Requires : The following expertise: Martial Lore VII. A skill of type: Martial
      lore. Only highest class levels greater than or equal to 69. A base strength
      of at least 20.
      Improved combat abilities through martial training and discipline.

      +

       
      Expertise: Martial Lore VIII
      Requires : The following expertise: Martial Lore VII. A skill of type: Martial
      lore. Only highest class levels greater than or equal to 69. A base strength
      of at least 20.
      Improved combat abilities through martial training and discipline.


      Martial Lore IX (MARTIAL9) -


      Expertise: Martial Lore IX
      Requires : The following expertise: Martial Lore VIII. A skill of type:
      Martial lore. Only highest class levels greater than or equal to 74. A base
      strength of at least 21.
      Improved combat abilities through martial training and discipline.

      +

       
      Expertise: Martial Lore IX
      Requires : The following expertise: Martial Lore VIII. A skill of type:
      Martial lore. Only highest class levels greater than or equal to 74. A base
      strength of at least 21.
      Improved combat abilities through martial training and discipline.


      Martial Lore X (MARTIAL10) -


      Expertise: Martial Lore X
      Requires : The following expertise: Martial Lore IX. A skill of type: Martial
      lore. Only highest class levels greater than or equal to 79. A base strength
      of at least 22.
      Improved combat abilities through martial training and discipline.

      +

       
      Expertise: Martial Lore X
      Requires : The following expertise: Martial Lore IX. A skill of type: Martial
      lore. Only highest class levels greater than or equal to 79. A base strength
      of at least 22.
      Improved combat abilities through martial training and discipline.


      Moon Enchanting I (MOONLORE1) -


      Expertise: Moon Enchanting I
      Requires : A skill of type: Moon summoning, Moon altering. Only highest class
      levels greater than or equal to 21. A base intelligence of at least 13.
      The ability to cast moon summoning and altering chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Social : MOON


      Target : none
      You see : You drop your drawers and moon everyone in the room!
      Others see : Drops pants and gives you the vertical smile!

      Target : someone
      No Target : You stand, with your pants around your ankles, looking VERY silly!

      You see : You bend over and moon the target.
      Target sees: Bends over and gives you the vertical smile!
      Others see : Drops pants and rudely moons the target!

      Target : self
      You see : You try to moon yourself, but you can't see your A** that well.
      Others see : Nearly goes into convulsions while trying to moon themself.


      Moon Enchanting II (MOONLORE2) -


      Expertise: Moon Enchanting II
      Requires : The following expertise: Moon Enchanting I. A skill of type: Moon
      summoning, Moon altering. Only highest class levels greater than or equal to
      26. A base intelligence of at least 14.
      The ability to cast moon summoning and altering chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Social : MOON


      Target : none
      You see : You drop your drawers and moon everyone in the room!
      Others see : Drops pants and gives you the vertical smile!

      Target : someone
      No Target : You stand, with your pants around your ankles, looking VERY silly!

      You see : You bend over and moon the target.
      Target sees: Bends over and gives you the vertical smile!
      Others see : Drops pants and rudely moons the target!

      Target : self
      You see : You try to moon yourself, but you can't see your A** that well.
      Others see : Nearly goes into convulsions while trying to moon themself.


      Moon Enchanting III (MOONLORE3) -


      Expertise: Moon Enchanting III
      Requires : The following expertise: Moon Enchanting II. A skill of type: Moon
      summoning, Moon altering. Only highest class levels greater than or equal to
      31. A base intelligence of at least 15.
      The ability to cast moon summoning and altering chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Social : MOON


      Target : none
      You see : You drop your drawers and moon everyone in the room!
      Others see : Drops pants and gives you the vertical smile!

      Target : someone
      No Target : You stand, with your pants around your ankles, looking VERY silly!

      You see : You bend over and moon the target.
      Target sees: Bends over and gives you the vertical smile!
      Others see : Drops pants and rudely moons the target!

      Target : self
      You see : You try to moon yourself, but you can't see your A** that well.
      Others see : Nearly goes into convulsions while trying to moon themself.


      Moon Enchanting IV (MOONLORE4) -


      Expertise: Moon Enchanting IV
      Requires : The following expertise: Moon Enchanting III. A skill of type: Moon
      summoning, Moon altering. Only highest class levels greater than or equal to
      36. A base intelligence of at least 16.
      The ability to cast moon summoning and altering chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Social : MOON


      Target : none
      You see : You drop your drawers and moon everyone in the room!
      Others see : Drops pants and gives you the vertical smile!

      Target : someone
      No Target : You stand, with your pants around your ankles, looking VERY silly!

      You see : You bend over and moon the target.
      Target sees: Bends over and gives you the vertical smile!
      Others see : Drops pants and rudely moons the target!

      Target : self
      You see : You try to moon yourself, but you can't see your A** that well.
      Others see : Nearly goes into convulsions while trying to moon themself.


      Moon Enchanting V (MOONLORE5) -


      Expertise: Moon Enchanting V
      Requires : The following expertise: Moon Enchanting IV. A skill of type: Moon
      summoning, Moon altering. Only highest class levels greater than or equal to
      41. A base intelligence of at least 17.
      The ability to cast moon summoning and altering chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Social : MOON


      Target : none
      You see : You drop your drawers and moon everyone in the room!
      Others see : Drops pants and gives you the vertical smile!

      Target : someone
      No Target : You stand, with your pants around your ankles, looking VERY silly!

      You see : You bend over and moon the target.
      Target sees: Bends over and gives you the vertical smile!
      Others see : Drops pants and rudely moons the target!

      Target : self
      You see : You try to moon yourself, but you can't see your A** that well.
      Others see : Nearly goes into convulsions while trying to moon themself.


      Moon Enchanting VI (MOONLORE6) -


      Expertise: Moon Enchanting VI
      Requires : The following expertise: Moon Enchanting V. A skill of type: Moon
      summoning, Moon altering. Only highest class levels greater than or equal to
      46. A base intelligence of at least 18.
      The ability to cast moon summoning and altering chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Social : MOON


      Target : none
      You see : You drop your drawers and moon everyone in the room!
      Others see : Drops pants and gives you the vertical smile!

      Target : someone
      No Target : You stand, with your pants around your ankles, looking VERY silly!

      You see : You bend over and moon the target.
      Target sees: Bends over and gives you the vertical smile!
      Others see : Drops pants and rudely moons the target!

      Target : self
      You see : You try to moon yourself, but you can't see your A** that well.
      Others see : Nearly goes into convulsions while trying to moon themself.


      Moon Enchanting VII (MOONLORE7) -


      Expertise: Moon Enchanting VII
      Requires : The following expertise: Moon Enchanting VI. A skill of type: Moon
      summoning, Moon altering. Only highest class levels greater than or equal to
      51. A base intelligence of at least 19.
      The ability to cast moon summoning and altering chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Social : MOON


      Target : none
      You see : You drop your drawers and moon everyone in the room!
      Others see : Drops pants and gives you the vertical smile!

      Target : someone
      No Target : You stand, with your pants around your ankles, looking VERY silly!

      You see : You bend over and moon the target.
      Target sees: Bends over and gives you the vertical smile!
      Others see : Drops pants and rudely moons the target!

      Target : self
      You see : You try to moon yourself, but you can't see your A** that well.
      Others see : Nearly goes into convulsions while trying to moon themself.


      Moon Enchanting VIII (MOONLORE8) -


      Expertise: Moon Enchanting VIII
      Requires : The following expertise: Moon Enchanting VII. A skill of type: Moon
      summoning, Moon altering. Only highest class levels greater than or equal to
      56. A base intelligence of at least 20.
      The ability to cast moon summoning and altering chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Social : MOON


      Target : none
      You see : You drop your drawers and moon everyone in the room!
      Others see : Drops pants and gives you the vertical smile!

      Target : someone
      No Target : You stand, with your pants around your ankles, looking VERY silly!

      You see : You bend over and moon the target.
      Target sees: Bends over and gives you the vertical smile!
      Others see : Drops pants and rudely moons the target!

      Target : self
      You see : You try to moon yourself, but you can't see your A** that well.
      Others see : Nearly goes into convulsions while trying to moon themself.


      Moon Enchanting IX (MOONLORE9) -


      Expertise: Moon Enchanting IX
      Requires : The following expertise: Moon Enchanting VIII. A skill of type:
      Moon summoning, Moon altering. Only highest class levels greater than or equal
      to 61. A base intelligence of at least 21.
      The ability to cast moon summoning and altering chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Social : MOON


      Target : none
      You see : You drop your drawers and moon everyone in the room!
      Others see : Drops pants and gives you the vertical smile!

      Target : someone
      No Target : You stand, with your pants around your ankles, looking VERY silly!

      You see : You bend over and moon the target.
      Target sees: Bends over and gives you the vertical smile!
      Others see : Drops pants and rudely moons the target!

      Target : self
      You see : You try to moon yourself, but you can't see your A** that well.
      Others see : Nearly goes into convulsions while trying to moon themself.


      Moon Enchanting X (MOONLORE10) -


      Expertise: Moon Enchanting X
      Requires : The following expertise: Moon Enchanting IX. A skill of type: Moon
      summoning, Moon altering. Only highest class levels greater than or equal to
      66. A base intelligence of at least 22.
      The ability to cast moon summoning and altering chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Social : MOON


      Target : none
      You see : You drop your drawers and moon everyone in the room!
      Others see : Drops pants and gives you the vertical smile!

      Target : someone
      No Target : You stand, with your pants around your ankles, looking VERY silly!

      You see : You bend over and moon the target.
      Target sees: Bends over and gives you the vertical smile!
      Others see : Drops pants and rudely moons the target!

      Target : self
      You see : You try to moon yourself, but you can't see your A** that well.
      Others see : Nearly goes into convulsions while trying to moon themself.


      Nature Lore I (NATURELORE1) -


      Expertise: Nature Lore I
      Requires : A skill of type: Nature lore. Only highest class levels greater
      than or equal to 21. A base wisdom of at least 13.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.

      +

       
      Expertise: Nature Lore I
      Requires : A skill of type: Nature lore. Only highest class levels greater
      than or equal to 21. A base wisdom of at least 13.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.


      Nature Lore II (NATURELORE2) -


      Expertise: Nature Lore II
      Requires : The following expertise: Nature Lore I. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 26. A base wisdom of
      at least 14.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.

      +

       
      Expertise: Nature Lore II
      Requires : The following expertise: Nature Lore I. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 26. A base wisdom of
      at least 14.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.


      Nature Lore III (NATURELORE3) -


      Expertise: Nature Lore III
      Requires : The following expertise: Nature Lore II. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 31. A base wisdom of
      at least 15.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.

      +

       
      Expertise: Nature Lore III
      Requires : The following expertise: Nature Lore II. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 31. A base wisdom of
      at least 15.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.


      Nature Lore IV (NATURELORE4) -


      Expertise: Nature Lore IV
      Requires : The following expertise: Nature Lore III. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 36. A base wisdom of
      at least 16.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.

      +

       
      Expertise: Nature Lore IV
      Requires : The following expertise: Nature Lore III. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 36. A base wisdom of
      at least 16.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.


      Nature Lore V (NATURELORE5) -


      Expertise: Nature Lore V
      Requires : The following expertise: Nature Lore IV. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 41. A base wisdom of
      at least 17.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.

      +

       
      Expertise: Nature Lore V
      Requires : The following expertise: Nature Lore IV. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 41. A base wisdom of
      at least 17.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.


      Nature Lore VI (NATURELORE6) -


      Expertise: Nature Lore VI
      Requires : The following expertise: Nature Lore V. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 46. A base wisdom of
      at least 18.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.

      +

       
      Expertise: Nature Lore VI
      Requires : The following expertise: Nature Lore V. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 46. A base wisdom of
      at least 18.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.


      Nature Lore VII (NATURELORE7) -


      Expertise: Nature Lore VII
      Requires : The following expertise: Nature Lore VI. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 51. A base wisdom of
      at least 19.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.

      +

       
      Expertise: Nature Lore VII
      Requires : The following expertise: Nature Lore VI. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 51. A base wisdom of
      at least 19.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.


      Nature Lore VIII (NATURELORE8) -


      Expertise: Nature Lore VIII
      Requires : The following expertise: Nature Lore VII. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 56. A base wisdom of
      at least 20.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.

      +

       
      Expertise: Nature Lore VIII
      Requires : The following expertise: Nature Lore VII. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 56. A base wisdom of
      at least 20.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.


      Nature Lore IX (NATURELORE9) -


      Expertise: Nature Lore IX
      Requires : The following expertise: Nature Lore VIII. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 61. A base wisdom of
      at least 21.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.

      +

       
      Expertise: Nature Lore IX
      Requires : The following expertise: Nature Lore VIII. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 61. A base wisdom of
      at least 21.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.


      Nature Lore X (NATURELORE10) -


      Expertise: Nature Lore X
      Requires : The following expertise: Nature Lore IX. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 66. A base wisdom of
      at least 22.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.

      +

       
      Expertise: Nature Lore X
      Requires : The following expertise: Nature Lore IX. A skill of type: Nature
      lore. Only highest class levels greater than or equal to 66. A base wisdom of
      at least 22.
      Better knowledge of the natural world and how to get the most from nature-lore
      domain skills.


      Neutralizing I (NEUTRALIZING1) -


      Expertise: Neutralizing I
      Requires : A skill of type: Neutralization. Only highest class levels greater
      than or equal to 30. A base wisdom of at least 16.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Neutralizing I
      Requires : A skill of type: Neutralization. Only highest class levels greater
      than or equal to 30. A base wisdom of at least 16.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Neutralizing II (NEUTRALIZING2) -


      Expertise: Neutralizing II
      Requires : The following expertise: Neutralizing I. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 35. A base
      wisdom of at least 17.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Neutralizing II
      Requires : The following expertise: Neutralizing I. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 35. A base
      wisdom of at least 17.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Neutralizing III (NEUTRALIZING3) -


      Expertise: Neutralizing III
      Requires : The following expertise: Neutralizing II. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 40. A base
      wisdom of at least 18.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Neutralizing III
      Requires : The following expertise: Neutralizing II. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 40. A base
      wisdom of at least 18.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Neutralizing IV (NEUTRALIZING4) -


      Expertise: Neutralizing IV
      Requires : The following expertise: Neutralizing III. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 45. A base
      wisdom of at least 19.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Neutralizing IV
      Requires : The following expertise: Neutralizing III. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 45. A base
      wisdom of at least 19.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Neutralizing V (NEUTRALIZING5) -


      Expertise: Neutralizing V
      Requires : The following expertise: Neutralizing IV. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 50. A base
      wisdom of at least 20.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Neutralizing V
      Requires : The following expertise: Neutralizing IV. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 50. A base
      wisdom of at least 20.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Neutralizing VI (NEUTRALIZING6) -


      Expertise: Neutralizing VI
      Requires : The following expertise: Neutralizing V. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 55. A base
      wisdom of at least 21.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Neutralizing VI
      Requires : The following expertise: Neutralizing V. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 55. A base
      wisdom of at least 21.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Neutralizing VII (NEUTRALIZING7) -


      Expertise: Neutralizing VII
      Requires : The following expertise: Neutralizing VI. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 60. A base
      wisdom of at least 22.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Neutralizing VII
      Requires : The following expertise: Neutralizing VI. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 60. A base
      wisdom of at least 22.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Neutralizing VIII (NEUTRALIZING8) -


      Expertise: Neutralizing VIII
      Requires : The following expertise: Neutralizing VII. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 65. A base
      wisdom of at least 23.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Neutralizing VIII
      Requires : The following expertise: Neutralizing VII. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 65. A base
      wisdom of at least 23.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Neutralizing IX (NEUTRALIZING9) -


      Expertise: Neutralizing IX
      Requires : The following expertise: Neutralizing VIII. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 70. A base
      wisdom of at least 24.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Neutralizing IX
      Requires : The following expertise: Neutralizing VIII. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 70. A base
      wisdom of at least 24.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Neutralizing X (NEUTRALIZING10) -


      Expertise: Neutralizing X
      Requires : The following expertise: Neutralizing IX. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 75. A base
      wisdom of at least 25.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Neutralizing X
      Requires : The following expertise: Neutralizing IX. A skill of type:
      Neutralization. Only highest class levels greater than or equal to 75. A base
      wisdom of at least 25.
      The ability to cast neutralization-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Plant Growing I (PLANTGROWER1) -


      Expertise: Plant Growing I
      Requires : A skill of type: Plant growth. Only highest class levels greater
      than or equal to 31. A base wisdom of at least 13.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Growing I
      Requires : A skill of type: Plant growth. Only highest class levels greater
      than or equal to 31. A base wisdom of at least 13.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Growing II (PLANTGROWER2) -


      Expertise: Plant Growing II
      Requires : The following expertise: Plant Growing I. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 36. A base wisdom
      of at least 14.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Growing II
      Requires : The following expertise: Plant Growing I. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 36. A base wisdom
      of at least 14.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Growing III (PLANTGROWER3) -


      Expertise: Plant Growing III
      Requires : The following expertise: Plant Growing II. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 41. A base wisdom
      of at least 15.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Growing III
      Requires : The following expertise: Plant Growing II. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 41. A base wisdom
      of at least 15.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Growing IV (PLANTGROWER4) -


      Expertise: Plant Growing IV
      Requires : The following expertise: Plant Growing III. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 46. A base wisdom
      of at least 16.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Growing IV
      Requires : The following expertise: Plant Growing III. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 46. A base wisdom
      of at least 16.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Growing V (PLANTGROWER5) -


      Expertise: Plant Growing V
      Requires : The following expertise: Plant Growing IV. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 51. A base wisdom
      of at least 17.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Growing V
      Requires : The following expertise: Plant Growing IV. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 51. A base wisdom
      of at least 17.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Growing VI (PLANTGROWER6) -


      Expertise: Plant Growing VI
      Requires : The following expertise: Plant Growing V. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 56. A base wisdom
      of at least 18.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Growing VI
      Requires : The following expertise: Plant Growing V. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 56. A base wisdom
      of at least 18.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Growing VII (PLANTGROWER7) -


      Expertise: Plant Growing VII
      Requires : The following expertise: Plant Growing VI. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 61. A base wisdom
      of at least 19.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Growing VII
      Requires : The following expertise: Plant Growing VI. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 61. A base wisdom
      of at least 19.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Growing VIII (PLANTGROWER8) -


      Expertise: Plant Growing VIII
      Requires : The following expertise: Plant Growing VII. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 66. A base wisdom
      of at least 20.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Growing VIII
      Requires : The following expertise: Plant Growing VII. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 66. A base wisdom
      of at least 20.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Growing IX (PLANTGROWER9) -


      Expertise: Plant Growing IX
      Requires : The following expertise: Plant Growing VIII. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 71. A base wisdom
      of at least 21.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Growing IX
      Requires : The following expertise: Plant Growing VIII. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 71. A base wisdom
      of at least 21.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Growing X (PLANTGROWER10) -


      Expertise: Plant Growing X
      Requires : The following expertise: Plant Growing IX. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 76. A base wisdom
      of at least 22.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Growing X
      Requires : The following expertise: Plant Growing IX. A skill of type: Plant
      growth. Only highest class levels greater than or equal to 76. A base wisdom
      of at least 22.
      The ability to cast plant growing chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Mastering I (PLANTMASTER1) -


      Expertise: Plant Mastering I
      Requires : A skill of type: Plant control. Only highest class levels greater
      than or equal to 31. A base wisdom of at least 13.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Mastering I
      Requires : A skill of type: Plant control. Only highest class levels greater
      than or equal to 31. A base wisdom of at least 13.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Mastering II (PLANTMASTER2) -


      Expertise: Plant Mastering II
      Requires : The following expertise: Plant Mastering I. A skill of type: Plant
      control. Only highest class levels greater than or equal to 36. A base wisdom
      of at least 14.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Mastering II
      Requires : The following expertise: Plant Mastering I. A skill of type: Plant
      control. Only highest class levels greater than or equal to 36. A base wisdom
      of at least 14.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Mastering III (PLANTMASTER3) -


      Expertise: Plant Mastering III
      Requires : The following expertise: Plant Mastering II. A skill of type: Plant
      control. Only highest class levels greater than or equal to 41. A base wisdom
      of at least 15.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Mastering III
      Requires : The following expertise: Plant Mastering II. A skill of type: Plant
      control. Only highest class levels greater than or equal to 41. A base wisdom
      of at least 15.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Mastering IV (PLANTMASTER4) -


      Expertise: Plant Mastering IV
      Requires : The following expertise: Plant Mastering III. A skill of type:
      Plant control. Only highest class levels greater than or equal to 46. A base
      wisdom of at least 16.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Mastering IV
      Requires : The following expertise: Plant Mastering III. A skill of type:
      Plant control. Only highest class levels greater than or equal to 46. A base
      wisdom of at least 16.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Mastering V (PLANTMASTER5) -


      Expertise: Plant Mastering V
      Requires : The following expertise: Plant Mastering IV. A skill of type: Plant
      control. Only highest class levels greater than or equal to 51. A base wisdom
      of at least 17.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Mastering V
      Requires : The following expertise: Plant Mastering IV. A skill of type: Plant
      control. Only highest class levels greater than or equal to 51. A base wisdom
      of at least 17.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Mastering VI (PLANTMASTER6) -


      Expertise: Plant Mastering VI
      Requires : The following expertise: Plant Mastering V. A skill of type: Plant
      control. Only highest class levels greater than or equal to 56. A base wisdom
      of at least 18.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Mastering VI
      Requires : The following expertise: Plant Mastering V. A skill of type: Plant
      control. Only highest class levels greater than or equal to 56. A base wisdom
      of at least 18.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Mastering VII (PLANTMASTER7) -


      Expertise: Plant Mastering VII
      Requires : The following expertise: Plant Mastering VI. A skill of type: Plant
      control. Only highest class levels greater than or equal to 61. A base wisdom
      of at least 19.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Mastering VII
      Requires : The following expertise: Plant Mastering VI. A skill of type: Plant
      control. Only highest class levels greater than or equal to 61. A base wisdom
      of at least 19.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Mastering VIII (PLANTMASTER8) -


      Expertise: Plant Mastering VIII
      Requires : The following expertise: Plant Mastering VII. A skill of type:
      Plant control. Only highest class levels greater than or equal to 66. A base
      wisdom of at least 20.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Mastering VIII
      Requires : The following expertise: Plant Mastering VII. A skill of type:
      Plant control. Only highest class levels greater than or equal to 66. A base
      wisdom of at least 20.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Mastering IX (PLANTMASTER9) -


      Expertise: Plant Mastering IX
      Requires : The following expertise: Plant Mastering VIII. A skill of type:
      Plant control. Only highest class levels greater than or equal to 71. A base
      wisdom of at least 21.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Mastering IX
      Requires : The following expertise: Plant Mastering VIII. A skill of type:
      Plant control. Only highest class levels greater than or equal to 71. A base
      wisdom of at least 21.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Plant Mastering X (PLANTMASTER10) -


      Expertise: Plant Mastering X
      Requires : The following expertise: Plant Mastering IX. A skill of type: Plant
      control. Only highest class levels greater than or equal to 76. A base wisdom
      of at least 22.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Plant Mastering X
      Requires : The following expertise: Plant Mastering IX. A skill of type: Plant
      control. Only highest class levels greater than or equal to 76. A base wisdom
      of at least 22.
      The ability to cast plant controlling chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Poisoning I (POISONING1) -


      Expertise: Poisoning I
      Requires : One of the following skills: Apothecary. A skill of type:
      Poisoning. Only highest class levels greater than or equal to 15. A base
      intelligence of at least 13.
      The ability to make and handle more powerful poisons.

      +

       
      Expertise: Poisoning I
      Requires : One of the following skills: Apothecary. A skill of type:
      Poisoning. Only highest class levels greater than or equal to 15. A base
      intelligence of at least 13.
      The ability to make and handle more powerful poisons.


      Poisoning II (POISONING2) -


      Expertise: Poisoning II
      Requires : The following expertise: Poisoning I. One of the following skills:
      Apothecary. A skill of type: Poisoning. Only highest class levels greater
      than or equal to 20. A base intelligence of at least 14.
      The ability to make and handle more powerful poisons.

      +

       
      Expertise: Poisoning II
      Requires : The following expertise: Poisoning I. One of the following skills:
      Apothecary. A skill of type: Poisoning. Only highest class levels greater
      than or equal to 20. A base intelligence of at least 14.
      The ability to make and handle more powerful poisons.


      Poisoning III (POISONING3) -


      Expertise: Poisoning III
      Requires : The following expertise: Poisoning II. One of the following skills:
      Apothecary. A skill of type: Poisoning. Only highest class levels greater
      than or equal to 25. A base intelligence of at least 15.
      The ability to make and handle more powerful poisons.

      +

       
      Expertise: Poisoning III
      Requires : The following expertise: Poisoning II. One of the following skills:
      Apothecary. A skill of type: Poisoning. Only highest class levels greater
      than or equal to 25. A base intelligence of at least 15.
      The ability to make and handle more powerful poisons.


      Poisoning IV (POISONING4) -


      Expertise: Poisoning IV
      Requires : The following expertise: Poisoning III. One of the following
      skills: Apothecary. A skill of type: Poisoning. Only highest class levels
      greater than or equal to 30. A base intelligence of at least 16.
      The ability to make and handle more powerful poisons.

      +

       
      Expertise: Poisoning IV
      Requires : The following expertise: Poisoning III. One of the following
      skills: Apothecary. A skill of type: Poisoning. Only highest class levels
      greater than or equal to 30. A base intelligence of at least 16.
      The ability to make and handle more powerful poisons.


      Poisoning V (POISONING5) -


      Expertise: Poisoning V
      Requires : The following expertise: Poisoning IV. One of the following skills:
      Apothecary. A skill of type: Poisoning. Only highest class levels greater
      than or equal to 35. A base intelligence of at least 17.
      The ability to make and handle more powerful poisons.

      +

       
      Expertise: Poisoning V
      Requires : The following expertise: Poisoning IV. One of the following skills:
      Apothecary. A skill of type: Poisoning. Only highest class levels greater
      than or equal to 35. A base intelligence of at least 17.
      The ability to make and handle more powerful poisons.


      Poisoning VI (POISONING6) -


      Expertise: Poisoning VI
      Requires : The following expertise: Poisoning V. One of the following skills:
      Apothecary. A skill of type: Poisoning. Only highest class levels greater
      than or equal to 40. A base intelligence of at least 18.
      The ability to make and handle more powerful poisons.

      +

       
      Expertise: Poisoning VI
      Requires : The following expertise: Poisoning V. One of the following skills:
      Apothecary. A skill of type: Poisoning. Only highest class levels greater
      than or equal to 40. A base intelligence of at least 18.
      The ability to make and handle more powerful poisons.


      Poisoning VII (POISONING7) -


      Expertise: Poisoning VII
      Requires : The following expertise: Poisoning VI. One of the following skills:
      Apothecary. A skill of type: Poisoning. Only highest class levels greater
      than or equal to 45. A base intelligence of at least 19.
      The ability to make and handle more powerful poisons.

      +

       
      Expertise: Poisoning VII
      Requires : The following expertise: Poisoning VI. One of the following skills:
      Apothecary. A skill of type: Poisoning. Only highest class levels greater
      than or equal to 45. A base intelligence of at least 19.
      The ability to make and handle more powerful poisons.


      Poisoning VIII (POISONING8) -


      Expertise: Poisoning VIII
      Requires : The following expertise: Poisoning VII. One of the following
      skills: Apothecary. A skill of type: Poisoning. Only highest class levels
      greater than or equal to 50. A base intelligence of at least 20.
      The ability to make and handle more powerful poisons.

      +

       
      Expertise: Poisoning VIII
      Requires : The following expertise: Poisoning VII. One of the following
      skills: Apothecary. A skill of type: Poisoning. Only highest class levels
      greater than or equal to 50. A base intelligence of at least 20.
      The ability to make and handle more powerful poisons.


      Poisoning IX (POISONING9) -


      Expertise: Poisoning IX
      Requires : The following expertise: Poisoning VIII. One of the following
      skills: Apothecary. A skill of type: Poisoning. Only highest class levels
      greater than or equal to 55. A base intelligence of at least 21.
      The ability to make and handle more powerful poisons.

      +

       
      Expertise: Poisoning IX
      Requires : The following expertise: Poisoning VIII. One of the following
      skills: Apothecary. A skill of type: Poisoning. Only highest class levels
      greater than or equal to 55. A base intelligence of at least 21.
      The ability to make and handle more powerful poisons.


      Poisoning X (POISONING10) -


      Expertise: Poisoning X
      Requires : The following expertise: Poisoning IX. One of the following skills:
      Apothecary. A skill of type: Poisoning. Only highest class levels greater
      than or equal to 60. A base intelligence of at least 22.
      The ability to make and handle more powerful poisons.

      +

       
      Expertise: Poisoning X
      Requires : The following expertise: Poisoning IX. One of the following skills:
      Apothecary. A skill of type: Poisoning. Only highest class levels greater
      than or equal to 60. A base intelligence of at least 22.
      The ability to make and handle more powerful poisons.


      Polearm Focus I (POLEFOCUS1) -


      Expertise: Polearm Focus I
      Requires : Only Fighter types. One of the following skills: Polearm
      Specialization. Only highest class levels greater than or equal to 32. A base
      strength of at least 11.
      The ability for fighters to wield higher level polearm-class weapons.

      +

       
      Expertise: Polearm Focus I
      Requires : Only Fighter types. One of the following skills: Polearm
      Specialization. Only highest class levels greater than or equal to 32. A base
      strength of at least 11.
      The ability for fighters to wield higher level polearm-class weapons.


      Polearm Focus II (POLEFOCUS2) -


      Expertise: Polearm Focus II
      Requires : The following expertise: Polearm Focus I. Only Fighter types. One
      of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 37. A base strength of at least 12.
      The ability for fighters to wield higher level polearm-class weapons.

      +

       
      Expertise: Polearm Focus II
      Requires : The following expertise: Polearm Focus I. Only Fighter types. One
      of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 37. A base strength of at least 12.
      The ability for fighters to wield higher level polearm-class weapons.


      Polearm Focus III (POLEFOCUS3) -


      Expertise: Polearm Focus III
      Requires : The following expertise: Polearm Focus II. Only Fighter types. One
      of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 42. A base strength of at least 13.
      The ability for fighters to wield higher level polearm-class weapons.

      +

       
      Expertise: Polearm Focus III
      Requires : The following expertise: Polearm Focus II. Only Fighter types. One
      of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 42. A base strength of at least 13.
      The ability for fighters to wield higher level polearm-class weapons.


      Polearm Focus IV (POLEFOCUS4) -


      Expertise: Polearm Focus IV
      Requires : The following expertise: Polearm Focus III. Only Fighter types.
      One of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 47. A base strength of at least 14.
      The ability for fighters to wield higher level polearm-class weapons.

      +

       
      Expertise: Polearm Focus IV
      Requires : The following expertise: Polearm Focus III. Only Fighter types.
      One of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 47. A base strength of at least 14.
      The ability for fighters to wield higher level polearm-class weapons.


      Polearm Focus V (POLEFOCUS5) -


      Expertise: Polearm Focus V
      Requires : The following expertise: Polearm Focus IV. Only Fighter types. One
      of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 52. A base strength of at least 15.
      The ability for fighters to wield higher level polearm-class weapons.

      +

       
      Expertise: Polearm Focus V
      Requires : The following expertise: Polearm Focus IV. Only Fighter types. One
      of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 52. A base strength of at least 15.
      The ability for fighters to wield higher level polearm-class weapons.


      Polearm Focus VI (POLEFOCUS6) -


      Expertise: Polearm Focus VI
      Requires : The following expertise: Polearm Focus V. Only Fighter types. One
      of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 57. A base strength of at least 16.
      The ability for fighters to wield higher level polearm-class weapons.

      +

       
      Expertise: Polearm Focus VI
      Requires : The following expertise: Polearm Focus V. Only Fighter types. One
      of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 57. A base strength of at least 16.
      The ability for fighters to wield higher level polearm-class weapons.


      Polearm Focus VII (POLEFOCUS7) -


      Expertise: Polearm Focus VII
      Requires : The following expertise: Polearm Focus VI. Only Fighter types. One
      of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 62. A base strength of at least 17.
      The ability for fighters to wield higher level polearm-class weapons.

      +

       
      Expertise: Polearm Focus VII
      Requires : The following expertise: Polearm Focus VI. Only Fighter types. One
      of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 62. A base strength of at least 17.
      The ability for fighters to wield higher level polearm-class weapons.


      Polearm Focus VIII (POLEFOCUS8) -


      Expertise: Polearm Focus VIII
      Requires : The following expertise: Polearm Focus VII. Only Fighter types.
      One of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 67. A base strength of at least 18.
      The ability for fighters to wield higher level polearm-class weapons.

      +

       
      Expertise: Polearm Focus VIII
      Requires : The following expertise: Polearm Focus VII. Only Fighter types.
      One of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 67. A base strength of at least 18.
      The ability for fighters to wield higher level polearm-class weapons.


      Polearm Focus IX (POLEFOCUS9) -


      Expertise: Polearm Focus IX
      Requires : The following expertise: Polearm Focus VIII. Only Fighter types.
      One of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 72. A base strength of at least 19.
      The ability for fighters to wield higher level polearm-class weapons.

      +

       
      Expertise: Polearm Focus IX
      Requires : The following expertise: Polearm Focus VIII. Only Fighter types.
      One of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 72. A base strength of at least 19.
      The ability for fighters to wield higher level polearm-class weapons.


      Polearm Focus X (POLEFOCUS10) -


      Expertise: Polearm Focus X
      Requires : The following expertise: Polearm Focus IX. Only Fighter types. One
      of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 77. A base strength of at least 20.
      The ability for fighters to wield higher level polearm-class weapons.

      +

       
      Expertise: Polearm Focus X
      Requires : The following expertise: Polearm Focus IX. Only Fighter types. One
      of the following skills: Polearm Specialization. Only highest class levels
      greater than or equal to 77. A base strength of at least 20.
      The ability for fighters to wield higher level polearm-class weapons.


      Polearm Piercing I (POLEPIERCE1) -


      Expertise: Polearm Piercing I
      Requires : One of the following skills: Polearm Specialization. Only highest
      class levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a piercing-type polearm-class weapon.

      +

       
      Expertise: Polearm Piercing I
      Requires : One of the following skills: Polearm Specialization. Only highest
      class levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a piercing-type polearm-class weapon.


      Polearm Piercing II (POLEPIERCE2) -


      Expertise: Polearm Piercing II
      Requires : The following expertise: Polearm Piercing I. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 37. A base strength of at least 17.
      The ability to do more damage when using a piercing-type polearm-class weapon.

      +

       
      Expertise: Polearm Piercing II
      Requires : The following expertise: Polearm Piercing I. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 37. A base strength of at least 17.
      The ability to do more damage when using a piercing-type polearm-class weapon.


      Polearm Piercing III (POLEPIERCE3) -


      Expertise: Polearm Piercing III
      Requires : The following expertise: Polearm Piercing II. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 42. A base strength of at least 18.
      The ability to do more damage when using a piercing-type polearm-class weapon.

      +

       
      Expertise: Polearm Piercing III
      Requires : The following expertise: Polearm Piercing II. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 42. A base strength of at least 18.
      The ability to do more damage when using a piercing-type polearm-class weapon.


      Polearm Piercing IV (POLEPIERCE4) -


      Expertise: Polearm Piercing IV
      Requires : The following expertise: Polearm Piercing III. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 47. A base strength of at least 19.
      The ability to do more damage when using a piercing-type polearm-class weapon.

      +

       
      Expertise: Polearm Piercing IV
      Requires : The following expertise: Polearm Piercing III. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 47. A base strength of at least 19.
      The ability to do more damage when using a piercing-type polearm-class weapon.


      Polearm Piercing V (POLEPIERCE5) -


      Expertise: Polearm Piercing V
      Requires : The following expertise: Polearm Piercing IV. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 52. A base strength of at least 20.
      The ability to do more damage when using a piercing-type polearm-class weapon.

      +

       
      Expertise: Polearm Piercing V
      Requires : The following expertise: Polearm Piercing IV. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 52. A base strength of at least 20.
      The ability to do more damage when using a piercing-type polearm-class weapon.


      Polearm Piercing VI (POLEPIERCE6) -


      Expertise: Polearm Piercing VI
      Requires : The following expertise: Polearm Piercing V. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 57. A base strength of at least 21.
      The ability to do more damage when using a piercing-type polearm-class weapon.

      +

       
      Expertise: Polearm Piercing VI
      Requires : The following expertise: Polearm Piercing V. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 57. A base strength of at least 21.
      The ability to do more damage when using a piercing-type polearm-class weapon.


      Polearm Piercing VII (POLEPIERCE7) -


      Expertise: Polearm Piercing VII
      Requires : The following expertise: Polearm Piercing VI. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 62. A base strength of at least 22.
      The ability to do more damage when using a piercing-type polearm-class weapon.

      +

       
      Expertise: Polearm Piercing VII
      Requires : The following expertise: Polearm Piercing VI. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 62. A base strength of at least 22.
      The ability to do more damage when using a piercing-type polearm-class weapon.


      Polearm Piercing VIII (POLEPIERCE8) -


      Expertise: Polearm Piercing VIII
      Requires : The following expertise: Polearm Piercing VII. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 67. A base strength of at least 23.
      The ability to do more damage when using a piercing-type polearm-class weapon.

      +

       
      Expertise: Polearm Piercing VIII
      Requires : The following expertise: Polearm Piercing VII. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 67. A base strength of at least 23.
      The ability to do more damage when using a piercing-type polearm-class weapon.


      Polearm Piercing IX (POLEPIERCE9) -


      Expertise: Polearm Piercing IX
      Requires : The following expertise: Polearm Piercing VIII. One of the
      following skills: Polearm Specialization. Only highest class levels greater
      than or equal to 72. A base strength of at least 24.
      The ability to do more damage when using a piercing-type polearm-class weapon.

      +

       
      Expertise: Polearm Piercing IX
      Requires : The following expertise: Polearm Piercing VIII. One of the
      following skills: Polearm Specialization. Only highest class levels greater
      than or equal to 72. A base strength of at least 24.
      The ability to do more damage when using a piercing-type polearm-class weapon.


      Polearm Piercing X (POLEPIERCE10) -


      Expertise: Polearm Piercing X
      Requires : The following expertise: Polearm Piercing IX. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 77. A base strength of at least 25.
      The ability to do more damage when using a piercing-type polearm-class weapon.

      +

       
      Expertise: Polearm Piercing X
      Requires : The following expertise: Polearm Piercing IX. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 77. A base strength of at least 25.
      The ability to do more damage when using a piercing-type polearm-class weapon.


      Polearm Slicing I (POLESLICE1) -


      Expertise: Polearm Slicing I
      Requires : One of the following skills: Polearm Specialization. Only highest
      class levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.

      +

       
      Expertise: Polearm Slicing I
      Requires : One of the following skills: Polearm Specialization. Only highest
      class levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.


      Polearm Slicing II (POLESLICE2) -


      Expertise: Polearm Slicing II
      Requires : The following expertise: Polearm Slicing I. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 37. A base strength of at least 17.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.

      +

       
      Expertise: Polearm Slicing II
      Requires : The following expertise: Polearm Slicing I. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 37. A base strength of at least 17.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.


      Polearm Slicing III (POLESLICE3) -


      Expertise: Polearm Slicing III
      Requires : The following expertise: Polearm Slicing II. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 42. A base strength of at least 18.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.

      +

       
      Expertise: Polearm Slicing III
      Requires : The following expertise: Polearm Slicing II. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 42. A base strength of at least 18.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.


      Polearm Slicing IV (POLESLICE4) -


      Expertise: Polearm Slicing IV
      Requires : The following expertise: Polearm Slicing III. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 47. A base strength of at least 19.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.

      +

       
      Expertise: Polearm Slicing IV
      Requires : The following expertise: Polearm Slicing III. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 47. A base strength of at least 19.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.


      Polearm Slicing V (POLESLICE5) -


      Expertise: Polearm Slicing V
      Requires : The following expertise: Polearm Slicing IV. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 52. A base strength of at least 20.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.

      +

       
      Expertise: Polearm Slicing V
      Requires : The following expertise: Polearm Slicing IV. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 52. A base strength of at least 20.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.


      Polearm Slicing VI (POLESLICE6) -


      Expertise: Polearm Slicing VI
      Requires : The following expertise: Polearm Slicing V. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 57. A base strength of at least 21.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.

      +

       
      Expertise: Polearm Slicing VI
      Requires : The following expertise: Polearm Slicing V. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 57. A base strength of at least 21.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.


      Polearm Slicing VII (POLESLICE7) -


      Expertise: Polearm Slicing VII
      Requires : The following expertise: Polearm Slicing VI. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 62. A base strength of at least 22.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.

      +

       
      Expertise: Polearm Slicing VII
      Requires : The following expertise: Polearm Slicing VI. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 62. A base strength of at least 22.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.


      Polearm Slicing VIII (POLESLICE8) -


      Expertise: Polearm Slicing VIII
      Requires : The following expertise: Polearm Slicing VII. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 67. A base strength of at least 23.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.

      +

       
      Expertise: Polearm Slicing VIII
      Requires : The following expertise: Polearm Slicing VII. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 67. A base strength of at least 23.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.


      Polearm Slicing IX (POLESLICE9) -


      Expertise: Polearm Slicing IX
      Requires : The following expertise: Polearm Slicing VIII. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 72. A base strength of at least 24.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.

      +

       
      Expertise: Polearm Slicing IX
      Requires : The following expertise: Polearm Slicing VIII. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 72. A base strength of at least 24.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.


      Polearm Slicing X (POLESLICE10) -


      Expertise: Polearm Slicing X
      Requires : The following expertise: Polearm Slicing IX. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 77. A base strength of at least 25.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.

      +

       
      Expertise: Polearm Slicing X
      Requires : The following expertise: Polearm Slicing IX. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 77. A base strength of at least 25.
      The ability to do more damage when using a slashing/slicing-type polearm-class
      weapon.


      Polearm Striking I (POLESTRIKE1) -


      Expertise: Polearm Striking I
      Requires : One of the following skills: Polearm Specialization. Only highest
      class levels greater than or equal to 29. A base dexterity of at least 16.
      The ability to hit more often when using a polearm-class weapon.

      +

       
      Expertise: Polearm Striking I
      Requires : One of the following skills: Polearm Specialization. Only highest
      class levels greater than or equal to 29. A base dexterity of at least 16.
      The ability to hit more often when using a polearm-class weapon.


      Polearm Striking II (POLESTRIKE2) -


      Expertise: Polearm Striking II
      Requires : The following expertise: Polearm Striking I. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 34. A base dexterity of at least 17.
      The ability to hit more often when using a polearm-class weapon.

      +

       
      Expertise: Polearm Striking II
      Requires : The following expertise: Polearm Striking I. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 34. A base dexterity of at least 17.
      The ability to hit more often when using a polearm-class weapon.


      Polearm Striking III (POLESTRIKE3) -


      Expertise: Polearm Striking III
      Requires : The following expertise: Polearm Striking II. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 39. A base dexterity of at least 18.
      The ability to hit more often when using a polearm-class weapon.

      +

       
      Expertise: Polearm Striking III
      Requires : The following expertise: Polearm Striking II. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 39. A base dexterity of at least 18.
      The ability to hit more often when using a polearm-class weapon.


      Polearm Striking IV (POLESTRIKE4) -


      Expertise: Polearm Striking IV
      Requires : The following expertise: Polearm Striking III. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 44. A base dexterity of at least 19.
      The ability to hit more often when using a polearm-class weapon.

      +

       
      Expertise: Polearm Striking IV
      Requires : The following expertise: Polearm Striking III. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 44. A base dexterity of at least 19.
      The ability to hit more often when using a polearm-class weapon.


      Polearm Striking V (POLESTRIKE5) -


      Expertise: Polearm Striking V
      Requires : The following expertise: Polearm Striking IV. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 49. A base dexterity of at least 20.
      The ability to hit more often when using a polearm-class weapon.

      +

       
      Expertise: Polearm Striking V
      Requires : The following expertise: Polearm Striking IV. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 49. A base dexterity of at least 20.
      The ability to hit more often when using a polearm-class weapon.


      Polearm Striking VI (POLESTRIKE6) -


      Expertise: Polearm Striking VI
      Requires : The following expertise: Polearm Striking V. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 54. A base dexterity of at least 21.
      The ability to hit more often when using a polearm-class weapon.

      +

       
      Expertise: Polearm Striking VI
      Requires : The following expertise: Polearm Striking V. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 54. A base dexterity of at least 21.
      The ability to hit more often when using a polearm-class weapon.


      Polearm Striking VII (POLESTRIKE7) -


      Expertise: Polearm Striking VII
      Requires : The following expertise: Polearm Striking VI. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 59. A base dexterity of at least 22.
      The ability to hit more often when using a polearm-class weapon.

      +

       
      Expertise: Polearm Striking VII
      Requires : The following expertise: Polearm Striking VI. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 59. A base dexterity of at least 22.
      The ability to hit more often when using a polearm-class weapon.


      Polearm Striking VIII (POLESTRIKE8) -


      Expertise: Polearm Striking VIII
      Requires : The following expertise: Polearm Striking VII. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 64. A base dexterity of at least 23.
      The ability to hit more often when using a polearm-class weapon.

      +

       
      Expertise: Polearm Striking VIII
      Requires : The following expertise: Polearm Striking VII. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 64. A base dexterity of at least 23.
      The ability to hit more often when using a polearm-class weapon.


      Polearm Striking IX (POLESTRIKE9) -


      Expertise: Polearm Striking IX
      Requires : The following expertise: Polearm Striking VIII. One of the
      following skills: Polearm Specialization. Only highest class levels greater
      than or equal to 69. A base dexterity of at least 24.
      The ability to hit more often when using a polearm-class weapon.

      +

       
      Expertise: Polearm Striking IX
      Requires : The following expertise: Polearm Striking VIII. One of the
      following skills: Polearm Specialization. Only highest class levels greater
      than or equal to 69. A base dexterity of at least 24.
      The ability to hit more often when using a polearm-class weapon.


      Polearm Striking X (POLESTRIKE10) -


      Expertise: Polearm Striking X
      Requires : The following expertise: Polearm Striking IX. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 74. A base dexterity of at least 25.
      The ability to hit more often when using a polearm-class weapon.

      +

       
      Expertise: Polearm Striking X
      Requires : The following expertise: Polearm Striking IX. One of the following
      skills: Polearm Specialization. Only highest class levels greater than or
      equal to 74. A base dexterity of at least 25.
      The ability to hit more often when using a polearm-class weapon.


      Power Abjuring I (POWERABJURATION1) -


      Expertise: Power Abjuring I
      Requires : A skill of type: Abjuration. Only highest class levels greater than
      or equal to 24. A base charisma of at least 10. A base intelligence of at
      least 10.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Abjuring I
      Requires : A skill of type: Abjuration. Only highest class levels greater than
      or equal to 24. A base charisma of at least 10. A base intelligence of at
      least 10.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Abjuring II (POWERABJURATION2) -


      Expertise: Power Abjuring II
      Requires : The following expertise: Power Abjuring I. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 29. A base
      charisma of at least 11. A base intelligence of at least 11.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Abjuring II
      Requires : The following expertise: Power Abjuring I. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 29. A base
      charisma of at least 11. A base intelligence of at least 11.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Abjuring III (POWERABJURATION3) -


      Expertise: Power Abjuring III
      Requires : The following expertise: Power Abjuring II. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 34. A base
      charisma of at least 12. A base intelligence of at least 12.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Abjuring III
      Requires : The following expertise: Power Abjuring II. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 34. A base
      charisma of at least 12. A base intelligence of at least 12.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Abjuring IV (POWERABJURATION4) -


      Expertise: Power Abjuring IV
      Requires : The following expertise: Power Abjuring III. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 39. A base
      charisma of at least 13. A base intelligence of at least 13.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Abjuring IV
      Requires : The following expertise: Power Abjuring III. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 39. A base
      charisma of at least 13. A base intelligence of at least 13.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Abjuring V (POWERABJURATION5) -


      Expertise: Power Abjuring V
      Requires : The following expertise: Power Abjuring IV. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 44. A base
      charisma of at least 14. A base intelligence of at least 14.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Abjuring V
      Requires : The following expertise: Power Abjuring IV. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 44. A base
      charisma of at least 14. A base intelligence of at least 14.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Abjuring VI (POWERABJURATION6) -


      Expertise: Power Abjuring VI
      Requires : The following expertise: Power Abjuring V. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 49. A base
      charisma of at least 15. A base intelligence of at least 15.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Abjuring VI
      Requires : The following expertise: Power Abjuring V. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 49. A base
      charisma of at least 15. A base intelligence of at least 15.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Abjuring VII (POWERABJURATION7) -


      Expertise: Power Abjuring VII
      Requires : The following expertise: Power Abjuring VI. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 54. A base
      charisma of at least 16. A base intelligence of at least 16.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Abjuring VII
      Requires : The following expertise: Power Abjuring VI. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 54. A base
      charisma of at least 16. A base intelligence of at least 16.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Abjuring VIII (POWERABJURATION8) -


      Expertise: Power Abjuring VIII
      Requires : The following expertise: Power Abjuring VII. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 59. A base
      charisma of at least 17. A base intelligence of at least 17.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Abjuring VIII
      Requires : The following expertise: Power Abjuring VII. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 59. A base
      charisma of at least 17. A base intelligence of at least 17.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Abjuring IX (POWERABJURATION9) -


      Expertise: Power Abjuring IX
      Requires : The following expertise: Power Abjuring VIII. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 64. A base
      charisma of at least 18. A base intelligence of at least 18.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Abjuring IX
      Requires : The following expertise: Power Abjuring VIII. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 64. A base
      charisma of at least 18. A base intelligence of at least 18.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Abjuring X (POWERABJURATION10) -


      Expertise: Power Abjuring X
      Requires : The following expertise: Power Abjuring IX. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 69. A base
      charisma of at least 19. A base intelligence of at least 19.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Abjuring X
      Requires : The following expertise: Power Abjuring IX. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 69. A base
      charisma of at least 19. A base intelligence of at least 19.
      The ability to cast abjuration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Altering I (POWERALTERATION1) -


      Expertise: Power Altering I
      Requires : A skill of type: Alteration. Only highest class levels greater than
      or equal to 24. A base charisma of at least 10. A base intelligence of at
      least 10.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Altering I
      Requires : A skill of type: Alteration. Only highest class levels greater than
      or equal to 24. A base charisma of at least 10. A base intelligence of at
      least 10.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Altering II (POWERALTERATION2) -


      Expertise: Power Altering II
      Requires : The following expertise: Power Altering I. A skill of type:
      Alteration. Only highest class levels greater than or equal to 29. A base
      charisma of at least 11. A base intelligence of at least 11.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Altering II
      Requires : The following expertise: Power Altering I. A skill of type:
      Alteration. Only highest class levels greater than or equal to 29. A base
      charisma of at least 11. A base intelligence of at least 11.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Altering III (POWERALTERATION3) -


      Expertise: Power Altering III
      Requires : The following expertise: Power Altering II. A skill of type:
      Alteration. Only highest class levels greater than or equal to 34. A base
      charisma of at least 12. A base intelligence of at least 12.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Altering III
      Requires : The following expertise: Power Altering II. A skill of type:
      Alteration. Only highest class levels greater than or equal to 34. A base
      charisma of at least 12. A base intelligence of at least 12.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Altering IV (POWERALTERATION4) -


      Expertise: Power Altering IV
      Requires : The following expertise: Power Altering III. A skill of type:
      Alteration. Only highest class levels greater than or equal to 39. A base
      charisma of at least 13. A base intelligence of at least 13.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Altering IV
      Requires : The following expertise: Power Altering III. A skill of type:
      Alteration. Only highest class levels greater than or equal to 39. A base
      charisma of at least 13. A base intelligence of at least 13.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Altering V (POWERALTERATION5) -


      Expertise: Power Altering V
      Requires : The following expertise: Power Altering IV. A skill of type:
      Alteration. Only highest class levels greater than or equal to 44. A base
      charisma of at least 14. A base intelligence of at least 14.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Altering V
      Requires : The following expertise: Power Altering IV. A skill of type:
      Alteration. Only highest class levels greater than or equal to 44. A base
      charisma of at least 14. A base intelligence of at least 14.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Altering VI (POWERALTERATION6) -


      Expertise: Power Altering VI
      Requires : The following expertise: Power Altering V. A skill of type:
      Alteration. Only highest class levels greater than or equal to 49. A base
      charisma of at least 15. A base intelligence of at least 15.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Altering VI
      Requires : The following expertise: Power Altering V. A skill of type:
      Alteration. Only highest class levels greater than or equal to 49. A base
      charisma of at least 15. A base intelligence of at least 15.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Altering VII (POWERALTERATION7) -


      Expertise: Power Altering VII
      Requires : The following expertise: Power Altering VI. A skill of type:
      Alteration. Only highest class levels greater than or equal to 54. A base
      charisma of at least 16. A base intelligence of at least 16.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Altering VII
      Requires : The following expertise: Power Altering VI. A skill of type:
      Alteration. Only highest class levels greater than or equal to 54. A base
      charisma of at least 16. A base intelligence of at least 16.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Altering VIII (POWERALTERATION8) -


      Expertise: Power Altering VIII
      Requires : The following expertise: Power Altering VII. A skill of type:
      Alteration. Only highest class levels greater than or equal to 59. A base
      charisma of at least 17. A base intelligence of at least 17.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Altering VIII
      Requires : The following expertise: Power Altering VII. A skill of type:
      Alteration. Only highest class levels greater than or equal to 59. A base
      charisma of at least 17. A base intelligence of at least 17.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Altering IX (POWERALTERATION9) -


      Expertise: Power Altering IX
      Requires : The following expertise: Power Altering VIII. A skill of type:
      Alteration. Only highest class levels greater than or equal to 64. A base
      charisma of at least 18. A base intelligence of at least 18.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Altering IX
      Requires : The following expertise: Power Altering VIII. A skill of type:
      Alteration. Only highest class levels greater than or equal to 64. A base
      charisma of at least 18. A base intelligence of at least 18.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Altering X (POWERALTERATION10) -


      Expertise: Power Altering X
      Requires : The following expertise: Power Altering IX. A skill of type:
      Alteration. Only highest class levels greater than or equal to 69. A base
      charisma of at least 19. A base intelligence of at least 19.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Altering X
      Requires : The following expertise: Power Altering IX. A skill of type:
      Alteration. Only highest class levels greater than or equal to 69. A base
      charisma of at least 19. A base intelligence of at least 19.
      The ability to cast alteration spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Conjuring I (POWERCONJURATION1) -


      Expertise: Power Conjuring I
      Requires : A skill of type: Conjuration and not Clanmagic. Only highest class
      levels greater than or equal to 24. A base charisma of at least 10. A base
      intelligence of at least 10.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Conjuring I
      Requires : A skill of type: Conjuration and not Clanmagic. Only highest class
      levels greater than or equal to 24. A base charisma of at least 10. A base
      intelligence of at least 10.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Conjuring II (POWERCONJURATION2) -


      Expertise: Power Conjuring II
      Requires : The following expertise: Power Conjuring I. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 29. A base charisma of at least 11. A base intelligence of at least 11.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Conjuring II
      Requires : The following expertise: Power Conjuring I. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 29. A base charisma of at least 11. A base intelligence of at least 11.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Conjuring III (POWERCONJURATION3) -


      Expertise: Power Conjuring III
      Requires : The following expertise: Power Conjuring II. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 34. A base charisma of at least 12. A base intelligence of at least 12.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Conjuring III
      Requires : The following expertise: Power Conjuring II. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 34. A base charisma of at least 12. A base intelligence of at least 12.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Conjuring IV (POWERCONJURATION4) -


      Expertise: Power Conjuring IV
      Requires : The following expertise: Power Conjuring III. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 39. A base charisma of at least 13. A base intelligence of at least 13.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Conjuring IV
      Requires : The following expertise: Power Conjuring III. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 39. A base charisma of at least 13. A base intelligence of at least 13.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Conjuring V (POWERCONJURATION5) -


      Expertise: Power Conjuring V
      Requires : The following expertise: Power Conjuring IV. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 44. A base charisma of at least 14. A base intelligence of at least 14.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Conjuring V
      Requires : The following expertise: Power Conjuring IV. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 44. A base charisma of at least 14. A base intelligence of at least 14.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Conjuring VI (POWERCONJURATION6) -


      Expertise: Power Conjuring VI
      Requires : The following expertise: Power Conjuring V. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 49. A base charisma of at least 15. A base intelligence of at least 15.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Conjuring VI
      Requires : The following expertise: Power Conjuring V. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 49. A base charisma of at least 15. A base intelligence of at least 15.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Conjuring VII (POWERCONJURATION7) -


      Expertise: Power Conjuring VII
      Requires : The following expertise: Power Conjuring VI. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 54. A base charisma of at least 16. A base intelligence of at least 16.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Conjuring VII
      Requires : The following expertise: Power Conjuring VI. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 54. A base charisma of at least 16. A base intelligence of at least 16.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Conjuring VIII (POWERCONJURATION8) -


      Expertise: Power Conjuring VIII
      Requires : The following expertise: Power Conjuring VII. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 59. A base charisma of at least 17. A base intelligence of at least 17.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Conjuring VIII
      Requires : The following expertise: Power Conjuring VII. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 59. A base charisma of at least 17. A base intelligence of at least 17.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Conjuring IX (POWERCONJURATION9) -


      Expertise: Power Conjuring IX
      Requires : The following expertise: Power Conjuring VIII. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 64. A base charisma of at least 18. A base intelligence of at least 18.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Conjuring IX
      Requires : The following expertise: Power Conjuring VIII. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 64. A base charisma of at least 18. A base intelligence of at least 18.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Conjuring X (POWERCONJURATION10) -


      Expertise: Power Conjuring X
      Requires : The following expertise: Power Conjuring IX. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 69. A base charisma of at least 19. A base intelligence of at least 19.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Conjuring X
      Requires : The following expertise: Power Conjuring IX. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 69. A base charisma of at least 19. A base intelligence of at least 19.
      The ability to cast conjuration spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Divining I (POWERDIVINATION1) -


      Expertise: Power Divining I
      Requires : A skill of type: Divination. Only highest class levels greater than
      or equal to 4. A base charisma of at least 10. A base intelligence of at
      least 10.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Divining I
      Requires : A skill of type: Divination. Only highest class levels greater than
      or equal to 4. A base charisma of at least 10. A base intelligence of at
      least 10.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Divining II (POWERDIVINATION2) -


      Expertise: Power Divining II
      Requires : The following expertise: Power Divining I. A skill of type:
      Divination. Only highest class levels greater than or equal to 7. A base
      charisma of at least 11. A base intelligence of at least 11.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Divining II
      Requires : The following expertise: Power Divining I. A skill of type:
      Divination. Only highest class levels greater than or equal to 7. A base
      charisma of at least 11. A base intelligence of at least 11.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Divining III (POWERDIVINATION3) -


      Expertise: Power Divining III
      Requires : The following expertise: Power Divining II. A skill of type:
      Divination. Only highest class levels greater than or equal to 10. A base
      charisma of at least 12. A base intelligence of at least 12.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Divining III
      Requires : The following expertise: Power Divining II. A skill of type:
      Divination. Only highest class levels greater than or equal to 10. A base
      charisma of at least 12. A base intelligence of at least 12.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Divining IV (POWERDIVINATION4) -


      Expertise: Power Divining IV
      Requires : The following expertise: Power Divining III. A skill of type:
      Divination. Only highest class levels greater than or equal to 13. A base
      charisma of at least 13. A base intelligence of at least 13.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Divining IV
      Requires : The following expertise: Power Divining III. A skill of type:
      Divination. Only highest class levels greater than or equal to 13. A base
      charisma of at least 13. A base intelligence of at least 13.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Divining V (POWERDIVINATION5) -


      Expertise: Power Divining V
      Requires : The following expertise: Power Divining IV. A skill of type:
      Divination. Only highest class levels greater than or equal to 16. A base
      charisma of at least 14. A base intelligence of at least 14.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Divining V
      Requires : The following expertise: Power Divining IV. A skill of type:
      Divination. Only highest class levels greater than or equal to 16. A base
      charisma of at least 14. A base intelligence of at least 14.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Divining VI (POWERDIVINATION6) -


      Expertise: Power Divining VI
      Requires : The following expertise: Power Divining V. A skill of type:
      Divination. Only highest class levels greater than or equal to 19. A base
      charisma of at least 15. A base intelligence of at least 15.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Divining VI
      Requires : The following expertise: Power Divining V. A skill of type:
      Divination. Only highest class levels greater than or equal to 19. A base
      charisma of at least 15. A base intelligence of at least 15.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Divining VII (POWERDIVINATION7) -


      Expertise: Power Divining VII
      Requires : The following expertise: Power Divining VI. A skill of type:
      Divination. Only highest class levels greater than or equal to 22. A base
      charisma of at least 16. A base intelligence of at least 16.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Divining VII
      Requires : The following expertise: Power Divining VI. A skill of type:
      Divination. Only highest class levels greater than or equal to 22. A base
      charisma of at least 16. A base intelligence of at least 16.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Divining VIII (POWERDIVINATION8) -


      Expertise: Power Divining VIII
      Requires : The following expertise: Power Divining VII. A skill of type:
      Divination. Only highest class levels greater than or equal to 25. A base
      charisma of at least 17. A base intelligence of at least 17.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Divining VIII
      Requires : The following expertise: Power Divining VII. A skill of type:
      Divination. Only highest class levels greater than or equal to 25. A base
      charisma of at least 17. A base intelligence of at least 17.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Divining IX (POWERDIVINATION9) -


      Expertise: Power Divining IX
      Requires : The following expertise: Power Divining VIII. A skill of type:
      Divination. Only highest class levels greater than or equal to 28. A base
      charisma of at least 18. A base intelligence of at least 18.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Divining IX
      Requires : The following expertise: Power Divining VIII. A skill of type:
      Divination. Only highest class levels greater than or equal to 28. A base
      charisma of at least 18. A base intelligence of at least 18.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Divining X (POWERDIVINATION10) -


      Expertise: Power Divining X
      Requires : The following expertise: Power Divining IX. A skill of type:
      Divination. Only highest class levels greater than or equal to 31. A base
      charisma of at least 19. A base intelligence of at least 19.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Divining X
      Requires : The following expertise: Power Divining IX. A skill of type:
      Divination. Only highest class levels greater than or equal to 31. A base
      charisma of at least 19. A base intelligence of at least 19.
      The ability to cast divination spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Enchanting I (POWERENCHANTMENT1) -


      Expertise: Power Enchanting I
      Requires : A skill of type: Enchantment and not Clanmagic. Only highest class
      levels greater than or equal to 24. A base charisma of at least 10. A base
      intelligence of at least 10.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Enchanting I
      Requires : A skill of type: Enchantment and not Clanmagic. Only highest class
      levels greater than or equal to 24. A base charisma of at least 10. A base
      intelligence of at least 10.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Enchanting II (POWERENCHANTMENT2) -


      Expertise: Power Enchanting II
      Requires : The following expertise: Power Enchanting I. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 29. A base charisma of at least 11. A base intelligence of at least 11.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Enchanting II
      Requires : The following expertise: Power Enchanting I. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 29. A base charisma of at least 11. A base intelligence of at least 11.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Enchanting III (POWERENCHANTMENT3) -


      Expertise: Power Enchanting III
      Requires : The following expertise: Power Enchanting II. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 34. A base charisma of at least 12. A base intelligence of at least 12.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Enchanting III
      Requires : The following expertise: Power Enchanting II. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 34. A base charisma of at least 12. A base intelligence of at least 12.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Enchanting IV (POWERENCHANTMENT4) -


      Expertise: Power Enchanting IV
      Requires : The following expertise: Power Enchanting III. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 39. A base charisma of at least 13. A base intelligence of at least 13.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Enchanting IV
      Requires : The following expertise: Power Enchanting III. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 39. A base charisma of at least 13. A base intelligence of at least 13.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Enchanting V (POWERENCHANTMENT5) -


      Expertise: Power Enchanting V
      Requires : The following expertise: Power Enchanting IV. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 44. A base charisma of at least 14. A base intelligence of at least 14.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Enchanting V
      Requires : The following expertise: Power Enchanting IV. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 44. A base charisma of at least 14. A base intelligence of at least 14.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Enchanting VI (POWERENCHANTMENT6) -


      Expertise: Power Enchanting VI
      Requires : The following expertise: Power Enchanting V. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 49. A base charisma of at least 15. A base intelligence of at least 15.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Enchanting VI
      Requires : The following expertise: Power Enchanting V. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 49. A base charisma of at least 15. A base intelligence of at least 15.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Enchanting VII (POWERENCHANTMENT7) -


      Expertise: Power Enchanting VII
      Requires : The following expertise: Power Enchanting VI. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 54. A base charisma of at least 16. A base intelligence of at least 16.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Enchanting VII
      Requires : The following expertise: Power Enchanting VI. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 54. A base charisma of at least 16. A base intelligence of at least 16.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Enchanting VIII (POWERENCHANTMENT8) -


      Expertise: Power Enchanting VIII
      Requires : The following expertise: Power Enchanting VII. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 59. A base charisma of at least 17. A base intelligence of at least 17.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Enchanting VIII
      Requires : The following expertise: Power Enchanting VII. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 59. A base charisma of at least 17. A base intelligence of at least 17.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Enchanting IX (POWERENCHANTMENT9) -


      Expertise: Power Enchanting IX
      Requires : The following expertise: Power Enchanting VIII. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 64. A base charisma of at least 18. A base intelligence of at least 18.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Enchanting IX
      Requires : The following expertise: Power Enchanting VIII. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 64. A base charisma of at least 18. A base intelligence of at least 18.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Enchanting X (POWERENCHANTMENT10) -


      Expertise: Power Enchanting X
      Requires : The following expertise: Power Enchanting IX. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 69. A base charisma of at least 19. A base intelligence of at least 19.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Enchanting X
      Requires : The following expertise: Power Enchanting IX. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 69. A base charisma of at least 19. A base intelligence of at least 19.
      The ability to cast enchantment/charm spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Illusing I (POWERILLUSION1) -


      Expertise: Power Illusing I
      Requires : A skill of type: Illusion. Only highest class levels greater than
      or equal to 24. A base charisma of at least 10. A base intelligence of at
      least 10.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Illusing I
      Requires : A skill of type: Illusion. Only highest class levels greater than
      or equal to 24. A base charisma of at least 10. A base intelligence of at
      least 10.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Illusing II (POWERILLUSION2) -


      Expertise: Power Illusing II
      Requires : The following expertise: Power Illusing I. A skill of type:
      Illusion. Only highest class levels greater than or equal to 29. A base
      charisma of at least 11. A base intelligence of at least 11.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Illusing II
      Requires : The following expertise: Power Illusing I. A skill of type:
      Illusion. Only highest class levels greater than or equal to 29. A base
      charisma of at least 11. A base intelligence of at least 11.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Illusing III (POWERILLUSION3) -


      Expertise: Power Illusing III
      Requires : The following expertise: Power Illusing II. A skill of type:
      Illusion. Only highest class levels greater than or equal to 34. A base
      charisma of at least 12. A base intelligence of at least 12.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Illusing III
      Requires : The following expertise: Power Illusing II. A skill of type:
      Illusion. Only highest class levels greater than or equal to 34. A base
      charisma of at least 12. A base intelligence of at least 12.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Illusing IV (POWERILLUSION4) -


      Expertise: Power Illusing IV
      Requires : The following expertise: Power Illusing III. A skill of type:
      Illusion. Only highest class levels greater than or equal to 39. A base
      charisma of at least 13. A base intelligence of at least 13.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Illusing IV
      Requires : The following expertise: Power Illusing III. A skill of type:
      Illusion. Only highest class levels greater than or equal to 39. A base
      charisma of at least 13. A base intelligence of at least 13.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Illusing V (POWERILLUSION5) -


      Expertise: Power Illusing V
      Requires : The following expertise: Power Illusing IV. A skill of type:
      Illusion. Only highest class levels greater than or equal to 44. A base
      charisma of at least 14. A base intelligence of at least 14.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Illusing V
      Requires : The following expertise: Power Illusing IV. A skill of type:
      Illusion. Only highest class levels greater than or equal to 44. A base
      charisma of at least 14. A base intelligence of at least 14.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Illusing VI (POWERILLUSION6) -


      Expertise: Power Illusing VI
      Requires : The following expertise: Power Illusing V. A skill of type:
      Illusion. Only highest class levels greater than or equal to 49. A base
      charisma of at least 15. A base intelligence of at least 15.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Illusing VI
      Requires : The following expertise: Power Illusing V. A skill of type:
      Illusion. Only highest class levels greater than or equal to 49. A base
      charisma of at least 15. A base intelligence of at least 15.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Illusing VII (POWERILLUSION7) -


      Expertise: Power Illusing VII
      Requires : The following expertise: Power Illusing VI. A skill of type:
      Illusion. Only highest class levels greater than or equal to 54. A base
      charisma of at least 16. A base intelligence of at least 16.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Illusing VII
      Requires : The following expertise: Power Illusing VI. A skill of type:
      Illusion. Only highest class levels greater than or equal to 54. A base
      charisma of at least 16. A base intelligence of at least 16.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Illusing VIII (POWERILLUSION8) -


      Expertise: Power Illusing VIII
      Requires : The following expertise: Power Illusing VII. A skill of type:
      Illusion. Only highest class levels greater than or equal to 59. A base
      charisma of at least 17. A base intelligence of at least 17.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Illusing VIII
      Requires : The following expertise: Power Illusing VII. A skill of type:
      Illusion. Only highest class levels greater than or equal to 59. A base
      charisma of at least 17. A base intelligence of at least 17.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Illusing IX (POWERILLUSION9) -


      Expertise: Power Illusing IX
      Requires : The following expertise: Power Illusing VIII. A skill of type:
      Illusion. Only highest class levels greater than or equal to 64. A base
      charisma of at least 18. A base intelligence of at least 18.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Illusing IX
      Requires : The following expertise: Power Illusing VIII. A skill of type:
      Illusion. Only highest class levels greater than or equal to 64. A base
      charisma of at least 18. A base intelligence of at least 18.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power Illusing X (POWERILLUSION10) -


      Expertise: Power Illusing X
      Requires : The following expertise: Power Illusing IX. A skill of type:
      Illusion. Only highest class levels greater than or equal to 69. A base
      charisma of at least 19. A base intelligence of at least 19.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.

      +

       
      Expertise: Power Illusing X
      Requires : The following expertise: Power Illusing IX. A skill of type:
      Illusion. Only highest class levels greater than or equal to 69. A base
      charisma of at least 19. A base intelligence of at least 19.
      The ability to cast illusion spells at a higher power level, producing longer
      and more malicious/beneficial magic.


      Power In/Evoking I (POWERINVOCATION1) -


      Expertise: Power In/Evoking I
      Requires : A skill of type: Invocation. Only highest class levels greater than
      or equal to 24. A base charisma of at least 10. A base intelligence of at
      least 10.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.

      +

       
      Expertise: Power In/Evoking I
      Requires : A skill of type: Invocation. Only highest class levels greater than
      or equal to 24. A base charisma of at least 10. A base intelligence of at
      least 10.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.


      Power In/Evoking II (POWERINVOCATION2) -


      Expertise: Power In/Evoking II
      Requires : The following expertise: Power In/Evoking I. A skill of type:
      Invocation. Only highest class levels greater than or equal to 29. A base
      charisma of at least 11. A base intelligence of at least 11.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.

      +

       
      Expertise: Power In/Evoking II
      Requires : The following expertise: Power In/Evoking I. A skill of type:
      Invocation. Only highest class levels greater than or equal to 29. A base
      charisma of at least 11. A base intelligence of at least 11.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.


      Power In/Evoking III (POWERINVOCATION3) -


      Expertise: Power In/Evoking III
      Requires : The following expertise: Power In/Evoking II. A skill of type:
      Invocation. Only highest class levels greater than or equal to 34. A base
      charisma of at least 12. A base intelligence of at least 12.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.

      +

       
      Expertise: Power In/Evoking III
      Requires : The following expertise: Power In/Evoking II. A skill of type:
      Invocation. Only highest class levels greater than or equal to 34. A base
      charisma of at least 12. A base intelligence of at least 12.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.


      Power In/Evoking IV (POWERINVOCATION4) -


      Expertise: Power In/Evoking IV
      Requires : The following expertise: Power In/Evoking III. A skill of type:
      Invocation. Only highest class levels greater than or equal to 39. A base
      charisma of at least 13. A base intelligence of at least 13.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.

      +

       
      Expertise: Power In/Evoking IV
      Requires : The following expertise: Power In/Evoking III. A skill of type:
      Invocation. Only highest class levels greater than or equal to 39. A base
      charisma of at least 13. A base intelligence of at least 13.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.


      Power In/Evoking V (POWERINVOCATION5) -


      Expertise: Power In/Evoking V
      Requires : The following expertise: Power In/Evoking IV. A skill of type:
      Invocation. Only highest class levels greater than or equal to 44. A base
      charisma of at least 14. A base intelligence of at least 14.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.

      +

       
      Expertise: Power In/Evoking V
      Requires : The following expertise: Power In/Evoking IV. A skill of type:
      Invocation. Only highest class levels greater than or equal to 44. A base
      charisma of at least 14. A base intelligence of at least 14.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.


      Power In/Evoking VI (POWERINVOCATION6) -


      Expertise: Power In/Evoking VI
      Requires : The following expertise: Power In/Evoking V. A skill of type:
      Invocation. Only highest class levels greater than or equal to 49. A base
      charisma of at least 15. A base intelligence of at least 15.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.

      +

       
      Expertise: Power In/Evoking VI
      Requires : The following expertise: Power In/Evoking V. A skill of type:
      Invocation. Only highest class levels greater than or equal to 49. A base
      charisma of at least 15. A base intelligence of at least 15.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.


      Power In/Evoking VII (POWERINVOCATION7) -


      Expertise: Power In/Evoking VII
      Requires : The following expertise: Power In/Evoking VI. A skill of type:
      Invocation. Only highest class levels greater than or equal to 54. A base
      charisma of at least 16. A base intelligence of at least 16.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.

      +

       
      Expertise: Power In/Evoking VII
      Requires : The following expertise: Power In/Evoking VI. A skill of type:
      Invocation. Only highest class levels greater than or equal to 54. A base
      charisma of at least 16. A base intelligence of at least 16.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.


      Power In/Evoking VIII (POWERINVOCATION8) -


      Expertise: Power In/Evoking VIII
      Requires : The following expertise: Power In/Evoking VII. A skill of type:
      Invocation. Only highest class levels greater than or equal to 59. A base
      charisma of at least 17. A base intelligence of at least 17.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.

      +

       
      Expertise: Power In/Evoking VIII
      Requires : The following expertise: Power In/Evoking VII. A skill of type:
      Invocation. Only highest class levels greater than or equal to 59. A base
      charisma of at least 17. A base intelligence of at least 17.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.


      Power In/Evoking IX (POWERINVOCATION9) -


      Expertise: Power In/Evoking IX
      Requires : The following expertise: Power In/Evoking VIII. A skill of type:
      Invocation. Only highest class levels greater than or equal to 64. A base
      charisma of at least 18. A base intelligence of at least 18.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.

      +

       
      Expertise: Power In/Evoking IX
      Requires : The following expertise: Power In/Evoking VIII. A skill of type:
      Invocation. Only highest class levels greater than or equal to 64. A base
      charisma of at least 18. A base intelligence of at least 18.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.


      Power In/Evoking X (POWERINVOCATION10) -


      Expertise: Power In/Evoking X
      Requires : The following expertise: Power In/Evoking IX. A skill of type:
      Invocation. Only highest class levels greater than or equal to 69. A base
      charisma of at least 19. A base intelligence of at least 19.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.

      +

       
      Expertise: Power In/Evoking X
      Requires : The following expertise: Power In/Evoking IX. A skill of type:
      Invocation. Only highest class levels greater than or equal to 69. A base
      charisma of at least 19. A base intelligence of at least 19.
      The ability to cast invocation/evocation spells at a higher power level,
      producing longer and more malicious/beneficial magic.


      Power Sailing I (POWERSAILING1) -


      Expertise: Power Sailing I
      Requires : A skill of type: Sea travel. Only highest class levels greater than
      or equal to 4. A base charisma of at least 10. A base intelligence of at
      least 10.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.

      +

       
      Expertise: Power Sailing I
      Requires : A skill of type: Sea travel. Only highest class levels greater than
      or equal to 4. A base charisma of at least 10. A base intelligence of at
      least 10.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.


      Power Sailing II (POWERSAILING2) -


      Expertise: Power Sailing II
      Requires : The following expertise: Power Sailing I. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 7. A base charisma
      of at least 11. A base intelligence of at least 11.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.

      +

       
      Expertise: Power Sailing II
      Requires : The following expertise: Power Sailing I. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 7. A base charisma
      of at least 11. A base intelligence of at least 11.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.


      Power Sailing III (POWERSAILING3) -


      Expertise: Power Sailing III
      Requires : The following expertise: Power Sailing II. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 10. A base
      charisma of at least 12. A base intelligence of at least 12.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.

      +

       
      Expertise: Power Sailing III
      Requires : The following expertise: Power Sailing II. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 10. A base
      charisma of at least 12. A base intelligence of at least 12.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.


      Power Sailing IV (POWERSAILING4) -


      Expertise: Power Sailing IV
      Requires : The following expertise: Power Sailing III. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 13. A base
      charisma of at least 13. A base intelligence of at least 13.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.

      +

       
      Expertise: Power Sailing IV
      Requires : The following expertise: Power Sailing III. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 13. A base
      charisma of at least 13. A base intelligence of at least 13.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.


      Power Sailing V (POWERSAILING5) -


      Expertise: Power Sailing V
      Requires : The following expertise: Power Sailing IV. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 16. A base
      charisma of at least 14. A base intelligence of at least 14.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.

      +

       
      Expertise: Power Sailing V
      Requires : The following expertise: Power Sailing IV. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 16. A base
      charisma of at least 14. A base intelligence of at least 14.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.


      Power Sailing VI (POWERSAILING6) -


      Expertise: Power Sailing VI
      Requires : The following expertise: Power Sailing V. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 19. A base
      charisma of at least 15. A base intelligence of at least 15.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.

      +

       
      Expertise: Power Sailing VI
      Requires : The following expertise: Power Sailing V. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 19. A base
      charisma of at least 15. A base intelligence of at least 15.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.


      Power Sailing VII (POWERSAILING7) -


      Expertise: Power Sailing VII
      Requires : The following expertise: Power Sailing VI. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 22. A base
      charisma of at least 16. A base intelligence of at least 16.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.

      +

       
      Expertise: Power Sailing VII
      Requires : The following expertise: Power Sailing VI. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 22. A base
      charisma of at least 16. A base intelligence of at least 16.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.


      Power Sailing VIII (POWERSAILING8) -


      Expertise: Power Sailing VIII
      Requires : The following expertise: Power Sailing VII. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 25. A base
      charisma of at least 17. A base intelligence of at least 17.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.

      +

       
      Expertise: Power Sailing VIII
      Requires : The following expertise: Power Sailing VII. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 25. A base
      charisma of at least 17. A base intelligence of at least 17.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.


      Power Sailing IX (POWERSAILING9) -


      Expertise: Power Sailing IX
      Requires : The following expertise: Power Sailing VIII. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 28. A base
      charisma of at least 18. A base intelligence of at least 18.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.

      +

       
      Expertise: Power Sailing IX
      Requires : The following expertise: Power Sailing VIII. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 28. A base
      charisma of at least 18. A base intelligence of at least 18.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.


      Power Sailing X (POWERSAILING10) -


      Expertise: Power Sailing X
      Requires : The following expertise: Power Sailing IX. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 31. A base
      charisma of at least 19. A base intelligence of at least 19.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.

      +

       
      Expertise: Power Sailing X
      Requires : The following expertise: Power Sailing IX. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 31. A base
      charisma of at least 19. A base intelligence of at least 19.
      The ability to use sea travel at a higher power level, producing longer and
      more malicious/beneficial effect.


      Power Transmuting I (POWERTRANSMUTATION1) -


      Expertise: Power Transmuting I
      Requires : A skill of type: Transmutation. Only highest class levels greater
      than or equal to 24. A base charisma of at least 10. A base intelligence of
      at least 10.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Transmuting I
      Requires : A skill of type: Transmutation. Only highest class levels greater
      than or equal to 24. A base charisma of at least 10. A base intelligence of
      at least 10.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Transmuting II (POWERTRANSMUTATION2) -


      Expertise: Power Transmuting II
      Requires : The following expertise: Power Transmuting I. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 29. A base
      charisma of at least 11. A base intelligence of at least 11.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Transmuting II
      Requires : The following expertise: Power Transmuting I. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 29. A base
      charisma of at least 11. A base intelligence of at least 11.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Transmuting III (POWERTRANSMUTATION3) -


      Expertise: Power Transmuting III
      Requires : The following expertise: Power Transmuting II. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 34. A base
      charisma of at least 12. A base intelligence of at least 12.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Transmuting III
      Requires : The following expertise: Power Transmuting II. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 34. A base
      charisma of at least 12. A base intelligence of at least 12.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Transmuting IV (POWERTRANSMUTATION4) -


      Expertise: Power Transmuting IV
      Requires : The following expertise: Power Transmuting III. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 39. A base
      charisma of at least 13. A base intelligence of at least 13.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Transmuting IV
      Requires : The following expertise: Power Transmuting III. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 39. A base
      charisma of at least 13. A base intelligence of at least 13.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Transmuting V (POWERTRANSMUTATION5) -


      Expertise: Power Transmuting V
      Requires : The following expertise: Power Transmuting IV. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 44. A base
      charisma of at least 14. A base intelligence of at least 14.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Transmuting V
      Requires : The following expertise: Power Transmuting IV. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 44. A base
      charisma of at least 14. A base intelligence of at least 14.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Transmuting VI (POWERTRANSMUTATION6) -


      Expertise: Power Transmuting VI
      Requires : The following expertise: Power Transmuting V. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 49. A base
      charisma of at least 15. A base intelligence of at least 15.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Transmuting VI
      Requires : The following expertise: Power Transmuting V. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 49. A base
      charisma of at least 15. A base intelligence of at least 15.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Transmuting VII (POWERTRANSMUTATION7) -


      Expertise: Power Transmuting VII
      Requires : The following expertise: Power Transmuting VI. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 54. A base
      charisma of at least 16. A base intelligence of at least 16.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Transmuting VII
      Requires : The following expertise: Power Transmuting VI. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 54. A base
      charisma of at least 16. A base intelligence of at least 16.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Transmuting VIII (POWERTRANSMUTATION8) -


      Expertise: Power Transmuting VIII
      Requires : The following expertise: Power Transmuting VII. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 59. A base
      charisma of at least 17. A base intelligence of at least 17.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Transmuting VIII
      Requires : The following expertise: Power Transmuting VII. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 59. A base
      charisma of at least 17. A base intelligence of at least 17.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Transmuting IX (POWERTRANSMUTATION9) -


      Expertise: Power Transmuting IX
      Requires : The following expertise: Power Transmuting VIII. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 64. A base
      charisma of at least 18. A base intelligence of at least 18.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Transmuting IX
      Requires : The following expertise: Power Transmuting VIII. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 64. A base
      charisma of at least 18. A base intelligence of at least 18.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Power Transmuting X (POWERTRANSMUTATION10) -


      Expertise: Power Transmuting X
      Requires : The following expertise: Power Transmuting IX. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 69. A base
      charisma of at least 19. A base intelligence of at least 19.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.

      +

       
      Expertise: Power Transmuting X
      Requires : The following expertise: Power Transmuting IX. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 69. A base
      charisma of at least 19. A base intelligence of at least 19.
      The ability to cast transmutation spells at a higher power level, producing
      longer and more malicious/beneficial magic.


      Preserving I (PRESERVING1) -


      Expertise: Preserving I
      Requires : A skill of type: Preserving. Only highest class levels greater than
      or equal to 29. A base constitution of at least 13.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Preserving I
      Requires : A skill of type: Preserving. Only highest class levels greater than
      or equal to 29. A base constitution of at least 13.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Preserving II (PRESERVING2) -


      Expertise: Preserving II
      Requires : The following expertise: Preserving I. A skill of type: Preserving.
      Only highest class levels greater than or equal to 34. A base constitution of
      at least 14.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Preserving II
      Requires : The following expertise: Preserving I. A skill of type: Preserving.
      Only highest class levels greater than or equal to 34. A base constitution of
      at least 14.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Preserving III (PRESERVING3) -


      Expertise: Preserving III
      Requires : The following expertise: Preserving II. A skill of type:
      Preserving. Only highest class levels greater than or equal to 39. A base
      constitution of at least 15.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Preserving III
      Requires : The following expertise: Preserving II. A skill of type:
      Preserving. Only highest class levels greater than or equal to 39. A base
      constitution of at least 15.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Preserving IV (PRESERVING4) -


      Expertise: Preserving IV
      Requires : The following expertise: Preserving III. A skill of type:
      Preserving. Only highest class levels greater than or equal to 44. A base
      constitution of at least 16.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Preserving IV
      Requires : The following expertise: Preserving III. A skill of type:
      Preserving. Only highest class levels greater than or equal to 44. A base
      constitution of at least 16.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Preserving V (PRESERVING5) -


      Expertise: Preserving V
      Requires : The following expertise: Preserving IV. A skill of type:
      Preserving. Only highest class levels greater than or equal to 49. A base
      constitution of at least 17.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Preserving V
      Requires : The following expertise: Preserving IV. A skill of type:
      Preserving. Only highest class levels greater than or equal to 49. A base
      constitution of at least 17.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Preserving VI (PRESERVING6) -


      Expertise: Preserving VI
      Requires : The following expertise: Preserving V. A skill of type: Preserving.
      Only highest class levels greater than or equal to 54. A base constitution of
      at least 18.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Preserving VI
      Requires : The following expertise: Preserving V. A skill of type: Preserving.
      Only highest class levels greater than or equal to 54. A base constitution of
      at least 18.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Preserving VII (PRESERVING7) -


      Expertise: Preserving VII
      Requires : The following expertise: Preserving VI. A skill of type:
      Preserving. Only highest class levels greater than or equal to 59. A base
      constitution of at least 19.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Preserving VII
      Requires : The following expertise: Preserving VI. A skill of type:
      Preserving. Only highest class levels greater than or equal to 59. A base
      constitution of at least 19.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Preserving VIII (PRESERVING8) -


      Expertise: Preserving VIII
      Requires : The following expertise: Preserving VII. A skill of type:
      Preserving. Only highest class levels greater than or equal to 64. A base
      constitution of at least 20.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Preserving VIII
      Requires : The following expertise: Preserving VII. A skill of type:
      Preserving. Only highest class levels greater than or equal to 64. A base
      constitution of at least 20.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Preserving IX (PRESERVING9) -


      Expertise: Preserving IX
      Requires : The following expertise: Preserving VIII. A skill of type:
      Preserving. Only highest class levels greater than or equal to 69. A base
      constitution of at least 21.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Preserving IX
      Requires : The following expertise: Preserving VIII. A skill of type:
      Preserving. Only highest class levels greater than or equal to 69. A base
      constitution of at least 21.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Preserving X (PRESERVING10) -


      Expertise: Preserving X
      Requires : The following expertise: Preserving IX. A skill of type:
      Preserving. Only highest class levels greater than or equal to 74. A base
      constitution of at least 22.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Preserving X
      Requires : The following expertise: Preserving IX. A skill of type:
      Preserving. Only highest class levels greater than or equal to 74. A base
      constitution of at least 22.
      The ability to cast preserving-domain chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Protecting I (HOLYPROT1) -


      Expertise: Protecting I
      Requires : A skill of type: Holy protection. Only highest class levels greater
      than or equal to 32. A base charisma of at least 13.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Protecting I
      Requires : A skill of type: Holy protection. Only highest class levels greater
      than or equal to 32. A base charisma of at least 13.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Protecting II (HOLYPROT2) -


      Expertise: Protecting II
      Requires : The following expertise: Protecting I. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 37. A base
      charisma of at least 14.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Protecting II
      Requires : The following expertise: Protecting I. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 37. A base
      charisma of at least 14.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Protecting III (HOLYPROT3) -


      Expertise: Protecting III
      Requires : The following expertise: Protecting II. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 42. A base
      charisma of at least 15.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Protecting III
      Requires : The following expertise: Protecting II. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 42. A base
      charisma of at least 15.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Protecting IV (HOLYPROT4) -


      Expertise: Protecting IV
      Requires : The following expertise: Protecting III. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 47. A base
      charisma of at least 16.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Protecting IV
      Requires : The following expertise: Protecting III. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 47. A base
      charisma of at least 16.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Protecting V (HOLYPROT5) -


      Expertise: Protecting V
      Requires : The following expertise: Protecting IV. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 52. A base
      charisma of at least 17.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Protecting V
      Requires : The following expertise: Protecting IV. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 52. A base
      charisma of at least 17.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Protecting VI (HOLYPROT6) -


      Expertise: Protecting VI
      Requires : The following expertise: Protecting V. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 57. A base
      charisma of at least 18.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Protecting VI
      Requires : The following expertise: Protecting V. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 57. A base
      charisma of at least 18.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Protecting VII (HOLYPROT7) -


      Expertise: Protecting VII
      Requires : The following expertise: Protecting VI. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 62. A base
      charisma of at least 19.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Protecting VII
      Requires : The following expertise: Protecting VI. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 62. A base
      charisma of at least 19.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Protecting VIII (HOLYPROT8) -


      Expertise: Protecting VIII
      Requires : The following expertise: Protecting VII. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 67. A base
      charisma of at least 20.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Protecting VIII
      Requires : The following expertise: Protecting VII. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 67. A base
      charisma of at least 20.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Protecting IX (HOLYPROT9) -


      Expertise: Protecting IX
      Requires : The following expertise: Protecting VIII. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 72. A base
      charisma of at least 21.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Protecting IX
      Requires : The following expertise: Protecting VIII. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 72. A base
      charisma of at least 21.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Protecting X (HOLYPROT10) -


      Expertise: Protecting X
      Requires : The following expertise: Protecting IX. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 77. A base
      charisma of at least 22.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Protecting X
      Requires : The following expertise: Protecting IX. A skill of type: Holy
      protection. Only highest class levels greater than or equal to 77. A base
      charisma of at least 22.
      The ability to cast holy protection-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Quality Crafting I (QUALCRAFT1) -


      Expertise: Quality Crafting I
      Requires : One of the following skills: Carpentry, Armorsmithing, Master
      Armorsmithing, Blacksmithing, Cobbling, Costuming, Fletching, Jewel Making,
      Leather Working, Master Costuming, Master Leather Working, Master Tailoring,
      Scrimshawing, Sculpting, Tailoring, Weaponsmithing, Master Weaponsmithing,
      Weaving. A base charisma of at least 14.
      The ability to craft items of the highest quality. Items crafted "Fine" are
      worth more.

      +

       
      Expertise: Quality Crafting I
      Requires : One of the following skills: Carpentry, Armorsmithing, Master
      Armorsmithing, Blacksmithing, Cobbling, Costuming, Fletching, Jewel Making,
      Leather Working, Master Costuming, Master Leather Working, Master Tailoring,
      Scrimshawing, Sculpting, Tailoring, Weaponsmithing, Master Weaponsmithing,
      Legendary Weaponsmithing, Weaving. Only Archon. A base charisma of at least
      14.
      The ability to craft items of the highest quality. Items crafted "Fine" are
      worth more.


      Quality Crafting II (QUALCRAFT2) -


      Expertise: Quality Crafting II
      Requires : The following expertise: Quality Crafting I. One of the following
      skills: Carpentry, Armorsmithing, Master Armorsmithing, Blacksmithing,
      Cobbling, Costuming, Fletching, Jewel Making, Leather Working, Master
      Costuming, Master Leather Working, Master Tailoring, Scrimshawing, Sculpting,
      Tailoring, Weaponsmithing, Master Weaponsmithing, Weaving. A base charisma of
      at least 18.
      The ability to craft items of the highest quality. Items crafted "Beautiful"
      are worth more.

      +

       
      Expertise: Quality Crafting II
      Requires : The following expertise: Quality Crafting I. One of the following
      skills: Carpentry, Armorsmithing, Master Armorsmithing, Blacksmithing,
      Cobbling, Costuming, Fletching, Jewel Making, Leather Working, Master
      Costuming, Master Leather Working, Master Tailoring, Scrimshawing, Sculpting,
      Tailoring, Weaponsmithing, Master Weaponsmithing, Legendary Weaponsmithing,
      Weaving. Only Archon. A base charisma of at least 18.
      The ability to craft items of the highest quality. Items crafted "Beautiful"
      are worth more.


      Quality Crafting III (QUALCRAFT3) -


      Expertise: Quality Crafting III
      Requires : The following expertise: Quality Crafting II. One of the following
      skills: Carpentry, Armorsmithing, Master Armorsmithing, Blacksmithing,
      Cobbling, Costuming, Fletching, Jewel Making, Leather Working, Master
      Costuming, Master Leather Working, Master Tailoring, Scrimshawing, Sculpting,
      Tailoring, Weaponsmithing, Master Weaponsmithing, Weaving. A base charisma of
      at least 22.
      The ability to craft items of the highest quality. Items crafted "Exquisite"
      are worth much more and grant extra charisma from being well dressed.

      +

       
      Expertise: Quality Crafting III
      Requires : The following expertise: Quality Crafting II. One of the following
      skills: Carpentry, Armorsmithing, Master Armorsmithing, Blacksmithing,
      Cobbling, Costuming, Fletching, Jewel Making, Leather Working, Master
      Costuming, Master Leather Working, Master Tailoring, Scrimshawing, Sculpting,
      Tailoring, Weaponsmithing, Master Weaponsmithing, Legendary Weaponsmithing,
      Weaving. Only Archon. A base charisma of at least 22.
      The ability to craft items of the highest quality. Items crafted "Exquisite"
      are worth much more and grant extra charisma from being well dressed.

      +
      Quality Fabricating I (QUALFAB1) +

       
      Expertise: Quality Fabricating I
      Requires : One of the following skills: Paper Making, Fletching, Instrument
      Making, Cage Building, Siegecraft, Wainwrighting. A base charisma of at least
      14.
      The ability to craft items of the highest quality. Items crafted "Fine" are
      worth more.

      +
      Quality Fabricating II (QUALFAB2) +

       
      Expertise: Quality Fabricating II
      Requires : The following expertise: Quality Fabricating I. One of the
      following skills: Paper Making, Fletching, Instrument Making, Cage Building,
      Siegecraft, Wainwrighting. A base charisma of at least 18.
      The ability to craft items of the highest quality. Items crafted "Beautiful"
      are worth more.

      +
      Quality Fabricating III (QUALFAB3) +

       
      Expertise: Quality Fabricating III
      Requires : The following expertise: Quality Fabricating II. One of the
      following skills: Paper Making, Fletching, Instrument Making, Cage Building,
      Siegecraft, Wainwrighting. A base charisma of at least 22.
      The ability to craft items of the highest quality. Items crafted "Exquisite"
      are worth much more and grant extra charisma from being well dressed.

      +
      Quality Metalworking I (QUALMETAL1) +

       
      Expertise: Quality Metalworking I
      Requires : One of the following skills: Jewel Making, Blacksmithing,
      Armorsmithing, Master Armorsmithing, Torturesmithing. A base charisma of at
      least 14.
      The ability to craft items of the highest quality. Items crafted "Fine" are
      worth more.

      +
      Quality Metalworking II (QUALMETAL2) +

       
      Expertise: Quality Metalworking II
      Requires : The following expertise: Quality Metalworking I. One of the
      following skills: Jewel Making, Blacksmithing, Armorsmithing, Master
      Armorsmithing, Torturesmithing. A base charisma of at least 18.
      The ability to craft items of the highest quality. Items crafted "Beautiful"
      are worth more.

      +
      Quality Metalworking III (QUALMETAL3) +

       
      Expertise: Quality Metalworking III
      Requires : The following expertise: Quality Metalworking II. One of the
      following skills: Jewel Making, Blacksmithing, Armorsmithing, Master
      Armorsmithing, Torturesmithing. A base charisma of at least 22.
      The ability to craft items of the highest quality. Items crafted "Exquisite"
      are worth much more and grant extra charisma from being well dressed.

      +
      Quality Sewing I (QUALSEW1) +

       
      Expertise: Quality Sewing I
      Requires : One of the following skills: Tailoring, Leather Working, Costuming,
      Master Tailoring, Master Leather Working, Master Costuming, Cobbling,
      Taxidermy, Weaving. A base charisma of at least 14.
      The ability to craft items of the highest quality. Items crafted "Fine" are
      worth more.

      +
      Quality Sewing II (QUALSEW2) +

       
      Expertise: Quality Sewing II
      Requires : The following expertise: Quality Sewing I. One of the following
      skills: Tailoring, Leather Working, Costuming, Master Tailoring, Master Leather
      Working, Master Costuming, Cobbling, Taxidermy, Weaving. A base charisma of at
      least 18.
      The ability to craft items of the highest quality. Items crafted "Beautiful"
      are worth more.

      +
      Quality Sewing III (QUALSEW3) +

       
      Expertise: Quality Sewing III
      Requires : The following expertise: Quality Sewing II. One of the following
      skills: Tailoring, Leather Working, Costuming, Master Tailoring, Master Leather
      Working, Master Costuming, Cobbling, Taxidermy, Weaving. A base charisma of at
      least 22.
      The ability to craft items of the highest quality. Items crafted "Exquisite"
      are worth much more and grant extra charisma from being well dressed.

      +
      Quality Shaping I (QUALSHAPE1) +

       
      Expertise: Quality Shaping I
      Requires : One of the following skills: Carpentry, Sculpting, Pottery, Glass
      Blowing, Scrimshawing, Wand Making, Staff Making. A base charisma of at least
      14.
      The ability to craft items of the highest quality. Items crafted "Fine" are
      worth more.

      +
      Quality Shaping II (QUALSHAPE2) +

       
      Expertise: Quality Shaping II
      Requires : The following expertise: Quality Shaping I. One of the following
      skills: Carpentry, Sculpting, Pottery, Glass Blowing, Scrimshawing, Wand
      Making, Staff Making. A base charisma of at least 18.
      The ability to craft items of the highest quality. Items crafted "Beautiful"
      are worth more.

      +
      Quality Shaping III (QUALSHAPE3) +

       
      Expertise: Quality Shaping III
      Requires : The following expertise: Quality Shaping II. One of the following
      skills: Carpentry, Sculpting, Pottery, Glass Blowing, Scrimshawing, Wand
      Making, Staff Making. A base charisma of at least 22.
      The ability to craft items of the highest quality. Items crafted "Exquisite"
      are worth much more and grant extra charisma from being well dressed.

      +
      Quick Building I (QUICKBUILD1) +

       
      Expertise: Quick Building I
      Requires : A skill of type: Building. A base wisdom of at least 11.
      The ability to build more quickly and efficiently.

      +
      Quick Building II (QUICKBUILD2) +

       
      Expertise: Quick Building II
      Requires : The following expertise: Quick Building I. A skill of type:
      Building. A base wisdom of at least 12.
      The ability to build more quickly and efficiently.

      +
      Quick Building III (QUICKBUILD3) +

       
      Expertise: Quick Building III
      Requires : The following expertise: Quick Building II. A skill of type:
      Building. A base wisdom of at least 13.
      The ability to build more quickly and efficiently.

      +
      Quick Building IV (QUICKBUILD4) +

       
      Expertise: Quick Building IV
      Requires : The following expertise: Quick Building III. A skill of type:
      Building. A base wisdom of at least 14.
      The ability to build more quickly and efficiently.

      +
      Quick Building V (QUICKBUILD5) +

       
      Expertise: Quick Building V
      Requires : The following expertise: Quick Building IV. A skill of type:
      Building. A base wisdom of at least 15.
      The ability to build more quickly and efficiently.

      +
      Quick Building VI (QUICKBUILD6) +

       
      Expertise: Quick Building VI
      Requires : The following expertise: Quick Building V. A skill of type:
      Building. A base wisdom of at least 16.
      The ability to build more quickly and efficiently.

      +
      Quick Building VII (QUICKBUILD7) +

       
      Expertise: Quick Building VII
      Requires : The following expertise: Quick Building VI. A skill of type:
      Building. A base wisdom of at least 17.
      The ability to build more quickly and efficiently.

      +
      Quick Building VIII (QUICKBUILD8) +

       
      Expertise: Quick Building VIII
      Requires : The following expertise: Quick Building VII. A skill of type:
      Building. A base wisdom of at least 18.
      The ability to build more quickly and efficiently.

      +
      Quick Building IX (QUICKBUILD9) +

       
      Expertise: Quick Building IX
      Requires : The following expertise: Quick Building VIII. A skill of type:
      Building. A base wisdom of at least 19.
      The ability to build more quickly and efficiently.

      +
      Quick Building X (QUICKBUILD10) +

       
      Expertise: Quick Building X
      Requires : The following expertise: Quick Building IX. A skill of type:
      Building. A base wisdom of at least 20.
      The ability to build more quickly and efficiently.

      +
      Quick Cooking I (QUICKCOOK1) +

       
      Expertise: Quick Cooking I
      Requires : A skill of type: Epicurean. A base wisdom of at least 11.
      The ability to cook items more quickly and efficiently.

      +
      Quick Cooking II (QUICKCOOK2) +

       
      Expertise: Quick Cooking II
      Requires : The following expertise: Quick Cooking I. A skill of type:
      Epicurean. A base wisdom of at least 12.
      The ability to cook items more quickly and efficiently.

      +
      Quick Cooking III (QUICKCOOK3) +

       
      Expertise: Quick Cooking III
      Requires : The following expertise: Quick Cooking II. A skill of type:
      Epicurean. A base wisdom of at least 13.
      The ability to cook items more quickly and efficiently.

      +
      Quick Cooking IV (QUICKCOOK4) +

       
      Expertise: Quick Cooking IV
      Requires : The following expertise: Quick Cooking III. A skill of type:
      Epicurean. A base wisdom of at least 14.
      The ability to cook items more quickly and efficiently.

      +
      Quick Cooking V (QUICKCOOK5) +

       
      Expertise: Quick Cooking V
      Requires : The following expertise: Quick Cooking IV. A skill of type:
      Epicurean. A base wisdom of at least 15.
      The ability to cook items more quickly and efficiently.

      +
      Quick Cooking VI (QUICKCOOK6) +

       
      Expertise: Quick Cooking VI
      Requires : The following expertise: Quick Cooking V. A skill of type:
      Epicurean. A base wisdom of at least 16.
      The ability to cook items more quickly and efficiently.

      +
      Quick Cooking VII (QUICKCOOK7) +

       
      Expertise: Quick Cooking VII
      Requires : The following expertise: Quick Cooking VI. A skill of type:
      Epicurean. A base wisdom of at least 17.
      The ability to cook items more quickly and efficiently.

      +
      Quick Cooking VIII (QUICKCOOK8) +

       
      Expertise: Quick Cooking VIII
      Requires : The following expertise: Quick Cooking VII. A skill of type:
      Epicurean. A base wisdom of at least 18.
      The ability to cook items more quickly and efficiently.

      +
      Quick Cooking IX (QUICKCOOK9) +

       
      Expertise: Quick Cooking IX
      Requires : The following expertise: Quick Cooking VIII. A skill of type:
      Epicurean. A base wisdom of at least 19.
      The ability to cook items more quickly and efficiently.

      +
      Quick Cooking X (QUICKCOOK10) +

       
      Expertise: Quick Cooking X
      Requires : The following expertise: Quick Cooking IX. A skill of type:
      Epicurean. A base wisdom of at least 20.
      The ability to cook items more quickly and efficiently.

      +
      Quick Crafting I (QUICKCRFT1) +

       
      Expertise: Quick Crafting I
      Requires : A skill of type: Crafting and not Nature lore. A base wisdom of at
      least 11.
      The ability to craft items more quickly and efficiently.

      +
      Quick Crafting II (QUICKCRFT2) +

       
      Expertise: Quick Crafting II
      Requires : The following expertise: Quick Crafting I. A skill of type:
      Crafting and not Nature lore. A base wisdom of at least 12.
      The ability to craft items more quickly and efficiently.

      +
      Quick Crafting III (QUICKCRFT3) +

       
      Expertise: Quick Crafting III
      Requires : The following expertise: Quick Crafting II. A skill of type:
      Crafting and not Nature lore. A base wisdom of at least 13.
      The ability to craft items more quickly and efficiently.

      +
      Quick Crafting IV (QUICKCRFT4) +

       
      Expertise: Quick Crafting IV
      Requires : The following expertise: Quick Crafting III. A skill of type:
      Crafting and not Nature lore. A base wisdom of at least 14.
      The ability to craft items more quickly and efficiently.

      +
      Quick Crafting V (QUICKCRFT5) +

       
      Expertise: Quick Crafting V
      Requires : The following expertise: Quick Crafting IV. A skill of type:
      Crafting and not Nature lore. A base wisdom of at least 15.
      The ability to craft items more quickly and efficiently.

      +
      Quick Crafting VI (QUICKCRFT6) +

       
      Expertise: Quick Crafting VI
      Requires : The following expertise: Quick Crafting V. A skill of type:
      Crafting and not Nature lore. A base wisdom of at least 16.
      The ability to craft items more quickly and efficiently.

      +
      Quick Crafting VII (QUICKCRFT7) +

       
      Expertise: Quick Crafting VII
      Requires : The following expertise: Quick Crafting VI. A skill of type:
      Crafting and not Nature lore. A base wisdom of at least 17.
      The ability to craft items more quickly and efficiently.

      +
      Quick Crafting VIII (QUICKCRFT8) +

       
      Expertise: Quick Crafting VIII
      Requires : The following expertise: Quick Crafting VII. A skill of type:
      Crafting and not Nature lore. A base wisdom of at least 18.
      The ability to craft items more quickly and efficiently.

      +
      Quick Crafting IX (QUICKCRFT9) +

       
      Expertise: Quick Crafting IX
      Requires : The following expertise: Quick Crafting VIII. A skill of type:
      Crafting and not Nature lore. A base wisdom of at least 19.
      The ability to craft items more quickly and efficiently.

      +
      Quick Crafting X (QUICKCRFT10) +

       
      Expertise: Quick Crafting X
      Requires : The following expertise: Quick Crafting IX. A skill of type:
      Crafting and not Nature lore. A base wisdom of at least 20.
      The ability to craft items more quickly and efficiently.


      Quick Worker I (QUICKCRAFT1) -


      Expertise: Quick Worker I
      Requires : A skill of type: Common skill. Disallows being of the following
      type: DISSERTATING. A base wisdom of at least 11.
      The ability to craft and gather items more quickly and efficiently.

      +

       
      Expertise: Quick Worker I
      Requires : A skill of type: Common skill. Disallows being of the following
      type: DISSERTATING. Only Archon. A base wisdom of at least 11.
      The ability to craft and gather items more quickly and efficiently.


      Quick Worker II (QUICKCRAFT2) -


      Expertise: Quick Worker II
      Requires : The following expertise: Quick Worker I. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. A base wisdom of
      at least 12.
      The ability to craft and gather items more quickly and efficiently.

      +

       
      Expertise: Quick Worker II
      Requires : The following expertise: Quick Worker I. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. Only Archon. A
      base wisdom of at least 12.
      The ability to craft and gather items more quickly and efficiently.


      Quick Worker III (QUICKCRAFT3) -


      Expertise: Quick Worker III
      Requires : The following expertise: Quick Worker II. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. A base wisdom of
      at least 13.
      The ability to craft and gather items more quickly and efficiently.

      +

       
      Expertise: Quick Worker III
      Requires : The following expertise: Quick Worker II. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. Only Archon. A
      base wisdom of at least 13.
      The ability to craft and gather items more quickly and efficiently.


      Quick Worker IV (QUICKCRAFT4) -


      Expertise: Quick Worker IV
      Requires : The following expertise: Quick Worker III. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. A base wisdom of
      at least 14.
      The ability to craft and gather items more quickly and efficiently.

      +

       
      Expertise: Quick Worker IV
      Requires : The following expertise: Quick Worker III. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. Only Archon. A
      base wisdom of at least 14.
      The ability to craft and gather items more quickly and efficiently.


      Quick Worker V (QUICKCRAFT5) -


      Expertise: Quick Worker V
      Requires : The following expertise: Quick Worker IV. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. A base wisdom of
      at least 15.
      The ability to craft and gather items more quickly and efficiently.

      +

       
      Expertise: Quick Worker V
      Requires : The following expertise: Quick Worker IV. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. Only Archon. A
      base wisdom of at least 15.
      The ability to craft and gather items more quickly and efficiently.


      Quick Worker VI (QUICKCRAFT6) -


      Expertise: Quick Worker VI
      Requires : The following expertise: Quick Worker V. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. A base wisdom of
      at least 16.
      The ability to craft and gather items more quickly and efficiently.

      +

       
      Expertise: Quick Worker VI
      Requires : The following expertise: Quick Worker V. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. Only Archon. A
      base wisdom of at least 16.
      The ability to craft and gather items more quickly and efficiently.


      Quick Worker VII (QUICKCRAFT7) -


      Expertise: Quick Worker VII
      Requires : The following expertise: Quick Worker VI. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. A base wisdom of
      at least 17.
      The ability to craft and gather items more quickly and efficiently.

      +

       
      Expertise: Quick Worker VII
      Requires : The following expertise: Quick Worker VI. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. Only Archon. A
      base wisdom of at least 17.
      The ability to craft and gather items more quickly and efficiently.


      Quick Worker VIII (QUICKCRAFT8) -


      Expertise: Quick Worker VIII
      Requires : The following expertise: Quick Worker VII. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. A base wisdom of
      at least 18.
      The ability to craft and gather items more quickly and efficiently.

      +

       
      Expertise: Quick Worker VIII
      Requires : The following expertise: Quick Worker VII. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. Only Archon. A
      base wisdom of at least 18.
      The ability to craft and gather items more quickly and efficiently.


      Quick Worker IX (QUICKCRAFT9) -


      Expertise: Quick Worker IX
      Requires : The following expertise: Quick Worker VIII. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. A base wisdom of
      at least 19.
      The ability to craft and gather items more quickly and efficiently.

      +

       
      Expertise: Quick Worker IX
      Requires : The following expertise: Quick Worker VIII. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. Only Archon. A
      base wisdom of at least 19.
      The ability to craft and gather items more quickly and efficiently.


      Quick Worker X (QUICKCRAFT10) -


      Expertise: Quick Worker X
      Requires : The following expertise: Quick Worker IX. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. A base wisdom of
      at least 20.
      The ability to craft and gather items more quickly and efficiently.

      +

       
      Expertise: Quick Worker X
      Requires : The following expertise: Quick Worker IX. A skill of type: Common
      skill. Disallows being of the following type: DISSERTATING. Only Archon. A
      base wisdom of at least 20.
      The ability to craft and gather items more quickly and efficiently.

      +
      Quick Working I (QUICKWORK1) +

       
      Expertise: Quick Working I
      Requires : A skill of type: Common skill and not Epicurean and not Crafting and
      not Building. A base wisdom of at least 11.
      The ability to craft items more quickly and efficiently.

      +
      Quick Working II (QUICKWORK2) +

       
      Expertise: Quick Working II
      Requires : The following expertise: Quick Working I. A skill of type: Common
      skill and not Epicurean and not Crafting and not Building. A base wisdom of at
      least 12.
      The ability to craft items more quickly and efficiently.

      +
      Quick Working III (QUICKWORK3) +

       
      Expertise: Quick Working III
      Requires : The following expertise: Quick Working II. A skill of type: Common
      skill and not Epicurean and not Crafting and not Building. A base wisdom of at
      least 13.
      The ability to craft items more quickly and efficiently.

      +
      Quick Working IV (QUICKWORK4) +

       
      Expertise: Quick Working IV
      Requires : The following expertise: Quick Working III. A skill of type: Common
      skill and not Epicurean and not Crafting and not Building. A base wisdom of at
      least 14.
      The ability to craft items more quickly and efficiently.

      +
      Quick Working V (QUICKWORK5) +

       
      Expertise: Quick Working V
      Requires : The following expertise: Quick Working IV. A skill of type: Common
      skill and not Epicurean and not Crafting and not Building. A base wisdom of at
      least 15.
      The ability to craft items more quickly and efficiently.

      +
      Quick Working VI (QUICKWORK6) +

       
      Expertise: Quick Working VI
      Requires : The following expertise: Quick Working V. A skill of type: Common
      skill and not Epicurean and not Crafting and not Building. A base wisdom of at
      least 16.
      The ability to craft items more quickly and efficiently.

      +
      Quick Working VII (QUICKWORK7) +

       
      Expertise: Quick Working VII
      Requires : The following expertise: Quick Working VI. A skill of type: Common
      skill and not Epicurean and not Crafting and not Building. A base wisdom of at
      least 17.
      The ability to craft items more quickly and efficiently.

      +
      Quick Working VIII (QUICKWORK8) +

       
      Expertise: Quick Working VIII
      Requires : The following expertise: Quick Working VII. A skill of type: Common
      skill and not Epicurean and not Crafting and not Building. A base wisdom of at
      least 18.
      The ability to craft items more quickly and efficiently.

      +
      Quick Working IX (QUICKWORK9) +

       
      Expertise: Quick Working IX
      Requires : The following expertise: Quick Working VIII. A skill of type:
      Common skill and not Epicurean and not Crafting and not Building. A base
      wisdom of at least 19.
      The ability to craft items more quickly and efficiently.

      +
      Quick Working X (QUICKWORK10) +

       
      Expertise: Quick Working X
      Requires : The following expertise: Quick Working IX. A skill of type: Common
      skill and not Epicurean and not Crafting and not Building. A base wisdom of at
      least 20.
      The ability to craft items more quickly and efficiently.


      Ranged Abjuring I (RANGEDABJURATION1) -


      Expertise: Ranged Abjuring I
      Requires : A skill of type: Abjuration. Only highest class levels greater than
      or equal to 24. A base dexterity of at least 10. A base constitution of at
      least 10.
      The ability to project abjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Abjuring I
      Requires : A skill of type: Abjuration. Only highest class levels greater than
      or equal to 24. A base dexterity of at least 10. A base constitution of at
      least 10.
      The ability to project abjuration magic at longer ranges from the target.


      Ranged Abjuring II (RANGEDABJURATION2) -


      Expertise: Ranged Abjuring II
      Requires : The following expertise: Ranged Abjuring I. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 29. A base
      dexterity of at least 11. A base constitution of at least 11.
      The ability to project abjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Abjuring II
      Requires : The following expertise: Ranged Abjuring I. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 29. A base
      dexterity of at least 11. A base constitution of at least 11.
      The ability to project abjuration magic at longer ranges from the target.


      Ranged Abjuring III (RANGEDABJURATION3) -


      Expertise: Ranged Abjuring III
      Requires : The following expertise: Ranged Abjuring II. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 34. A base
      dexterity of at least 12. A base constitution of at least 12.
      The ability to project abjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Abjuring III
      Requires : The following expertise: Ranged Abjuring II. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 34. A base
      dexterity of at least 12. A base constitution of at least 12.
      The ability to project abjuration magic at longer ranges from the target.


      Ranged Abjuring IV (RANGEDABJURATION4) -


      Expertise: Ranged Abjuring IV
      Requires : The following expertise: Ranged Abjuring III. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 39. A base
      dexterity of at least 13. A base constitution of at least 13.
      The ability to project abjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Abjuring IV
      Requires : The following expertise: Ranged Abjuring III. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 39. A base
      dexterity of at least 13. A base constitution of at least 13.
      The ability to project abjuration magic at longer ranges from the target.


      Ranged Abjuring V (RANGEDABJURATION5) -


      Expertise: Ranged Abjuring V
      Requires : The following expertise: Ranged Abjuring IV. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 44. A base
      dexterity of at least 14. A base constitution of at least 14.
      The ability to project abjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Abjuring V
      Requires : The following expertise: Ranged Abjuring IV. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 44. A base
      dexterity of at least 14. A base constitution of at least 14.
      The ability to project abjuration magic at longer ranges from the target.


      Ranged Abjuring VI (RANGEDABJURATION6) -


      Expertise: Ranged Abjuring VI
      Requires : The following expertise: Ranged Abjuring V. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 49. A base
      dexterity of at least 15. A base constitution of at least 15.
      The ability to project abjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Abjuring VI
      Requires : The following expertise: Ranged Abjuring V. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 49. A base
      dexterity of at least 15. A base constitution of at least 15.
      The ability to project abjuration magic at longer ranges from the target.


      Ranged Abjuring VII (RANGEDABJURATION7) -


      Expertise: Ranged Abjuring VII
      Requires : The following expertise: Ranged Abjuring VI. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 54. A base
      dexterity of at least 16. A base constitution of at least 16.
      The ability to project abjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Abjuring VII
      Requires : The following expertise: Ranged Abjuring VI. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 54. A base
      dexterity of at least 16. A base constitution of at least 16.
      The ability to project abjuration magic at longer ranges from the target.


      Ranged Abjuring VIII (RANGEDABJURATION8) -


      Expertise: Ranged Abjuring VIII
      Requires : The following expertise: Ranged Abjuring VII. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 59. A base
      dexterity of at least 17. A base constitution of at least 17.
      The ability to project abjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Abjuring VIII
      Requires : The following expertise: Ranged Abjuring VII. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 59. A base
      dexterity of at least 17. A base constitution of at least 17.
      The ability to project abjuration magic at longer ranges from the target.


      Ranged Abjuring IX (RANGEDABJURATION9) -


      Expertise: Ranged Abjuring IX
      Requires : The following expertise: Ranged Abjuring VIII. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 64. A base
      dexterity of at least 18. A base constitution of at least 18.
      The ability to project abjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Abjuring IX
      Requires : The following expertise: Ranged Abjuring VIII. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 64. A base
      dexterity of at least 18. A base constitution of at least 18.
      The ability to project abjuration magic at longer ranges from the target.


      Ranged Abjuring X (RANGEDABJURATION10) -


      Expertise: Ranged Abjuring X
      Requires : The following expertise: Ranged Abjuring IX. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 69. A base
      dexterity of at least 19. A base constitution of at least 19.
      The ability to project abjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Abjuring X
      Requires : The following expertise: Ranged Abjuring IX. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 69. A base
      dexterity of at least 19. A base constitution of at least 19.
      The ability to project abjuration magic at longer ranges from the target.


      Ranged Altering I (RANGEDALTERATION1) -


      Expertise: Ranged Altering I
      Requires : A skill of type: Alteration. Only highest class levels greater than
      or equal to 24. A base dexterity of at least 10. A base constitution of at
      least 10.
      The ability to project alteration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Altering I
      Requires : A skill of type: Alteration. Only highest class levels greater than
      or equal to 24. A base dexterity of at least 10. A base constitution of at
      least 10.
      The ability to project alteration magic at longer ranges from the target.


      Ranged Altering II (RANGEDALTERATION2) -


      Expertise: Ranged Altering II
      Requires : The following expertise: Ranged Altering I. A skill of type:
      Alteration. Only highest class levels greater than or equal to 29. A base
      dexterity of at least 11. A base constitution of at least 11.
      The ability to project alteration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Altering II
      Requires : The following expertise: Ranged Altering I. A skill of type:
      Alteration. Only highest class levels greater than or equal to 29. A base
      dexterity of at least 11. A base constitution of at least 11.
      The ability to project alteration magic at longer ranges from the target.


      Ranged Altering III (RANGEDALTERATION3) -


      Expertise: Ranged Altering III
      Requires : The following expertise: Ranged Altering II. A skill of type:
      Alteration. Only highest class levels greater than or equal to 34. A base
      dexterity of at least 12. A base constitution of at least 12.
      The ability to project alteration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Altering III
      Requires : The following expertise: Ranged Altering II. A skill of type:
      Alteration. Only highest class levels greater than or equal to 34. A base
      dexterity of at least 12. A base constitution of at least 12.
      The ability to project alteration magic at longer ranges from the target.


      Ranged Altering IV (RANGEDALTERATION4) -


      Expertise: Ranged Altering IV
      Requires : The following expertise: Ranged Altering III. A skill of type:
      Alteration. Only highest class levels greater than or equal to 39. A base
      dexterity of at least 13. A base constitution of at least 13.
      The ability to project alteration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Altering IV
      Requires : The following expertise: Ranged Altering III. A skill of type:
      Alteration. Only highest class levels greater than or equal to 39. A base
      dexterity of at least 13. A base constitution of at least 13.
      The ability to project alteration magic at longer ranges from the target.


      Ranged Altering V (RANGEDALTERATION5) -


      Expertise: Ranged Altering V
      Requires : The following expertise: Ranged Altering IV. A skill of type:
      Alteration. Only highest class levels greater than or equal to 44. A base
      dexterity of at least 14. A base constitution of at least 14.
      The ability to project alteration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Altering V
      Requires : The following expertise: Ranged Altering IV. A skill of type:
      Alteration. Only highest class levels greater than or equal to 44. A base
      dexterity of at least 14. A base constitution of at least 14.
      The ability to project alteration magic at longer ranges from the target.


      Ranged Altering VI (RANGEDALTERATION6) -


      Expertise: Ranged Altering VI
      Requires : The following expertise: Ranged Altering V. A skill of type:
      Alteration. Only highest class levels greater than or equal to 49. A base
      dexterity of at least 15. A base constitution of at least 15.
      The ability to project alteration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Altering VI
      Requires : The following expertise: Ranged Altering V. A skill of type:
      Alteration. Only highest class levels greater than or equal to 49. A base
      dexterity of at least 15. A base constitution of at least 15.
      The ability to project alteration magic at longer ranges from the target.


      Ranged Altering VII (RANGEDALTERATION7) -


      Expertise: Ranged Altering VII
      Requires : The following expertise: Ranged Altering VI. A skill of type:
      Alteration. Only highest class levels greater than or equal to 54. A base
      dexterity of at least 16. A base constitution of at least 16.
      The ability to project alteration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Altering VII
      Requires : The following expertise: Ranged Altering VI. A skill of type:
      Alteration. Only highest class levels greater than or equal to 54. A base
      dexterity of at least 16. A base constitution of at least 16.
      The ability to project alteration magic at longer ranges from the target.


      Ranged Altering VIII (RANGEDALTERATION8) -


      Expertise: Ranged Altering VIII
      Requires : The following expertise: Ranged Altering VII. A skill of type:
      Alteration. Only highest class levels greater than or equal to 59. A base
      dexterity of at least 17. A base constitution of at least 17.
      The ability to project alteration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Altering VIII
      Requires : The following expertise: Ranged Altering VII. A skill of type:
      Alteration. Only highest class levels greater than or equal to 59. A base
      dexterity of at least 17. A base constitution of at least 17.
      The ability to project alteration magic at longer ranges from the target.


      Ranged Altering IX (RANGEDALTERATION9) -


      Expertise: Ranged Altering IX
      Requires : The following expertise: Ranged Altering VIII. A skill of type:
      Alteration. Only highest class levels greater than or equal to 64. A base
      dexterity of at least 18. A base constitution of at least 18.
      The ability to project alteration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Altering IX
      Requires : The following expertise: Ranged Altering VIII. A skill of type:
      Alteration. Only highest class levels greater than or equal to 64. A base
      dexterity of at least 18. A base constitution of at least 18.
      The ability to project alteration magic at longer ranges from the target.


      Ranged Altering X (RANGEDALTERATION10) -


      Expertise: Ranged Altering X
      Requires : The following expertise: Ranged Altering IX. A skill of type:
      Alteration. Only highest class levels greater than or equal to 69. A base
      dexterity of at least 19. A base constitution of at least 19.
      The ability to project alteration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Altering X
      Requires : The following expertise: Ranged Altering IX. A skill of type:
      Alteration. Only highest class levels greater than or equal to 69. A base
      dexterity of at least 19. A base constitution of at least 19.
      The ability to project alteration magic at longer ranges from the target.


      Ranged Bashing I (RANGEDBASH1) -


      Expertise: Ranged Bashing I
      Requires : One of the following skills: Ranged Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base intelligence of at
      least 16.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.

      +

       
      Expertise: Ranged Bashing I
      Requires : One of the following skills: Ranged Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base intelligence of at
      least 16.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.


      Ranged Bashing II (RANGEDBASH2) -


      Expertise: Ranged Bashing II
      Requires : The following expertise: Ranged Bashing I. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 37. A base intelligence of at least 17.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.

      +

       
      Expertise: Ranged Bashing II
      Requires : The following expertise: Ranged Bashing I. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 37. A base intelligence of at least 17.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.


      Ranged Bashing III (RANGEDBASH3) -


      Expertise: Ranged Bashing III
      Requires : The following expertise: Ranged Bashing II. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 42. A base intelligence of at least 18.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.

      +

       
      Expertise: Ranged Bashing III
      Requires : The following expertise: Ranged Bashing II. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 42. A base intelligence of at least 18.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.


      Ranged Bashing IV (RANGEDBASH4) -


      Expertise: Ranged Bashing IV
      Requires : The following expertise: Ranged Bashing III. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 47. A base intelligence of at least 19.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.

      +

       
      Expertise: Ranged Bashing IV
      Requires : The following expertise: Ranged Bashing III. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 47. A base intelligence of at least 19.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.


      Ranged Bashing V (RANGEDBASH5) -


      Expertise: Ranged Bashing V
      Requires : The following expertise: Ranged Bashing IV. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 52. A base intelligence of at least 20.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.

      +

       
      Expertise: Ranged Bashing V
      Requires : The following expertise: Ranged Bashing IV. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 52. A base intelligence of at least 20.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.


      Ranged Bashing VI (RANGEDBASH6) -


      Expertise: Ranged Bashing VI
      Requires : The following expertise: Ranged Bashing V. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 57. A base intelligence of at least 21.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.

      +

       
      Expertise: Ranged Bashing VI
      Requires : The following expertise: Ranged Bashing V. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 57. A base intelligence of at least 21.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.


      Ranged Bashing VII (RANGEDBASH7) -


      Expertise: Ranged Bashing VII
      Requires : The following expertise: Ranged Bashing VI. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 62. A base intelligence of at least 22.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.

      +

       
      Expertise: Ranged Bashing VII
      Requires : The following expertise: Ranged Bashing VI. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 62. A base intelligence of at least 22.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.


      Ranged Bashing VIII (RANGEDBASH8) -


      Expertise: Ranged Bashing VIII
      Requires : The following expertise: Ranged Bashing VII. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 67. A base intelligence of at least 23.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.

      +

       
      Expertise: Ranged Bashing VIII
      Requires : The following expertise: Ranged Bashing VII. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 67. A base intelligence of at least 23.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.


      Ranged Bashing IX (RANGEDBASH9) -


      Expertise: Ranged Bashing IX
      Requires : The following expertise: Ranged Bashing VIII. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 72. A base intelligence of at least 24.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.

      +

       
      Expertise: Ranged Bashing IX
      Requires : The following expertise: Ranged Bashing VIII. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 72. A base intelligence of at least 24.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.


      Ranged Bashing X (RANGEDBASH10) -


      Expertise: Ranged Bashing X
      Requires : The following expertise: Ranged Bashing IX. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 77. A base intelligence of at least 25.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.

      +

       
      Expertise: Ranged Bashing X
      Requires : The following expertise: Ranged Bashing IX. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 77. A base intelligence of at least 25.
      The ability to do more damage when using a bashing-type blunt-class ranged or
      thrown weapon.


      Ranged Conjuring I (RANGEDCONJURATION1) -


      Expertise: Ranged Conjuring I
      Requires : A skill of type: Conjuration and not Clanmagic. Only highest class
      levels greater than or equal to 24. A base dexterity of at least 10. A base
      constitution of at least 10.
      The ability to project conjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Conjuring I
      Requires : A skill of type: Conjuration and not Clanmagic. Only highest class
      levels greater than or equal to 24. A base dexterity of at least 10. A base
      constitution of at least 10.
      The ability to project conjuration magic at longer ranges from the target.


      Ranged Conjuring II (RANGEDCONJURATION2) -


      Expertise: Ranged Conjuring II
      Requires : The following expertise: Ranged Conjuring I. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 29. A base dexterity of at least 11. A base constitution of at least 11.
      The ability to project conjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Conjuring II
      Requires : The following expertise: Ranged Conjuring I. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 29. A base dexterity of at least 11. A base constitution of at least 11.

      The ability to project conjuration magic at longer ranges from the target.


      Ranged Conjuring III (RANGEDCONJURATION3) -


      Expertise: Ranged Conjuring III
      Requires : The following expertise: Ranged Conjuring II. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 34. A base dexterity of at least 12. A base constitution of at least 12.
      The ability to project conjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Conjuring III
      Requires : The following expertise: Ranged Conjuring II. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 34. A base dexterity of at least 12. A base constitution of at least 12.

      The ability to project conjuration magic at longer ranges from the target.


      Ranged Conjuring IV (RANGEDCONJURATION4) -


      Expertise: Ranged Conjuring IV
      Requires : The following expertise: Ranged Conjuring III. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 39. A base dexterity of at least 13. A base constitution of at least 13.
      The ability to project conjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Conjuring IV
      Requires : The following expertise: Ranged Conjuring III. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 39. A base dexterity of at least 13. A base constitution of at least 13.

      The ability to project conjuration magic at longer ranges from the target.


      Ranged Conjuring V (RANGEDCONJURATION5) -


      Expertise: Ranged Conjuring V
      Requires : The following expertise: Ranged Conjuring IV. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 44. A base dexterity of at least 14. A base constitution of at least 14.
      The ability to project conjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Conjuring V
      Requires : The following expertise: Ranged Conjuring IV. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 44. A base dexterity of at least 14. A base constitution of at least 14.

      The ability to project conjuration magic at longer ranges from the target.


      Ranged Conjuring VI (RANGEDCONJURATION6) -


      Expertise: Ranged Conjuring VI
      Requires : The following expertise: Ranged Conjuring V. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 49. A base dexterity of at least 15. A base constitution of at least 15.
      The ability to project conjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Conjuring VI
      Requires : The following expertise: Ranged Conjuring V. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 49. A base dexterity of at least 15. A base constitution of at least 15.

      The ability to project conjuration magic at longer ranges from the target.


      Ranged Conjuring VII (RANGEDCONJURATION7) -


      Expertise: Ranged Conjuring VII
      Requires : The following expertise: Ranged Conjuring VI. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 54. A base dexterity of at least 16. A base constitution of at least 16.
      The ability to project conjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Conjuring VII
      Requires : The following expertise: Ranged Conjuring VI. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 54. A base dexterity of at least 16. A base constitution of at least 16.

      The ability to project conjuration magic at longer ranges from the target.


      Ranged Conjuring VIII (RANGEDCONJURATION8) -


      Expertise: Ranged Conjuring VIII
      Requires : The following expertise: Ranged Conjuring VII. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 59. A base dexterity of at least 17. A base constitution of at least 17.
      The ability to project conjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Conjuring VIII
      Requires : The following expertise: Ranged Conjuring VII. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 59. A base dexterity of at least 17. A base constitution of at least 17.

      The ability to project conjuration magic at longer ranges from the target.


      Ranged Conjuring IX (RANGEDCONJURATION9) -


      Expertise: Ranged Conjuring IX
      Requires : The following expertise: Ranged Conjuring VIII. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 64. A base dexterity of at least 18. A base constitution of at least 18.
      The ability to project conjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Conjuring IX
      Requires : The following expertise: Ranged Conjuring VIII. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 64. A base dexterity of at least 18. A base constitution of at least 18.

      The ability to project conjuration magic at longer ranges from the target.


      Ranged Conjuring X (RANGEDCONJURATION10) -


      Expertise: Ranged Conjuring X
      Requires : The following expertise: Ranged Conjuring IX. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 69. A base dexterity of at least 19. A base constitution of at least 19.
      The ability to project conjuration magic at longer ranges from the target.

      +

       
      Expertise: Ranged Conjuring X
      Requires : The following expertise: Ranged Conjuring IX. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 69. A base dexterity of at least 19. A base constitution of at least 19.

      The ability to project conjuration magic at longer ranges from the target.


      Ranged Divining I (RANGEDDIVINATION1) -


      Expertise: Ranged Divining I
      Requires : A skill of type: Divination. Only highest class levels greater than
      or equal to 24. A base dexterity of at least 10. A base constitution of at
      least 10.
      The ability to project divination magic at longer ranges from the target.

      +

       
      Expertise: Ranged Divining I
      Requires : A skill of type: Divination. Only highest class levels greater than
      or equal to 24. A base dexterity of at least 10. A base constitution of at
      least 10.
      The ability to project divination magic at longer ranges from the target.


      Ranged Divining II (RANGEDDIVINATION2) -


      Expertise: Ranged Divining II
      Requires : The following expertise: Ranged Divining I. A skill of type:
      Divination. Only highest class levels greater than or equal to 29. A base
      dexterity of at least 11. A base constitution of at least 11.
      The ability to project divination magic at longer ranges from the target.

      +

       
      Expertise: Ranged Divining II
      Requires : The following expertise: Ranged Divining I. A skill of type:
      Divination. Only highest class levels greater than or equal to 29. A base
      dexterity of at least 11. A base constitution of at least 11.
      The ability to project divination magic at longer ranges from the target.


      Ranged Divining III (RANGEDDIVINATION3) -


      Expertise: Ranged Divining III
      Requires : The following expertise: Ranged Divining II. A skill of type:
      Divination. Only highest class levels greater than or equal to 34. A base
      dexterity of at least 12. A base constitution of at least 12.
      The ability to project divination magic at longer ranges from the target.

      +

       
      Expertise: Ranged Divining III
      Requires : The following expertise: Ranged Divining II. A skill of type:
      Divination. Only highest class levels greater than or equal to 34. A base
      dexterity of at least 12. A base constitution of at least 12.
      The ability to project divination magic at longer ranges from the target.


      Ranged Divining IV (RANGEDDIVINATION4) -


      Expertise: Ranged Divining IV
      Requires : The following expertise: Ranged Divining III. A skill of type:
      Divination. Only highest class levels greater than or equal to 39. A base
      dexterity of at least 13. A base constitution of at least 13.
      The ability to project divination magic at longer ranges from the target.

      +

       
      Expertise: Ranged Divining IV
      Requires : The following expertise: Ranged Divining III. A skill of type:
      Divination. Only highest class levels greater than or equal to 39. A base
      dexterity of at least 13. A base constitution of at least 13.
      The ability to project divination magic at longer ranges from the target.


      Ranged Divining V (RANGEDDIVINATION5) -


      Expertise: Ranged Divining V
      Requires : The following expertise: Ranged Divining IV. A skill of type:
      Divination. Only highest class levels greater than or equal to 44. A base
      dexterity of at least 14. A base constitution of at least 14.
      The ability to project divination magic at longer ranges from the target.

      +

       
      Expertise: Ranged Divining V
      Requires : The following expertise: Ranged Divining IV. A skill of type:
      Divination. Only highest class levels greater than or equal to 44. A base
      dexterity of at least 14. A base constitution of at least 14.
      The ability to project divination magic at longer ranges from the target.


      Ranged Divining VI (RANGEDDIVINATION6) -


      Expertise: Ranged Divining VI
      Requires : The following expertise: Ranged Divining V. A skill of type:
      Divination. Only highest class levels greater than or equal to 49. A base
      dexterity of at least 15. A base constitution of at least 15.
      The ability to project divination magic at longer ranges from the target.

      +

       
      Expertise: Ranged Divining VI
      Requires : The following expertise: Ranged Divining V. A skill of type:
      Divination. Only highest class levels greater than or equal to 49. A base
      dexterity of at least 15. A base constitution of at least 15.
      The ability to project divination magic at longer ranges from the target.


      Ranged Divining VII (RANGEDDIVINATION7) -


      Expertise: Ranged Divining VII
      Requires : The following expertise: Ranged Divining VI. A skill of type:
      Divination. Only highest class levels greater than or equal to 54. A base
      dexterity of at least 16. A base constitution of at least 16.
      The ability to project divination magic at longer ranges from the target.

      +

       
      Expertise: Ranged Divining VII
      Requires : The following expertise: Ranged Divining VI. A skill of type:
      Divination. Only highest class levels greater than or equal to 54. A base
      dexterity of at least 16. A base constitution of at least 16.
      The ability to project divination magic at longer ranges from the target.


      Ranged Divining VIII (RANGEDDIVINATION8) -


      Expertise: Ranged Divining VIII
      Requires : The following expertise: Ranged Divining VII. A skill of type:
      Divination. Only highest class levels greater than or equal to 59. A base
      dexterity of at least 17. A base constitution of at least 17.
      The ability to project divination magic at longer ranges from the target.

      +

       
      Expertise: Ranged Divining VIII
      Requires : The following expertise: Ranged Divining VII. A skill of type:
      Divination. Only highest class levels greater than or equal to 59. A base
      dexterity of at least 17. A base constitution of at least 17.
      The ability to project divination magic at longer ranges from the target.


      Ranged Divining IX (RANGEDDIVINATION9) -


      Expertise: Ranged Divining IX
      Requires : The following expertise: Ranged Divining VIII. A skill of type:
      Divination. Only highest class levels greater than or equal to 64. A base
      dexterity of at least 18. A base constitution of at least 18.
      The ability to project divination magic at longer ranges from the target.

      +

       
      Expertise: Ranged Divining IX
      Requires : The following expertise: Ranged Divining VIII. A skill of type:
      Divination. Only highest class levels greater than or equal to 64. A base
      dexterity of at least 18. A base constitution of at least 18.
      The ability to project divination magic at longer ranges from the target.


      Ranged Divining X (RANGEDDIVINATION10) -


      Expertise: Ranged Divining X
      Requires : The following expertise: Ranged Divining IX. A skill of type:
      Divination. Only highest class levels greater than or equal to 69. A base
      dexterity of at least 19. A base constitution of at least 19.
      The ability to project divination magic at longer ranges from the target.

      +

       
      Expertise: Ranged Divining X
      Requires : The following expertise: Ranged Divining IX. A skill of type:
      Divination. Only highest class levels greater than or equal to 69. A base
      dexterity of at least 19. A base constitution of at least 19.
      The ability to project divination magic at longer ranges from the target.


      Ranged Enchanting I (RANGEDENCHANTMENT1) -


      Expertise: Ranged Enchanting I
      Requires : A skill of type: Enchantment and not Clanmagic. Only highest class
      levels greater than or equal to 24. A base dexterity of at least 10. A base
      constitution of at least 10.
      The ability to project enchantment/charm magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged Enchanting I
      Requires : A skill of type: Enchantment and not Clanmagic. Only highest class
      levels greater than or equal to 24. A base dexterity of at least 10. A base
      constitution of at least 10.
      The ability to project enchantment/charm magic at longer ranges from the
      target.


      Ranged Enchanting II (RANGEDENCHANTMENT2) -


      Expertise: Ranged Enchanting II
      Requires : The following expertise: Ranged Enchanting I. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 29. A base dexterity of at least 11. A base constitution of at least 11.
      The ability to project enchantment/charm magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged Enchanting II
      Requires : The following expertise: Ranged Enchanting I. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 29. A base dexterity of at least 11. A base constitution of at least 11.

      The ability to project enchantment/charm magic at longer ranges from the
      target.


      Ranged Enchanting III (RANGEDENCHANTMENT3) -


      Expertise: Ranged Enchanting III
      Requires : The following expertise: Ranged Enchanting II. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 34. A base dexterity of at least 12. A base constitution of at least 12.
      The ability to project enchantment/charm magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged Enchanting III
      Requires : The following expertise: Ranged Enchanting II. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 34. A base dexterity of at least 12. A base constitution of at least 12.

      The ability to project enchantment/charm magic at longer ranges from the
      target.


      Ranged Enchanting IV (RANGEDENCHANTMENT4) -


      Expertise: Ranged Enchanting IV
      Requires : The following expertise: Ranged Enchanting III. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 39. A base dexterity of at least 13. A base constitution of at least 13.
      The ability to project enchantment/charm magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged Enchanting IV
      Requires : The following expertise: Ranged Enchanting III. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 39. A base dexterity of at least 13. A base constitution of at least 13.

      The ability to project enchantment/charm magic at longer ranges from the
      target.


      Ranged Enchanting V (RANGEDENCHANTMENT5) -


      Expertise: Ranged Enchanting V
      Requires : The following expertise: Ranged Enchanting IV. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 44. A base dexterity of at least 14. A base constitution of at least 14.
      The ability to project enchantment/charm magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged Enchanting V
      Requires : The following expertise: Ranged Enchanting IV. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 44. A base dexterity of at least 14. A base constitution of at least 14.

      The ability to project enchantment/charm magic at longer ranges from the
      target.


      Ranged Enchanting VI (RANGEDENCHANTMENT6) -


      Expertise: Ranged Enchanting VI
      Requires : The following expertise: Ranged Enchanting V. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 49. A base dexterity of at least 15. A base constitution of at least 15.
      The ability to project enchantment/charm magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged Enchanting VI
      Requires : The following expertise: Ranged Enchanting V. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 49. A base dexterity of at least 15. A base constitution of at least 15.

      The ability to project enchantment/charm magic at longer ranges from the
      target.


      Ranged Enchanting VII (RANGEDENCHANTMENT7) -


      Expertise: Ranged Enchanting VII
      Requires : The following expertise: Ranged Enchanting VI. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 54. A base dexterity of at least 16. A base constitution of at least 16.
      The ability to project enchantment/charm magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged Enchanting VII
      Requires : The following expertise: Ranged Enchanting VI. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 54. A base dexterity of at least 16. A base constitution of at least 16.

      The ability to project enchantment/charm magic at longer ranges from the
      target.


      Ranged Enchanting VIII (RANGEDENCHANTMENT8) -


      Expertise: Ranged Enchanting VIII
      Requires : The following expertise: Ranged Enchanting VII. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 59. A base dexterity of at least 17. A base constitution of at least 17.
      The ability to project enchantment/charm magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged Enchanting VIII
      Requires : The following expertise: Ranged Enchanting VII. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 59. A base dexterity of at least 17. A base constitution of at least 17.

      The ability to project enchantment/charm magic at longer ranges from the
      target.


      Ranged Enchanting IX (RANGEDENCHANTMENT9) -


      Expertise: Ranged Enchanting IX
      Requires : The following expertise: Ranged Enchanting VIII. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 64. A base dexterity of at least 18. A base constitution of at least 18.
      The ability to project enchantment/charm magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged Enchanting IX
      Requires : The following expertise: Ranged Enchanting VIII. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 64. A base dexterity of at least 18. A base constitution of at least 18.

      The ability to project enchantment/charm magic at longer ranges from the
      target.


      Ranged Enchanting X (RANGEDENCHANTMENT10) -


      Expertise: Ranged Enchanting X
      Requires : The following expertise: Ranged Enchanting IX. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 69. A base dexterity of at least 19. A base constitution of at least 19.
      The ability to project enchantment/charm magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged Enchanting X
      Requires : The following expertise: Ranged Enchanting IX. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 69. A base dexterity of at least 19. A base constitution of at least 19.

      The ability to project enchantment/charm magic at longer ranges from the
      target.


      Ranged Focus I (RANGEDFOCUS1) -


      Expertise: Ranged Focus I
      Requires : Only Fighter types. One of the following skills: Ranged Weapon
      Specialization. Only highest class levels greater than or equal to 32. A base
      wisdom of at least 11.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.

      +

       
      Expertise: Ranged Focus I
      Requires : Only Fighter types. One of the following skills: Ranged Weapon
      Specialization. Only highest class levels greater than or equal to 32. A base
      wisdom of at least 11.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.


      Ranged Focus II (RANGEDFOCUS2) -


      Expertise: Ranged Focus II
      Requires : The following expertise: Ranged Focus I. Only Fighter types. One
      of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 37. A base wisdom of at least 12.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.

      +

       
      Expertise: Ranged Focus II
      Requires : The following expertise: Ranged Focus I. Only Fighter types. One
      of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 37. A base wisdom of at least 12.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.


      Ranged Focus III (RANGEDFOCUS3) -


      Expertise: Ranged Focus III
      Requires : The following expertise: Ranged Focus II. Only Fighter types. One
      of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 42. A base wisdom of at least 13.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.

      +

       
      Expertise: Ranged Focus III
      Requires : The following expertise: Ranged Focus II. Only Fighter types. One
      of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 42. A base wisdom of at least 13.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.


      Ranged Focus IV (RANGEDFOCUS4) -


      Expertise: Ranged Focus IV
      Requires : The following expertise: Ranged Focus III. Only Fighter types. One
      of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 47. A base wisdom of at least 14.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.

      +

       
      Expertise: Ranged Focus IV
      Requires : The following expertise: Ranged Focus III. Only Fighter types. One
      of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 47. A base wisdom of at least 14.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.


      Ranged Focus V (RANGEDFOCUS5) -


      Expertise: Ranged Focus V
      Requires : The following expertise: Ranged Focus IV. Only Fighter types. One
      of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 52. A base wisdom of at least 15.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.

      +

       
      Expertise: Ranged Focus V
      Requires : The following expertise: Ranged Focus IV. Only Fighter types. One
      of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 52. A base wisdom of at least 15.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.


      Ranged Focus VI (RANGEDFOCUS6) -


      Expertise: Ranged Focus VI
      Requires : The following expertise: Ranged Focus V. Only Fighter types. One
      of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 57. A base wisdom of at least 16.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.

      +

       
      Expertise: Ranged Focus VI
      Requires : The following expertise: Ranged Focus V. Only Fighter types. One
      of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 57. A base wisdom of at least 16.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.


      Ranged Focus VII (RANGEDFOCUS7) -


      Expertise: Ranged Focus VII
      Requires : The following expertise: Ranged Focus VI. Only Fighter types. One
      of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 62. A base wisdom of at least 17.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.

      +

       
      Expertise: Ranged Focus VII
      Requires : The following expertise: Ranged Focus VI. Only Fighter types. One
      of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 62. A base wisdom of at least 17.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.


      Ranged Focus VIII (RANGEDFOCUS8) -


      Expertise: Ranged Focus VIII
      Requires : The following expertise: Ranged Focus VII. Only Fighter types. One
      of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 67. A base wisdom of at least 18.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.

      +

       
      Expertise: Ranged Focus VIII
      Requires : The following expertise: Ranged Focus VII. Only Fighter types. One
      of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 67. A base wisdom of at least 18.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.


      Ranged Focus IX (RANGEDFOCUS9) -


      Expertise: Ranged Focus IX
      Requires : The following expertise: Ranged Focus VIII. Only Fighter types.
      One of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 72. A base wisdom of at least 19.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.

      +

       
      Expertise: Ranged Focus IX
      Requires : The following expertise: Ranged Focus VIII. Only Fighter types.
      One of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 72. A base wisdom of at least 19.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.


      Ranged Focus X (RANGEDFOCUS10) -


      Expertise: Ranged Focus X
      Requires : The following expertise: Ranged Focus IX. Only Fighter types. One
      of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 77. A base wisdom of at least 20.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.

      +

       
      Expertise: Ranged Focus X
      Requires : The following expertise: Ranged Focus IX. Only Fighter types. One
      of the following skills: Ranged Weapon Specialization. Only highest class
      levels greater than or equal to 77. A base wisdom of at least 20.
      The ability for fighters to wield higher level blunt-class ranged or thrown
      weapons.


      Ranged Illusing I (RANGEDILLUSION1) -


      Expertise: Ranged Illusing I
      Requires : A skill of type: Illusion. Only highest class levels greater than
      or equal to 24. A base dexterity of at least 10. A base constitution of at
      least 10.
      The ability to project illusion magic at longer ranges from the target.

      +

       
      Expertise: Ranged Illusing I
      Requires : A skill of type: Illusion. Only highest class levels greater than
      or equal to 24. A base dexterity of at least 10. A base constitution of at
      least 10.
      The ability to project illusion magic at longer ranges from the target.


      Ranged Illusing II (RANGEDILLUSION2) -


      Expertise: Ranged Illusing II
      Requires : The following expertise: Ranged Illusing I. A skill of type:
      Illusion. Only highest class levels greater than or equal to 29. A base
      dexterity of at least 11. A base constitution of at least 11.
      The ability to project illusion magic at longer ranges from the target.

      +

       
      Expertise: Ranged Illusing II
      Requires : The following expertise: Ranged Illusing I. A skill of type:
      Illusion. Only highest class levels greater than or equal to 29. A base
      dexterity of at least 11. A base constitution of at least 11.
      The ability to project illusion magic at longer ranges from the target.


      Ranged Illusing III (RANGEDILLUSION3) -


      Expertise: Ranged Illusing III
      Requires : The following expertise: Ranged Illusing II. A skill of type:
      Illusion. Only highest class levels greater than or equal to 34. A base
      dexterity of at least 12. A base constitution of at least 12.
      The ability to project illusion magic at longer ranges from the target.

      +

       
      Expertise: Ranged Illusing III
      Requires : The following expertise: Ranged Illusing II. A skill of type:
      Illusion. Only highest class levels greater than or equal to 34. A base
      dexterity of at least 12. A base constitution of at least 12.
      The ability to project illusion magic at longer ranges from the target.


      Ranged Illusing IV (RANGEDILLUSION4) -


      Expertise: Ranged Illusing IV
      Requires : The following expertise: Ranged Illusing III. A skill of type:
      Illusion. Only highest class levels greater than or equal to 39. A base
      dexterity of at least 13. A base constitution of at least 13.
      The ability to project illusion magic at longer ranges from the target.

      +

       
      Expertise: Ranged Illusing IV
      Requires : The following expertise: Ranged Illusing III. A skill of type:
      Illusion. Only highest class levels greater than or equal to 39. A base
      dexterity of at least 13. A base constitution of at least 13.
      The ability to project illusion magic at longer ranges from the target.


      Ranged Illusing V (RANGEDILLUSION5) -


      Expertise: Ranged Illusing V
      Requires : The following expertise: Ranged Illusing IV. A skill of type:
      Illusion. Only highest class levels greater than or equal to 44. A base
      dexterity of at least 14. A base constitution of at least 14.
      The ability to project illusion magic at longer ranges from the target.

      +

       
      Expertise: Ranged Illusing V
      Requires : The following expertise: Ranged Illusing IV. A skill of type:
      Illusion. Only highest class levels greater than or equal to 44. A base
      dexterity of at least 14. A base constitution of at least 14.
      The ability to project illusion magic at longer ranges from the target.


      Ranged Illusing VI (RANGEDILLUSION6) -


      Expertise: Ranged Illusing VI
      Requires : The following expertise: Ranged Illusing V. A skill of type:
      Illusion. Only highest class levels greater than or equal to 49. A base
      dexterity of at least 15. A base constitution of at least 15.
      The ability to project illusion magic at longer ranges from the target.

      +

       
      Expertise: Ranged Illusing VI
      Requires : The following expertise: Ranged Illusing V. A skill of type:
      Illusion. Only highest class levels greater than or equal to 49. A base
      dexterity of at least 15. A base constitution of at least 15.
      The ability to project illusion magic at longer ranges from the target.


      Ranged Illusing VII (RANGEDILLUSION7) -


      Expertise: Ranged Illusing VII
      Requires : The following expertise: Ranged Illusing VI. A skill of type:
      Illusion. Only highest class levels greater than or equal to 54. A base
      dexterity of at least 16. A base constitution of at least 16.
      The ability to project illusion magic at longer ranges from the target.

      +

       
      Expertise: Ranged Illusing VII
      Requires : The following expertise: Ranged Illusing VI. A skill of type:
      Illusion. Only highest class levels greater than or equal to 54. A base
      dexterity of at least 16. A base constitution of at least 16.
      The ability to project illusion magic at longer ranges from the target.


      Ranged Illusing VIII (RANGEDILLUSION8) -


      Expertise: Ranged Illusing VIII
      Requires : The following expertise: Ranged Illusing VII. A skill of type:
      Illusion. Only highest class levels greater than or equal to 59. A base
      dexterity of at least 17. A base constitution of at least 17.
      The ability to project illusion magic at longer ranges from the target.

      +

       
      Expertise: Ranged Illusing VIII
      Requires : The following expertise: Ranged Illusing VII. A skill of type:
      Illusion. Only highest class levels greater than or equal to 59. A base
      dexterity of at least 17. A base constitution of at least 17.
      The ability to project illusion magic at longer ranges from the target.


      Ranged Illusing IX (RANGEDILLUSION9) -


      Expertise: Ranged Illusing IX
      Requires : The following expertise: Ranged Illusing VIII. A skill of type:
      Illusion. Only highest class levels greater than or equal to 64. A base
      dexterity of at least 18. A base constitution of at least 18.
      The ability to project illusion magic at longer ranges from the target.

      +

       
      Expertise: Ranged Illusing IX
      Requires : The following expertise: Ranged Illusing VIII. A skill of type:
      Illusion. Only highest class levels greater than or equal to 64. A base
      dexterity of at least 18. A base constitution of at least 18.
      The ability to project illusion magic at longer ranges from the target.


      Ranged Illusing X (RANGEDILLUSION10) -


      Expertise: Ranged Illusing X
      Requires : The following expertise: Ranged Illusing IX. A skill of type:
      Illusion. Only highest class levels greater than or equal to 69. A base
      dexterity of at least 19. A base constitution of at least 19.
      The ability to project illusion magic at longer ranges from the target.

      +

       
      Expertise: Ranged Illusing X
      Requires : The following expertise: Ranged Illusing IX. A skill of type:
      Illusion. Only highest class levels greater than or equal to 69. A base
      dexterity of at least 19. A base constitution of at least 19.
      The ability to project illusion magic at longer ranges from the target.


      Ranged In/Evoking I (RANGEDINVOCATION1) -


      Expertise: Ranged In/Evoking I
      Requires : A skill of type: Invocation. Only highest class levels greater than
      or equal to 24. A base dexterity of at least 10. A base constitution of at
      least 10.
      The ability to project invocation/evocation magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged In/Evoking I
      Requires : A skill of type: Invocation. Only highest class levels greater than
      or equal to 24. A base dexterity of at least 10. A base constitution of at
      least 10.
      The ability to project invocation/evocation magic at longer ranges from the
      target.


      Ranged In/Evoking II (RANGEDINVOCATION2) -


      Expertise: Ranged In/Evoking II
      Requires : The following expertise: Ranged In/Evoking I. A skill of type:
      Invocation. Only highest class levels greater than or equal to 29. A base
      dexterity of at least 11. A base constitution of at least 11.
      The ability to project invocation/evocation magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged In/Evoking II
      Requires : The following expertise: Ranged In/Evoking I. A skill of type:
      Invocation. Only highest class levels greater than or equal to 29. A base
      dexterity of at least 11. A base constitution of at least 11.
      The ability to project invocation/evocation magic at longer ranges from the
      target.


      Ranged In/Evoking III (RANGEDINVOCATION3) -


      Expertise: Ranged In/Evoking III
      Requires : The following expertise: Ranged In/Evoking II. A skill of type:
      Invocation. Only highest class levels greater than or equal to 34. A base
      dexterity of at least 12. A base constitution of at least 12.
      The ability to project invocation/evocation magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged In/Evoking III
      Requires : The following expertise: Ranged In/Evoking II. A skill of type:
      Invocation. Only highest class levels greater than or equal to 34. A base
      dexterity of at least 12. A base constitution of at least 12.
      The ability to project invocation/evocation magic at longer ranges from the
      target.


      Ranged In/Evoking IV (RANGEDINVOCATION4) -


      Expertise: Ranged In/Evoking IV
      Requires : The following expertise: Ranged In/Evoking III. A skill of type:
      Invocation. Only highest class levels greater than or equal to 39. A base
      dexterity of at least 13. A base constitution of at least 13.
      The ability to project invocation/evocation magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged In/Evoking IV
      Requires : The following expertise: Ranged In/Evoking III. A skill of type:
      Invocation. Only highest class levels greater than or equal to 39. A base
      dexterity of at least 13. A base constitution of at least 13.
      The ability to project invocation/evocation magic at longer ranges from the
      target.


      Ranged In/Evoking V (RANGEDINVOCATION5) -


      Expertise: Ranged In/Evoking V
      Requires : The following expertise: Ranged In/Evoking IV. A skill of type:
      Invocation. Only highest class levels greater than or equal to 44. A base
      dexterity of at least 14. A base constitution of at least 14.
      The ability to project invocation/evocation magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged In/Evoking V
      Requires : The following expertise: Ranged In/Evoking IV. A skill of type:
      Invocation. Only highest class levels greater than or equal to 44. A base
      dexterity of at least 14. A base constitution of at least 14.
      The ability to project invocation/evocation magic at longer ranges from the
      target.


      Ranged In/Evoking VI (RANGEDINVOCATION6) -


      Expertise: Ranged In/Evoking VI
      Requires : The following expertise: Ranged In/Evoking V. A skill of type:
      Invocation. Only highest class levels greater than or equal to 49. A base
      dexterity of at least 15. A base constitution of at least 15.
      The ability to project invocation/evocation magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged In/Evoking VI
      Requires : The following expertise: Ranged In/Evoking V. A skill of type:
      Invocation. Only highest class levels greater than or equal to 49. A base
      dexterity of at least 15. A base constitution of at least 15.
      The ability to project invocation/evocation magic at longer ranges from the
      target.


      Ranged In/Evoking VII (RANGEDINVOCATION7) -


      Expertise: Ranged In/Evoking VII
      Requires : The following expertise: Ranged In/Evoking VI. A skill of type:
      Invocation. Only highest class levels greater than or equal to 54. A base
      dexterity of at least 16. A base constitution of at least 16.
      The ability to project invocation/evocation magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged In/Evoking VII
      Requires : The following expertise: Ranged In/Evoking VI. A skill of type:
      Invocation. Only highest class levels greater than or equal to 54. A base
      dexterity of at least 16. A base constitution of at least 16.
      The ability to project invocation/evocation magic at longer ranges from the
      target.


      Ranged In/Evoking VIII (RANGEDINVOCATION8) -


      Expertise: Ranged In/Evoking VIII
      Requires : The following expertise: Ranged In/Evoking VII. A skill of type:
      Invocation. Only highest class levels greater than or equal to 59. A base
      dexterity of at least 17. A base constitution of at least 17.
      The ability to project invocation/evocation magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged In/Evoking VIII
      Requires : The following expertise: Ranged In/Evoking VII. A skill of type:
      Invocation. Only highest class levels greater than or equal to 59. A base
      dexterity of at least 17. A base constitution of at least 17.
      The ability to project invocation/evocation magic at longer ranges from the
      target.


      Ranged In/Evoking IX (RANGEDINVOCATION9) -


      Expertise: Ranged In/Evoking IX
      Requires : The following expertise: Ranged In/Evoking VIII. A skill of type:
      Invocation. Only highest class levels greater than or equal to 64. A base
      dexterity of at least 18. A base constitution of at least 18.
      The ability to project invocation/evocation magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged In/Evoking IX
      Requires : The following expertise: Ranged In/Evoking VIII. A skill of type:
      Invocation. Only highest class levels greater than or equal to 64. A base
      dexterity of at least 18. A base constitution of at least 18.
      The ability to project invocation/evocation magic at longer ranges from the
      target.


      Ranged In/Evoking X (RANGEDINVOCATION10) -


      Expertise: Ranged In/Evoking X
      Requires : The following expertise: Ranged In/Evoking IX. A skill of type:
      Invocation. Only highest class levels greater than or equal to 69. A base
      dexterity of at least 19. A base constitution of at least 19.
      The ability to project invocation/evocation magic at longer ranges from the
      target.

      +

       
      Expertise: Ranged In/Evoking X
      Requires : The following expertise: Ranged In/Evoking IX. A skill of type:
      Invocation. Only highest class levels greater than or equal to 69. A base
      dexterity of at least 19. A base constitution of at least 19.
      The ability to project invocation/evocation magic at longer ranges from the
      target.


      Ranged Piercing I (RANGEDPIERCE1) -


      Expertise: Ranged Piercing I
      Requires : One of the following skills: Ranged Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base intelligence of at
      least 16.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.

      +

       
      Expertise: Ranged Piercing I
      Requires : One of the following skills: Ranged Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base intelligence of at
      least 16.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.


      Ranged Piercing II (RANGEDPIERCE2) -


      Expertise: Ranged Piercing II
      Requires : The following expertise: Ranged Piercing I. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 37. A base intelligence of at least 17.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.

      +

       
      Expertise: Ranged Piercing II
      Requires : The following expertise: Ranged Piercing I. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 37. A base intelligence of at least 17.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.


      Ranged Piercing III (RANGEDPIERCE3) -


      Expertise: Ranged Piercing III
      Requires : The following expertise: Ranged Piercing II. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 42. A base intelligence of at least 18.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.

      +

       
      Expertise: Ranged Piercing III
      Requires : The following expertise: Ranged Piercing II. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 42. A base intelligence of at least 18.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.


      Ranged Piercing IV (RANGEDPIERCE4) -


      Expertise: Ranged Piercing IV
      Requires : The following expertise: Ranged Piercing III. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 47. A base intelligence of at least 19.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.

      +

       
      Expertise: Ranged Piercing IV
      Requires : The following expertise: Ranged Piercing III. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 47. A base intelligence of at least 19.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.


      Ranged Piercing V (RANGEDPIERCE5) -


      Expertise: Ranged Piercing V
      Requires : The following expertise: Ranged Piercing IV. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 52. A base intelligence of at least 20.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.

      +

       
      Expertise: Ranged Piercing V
      Requires : The following expertise: Ranged Piercing IV. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 52. A base intelligence of at least 20.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.


      Ranged Piercing VI (RANGEDPIERCE6) -


      Expertise: Ranged Piercing VI
      Requires : The following expertise: Ranged Piercing V. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 57. A base intelligence of at least 21.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.

      +

       
      Expertise: Ranged Piercing VI
      Requires : The following expertise: Ranged Piercing V. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 57. A base intelligence of at least 21.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.


      Ranged Piercing VII (RANGEDPIERCE7) -


      Expertise: Ranged Piercing VII
      Requires : The following expertise: Ranged Piercing VI. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 62. A base intelligence of at least 22.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.

      +

       
      Expertise: Ranged Piercing VII
      Requires : The following expertise: Ranged Piercing VI. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 62. A base intelligence of at least 22.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.


      Ranged Piercing VIII (RANGEDPIERCE8) -


      Expertise: Ranged Piercing VIII
      Requires : The following expertise: Ranged Piercing VII. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 67. A base intelligence of at least 23.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.

      +

       
      Expertise: Ranged Piercing VIII
      Requires : The following expertise: Ranged Piercing VII. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 67. A base intelligence of at least 23.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.


      Ranged Piercing IX (RANGEDPIERCE9) -


      Expertise: Ranged Piercing IX
      Requires : The following expertise: Ranged Piercing VIII. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 72. A base intelligence of at least 24.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.

      +

       
      Expertise: Ranged Piercing IX
      Requires : The following expertise: Ranged Piercing VIII. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 72. A base intelligence of at least 24.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.


      Ranged Piercing X (RANGEDPIERCE10) -


      Expertise: Ranged Piercing X
      Requires : The following expertise: Ranged Piercing IX. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 77. A base intelligence of at least 25.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.

      +

       
      Expertise: Ranged Piercing X
      Requires : The following expertise: Ranged Piercing IX. One of the following
      skills: Ranged Weapon Specialization. Only highest class levels greater than
      or equal to 77. A base intelligence of at least 25.
      The ability to do more damage when using a piercing-type ranged or thrown
      weapon.


      Ranged Sailing I (RANGEDSAILING1) -


      Expertise: Ranged Sailing I
      Requires : A skill of type: Sea travel. Only highest class levels greater than
      or equal to 24. A base dexterity of at least 10. A base constitution of at
      least 10.
      The ability to use sea travel skills at longer ranges.

      +

       
      Expertise: Ranged Sailing I
      Requires : A skill of type: Sea travel. Only highest class levels greater than
      or equal to 24. A base dexterity of at least 10. A base constitution of at
      least 10.
      The ability to use sea travel skills at longer ranges.


      Ranged Sailing II (RANGEDSAILING2) -


      Expertise: Ranged Sailing II
      Requires : The following expertise: Ranged Sailing I. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 29. A base
      dexterity of at least 11. A base constitution of at least 11.
      The ability to use sea travel skills at longer ranges.

      +

       
      Expertise: Ranged Sailing II
      Requires : The following expertise: Ranged Sailing I. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 29. A base
      dexterity of at least 11. A base constitution of at least 11.
      The ability to use sea travel skills at longer ranges.


      Ranged Sailing III (RANGEDSAILING3) -


      Expertise: Ranged Sailing III
      Requires : The following expertise: Ranged Sailing II. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 34. A base
      dexterity of at least 12. A base constitution of at least 12.
      The ability to use sea travel skills at longer ranges.

      +

       
      Expertise: Ranged Sailing III
      Requires : The following expertise: Ranged Sailing II. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 34. A base
      dexterity of at least 12. A base constitution of at least 12.
      The ability to use sea travel skills at longer ranges.


      Ranged Sailing IV (RANGEDSAILING4) -


      Expertise: Ranged Sailing IV
      Requires : The following expertise: Ranged Sailing III. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 39. A base
      dexterity of at least 13. A base constitution of at least 13.
      The ability to use sea travel skills at longer ranges.

      +

       
      Expertise: Ranged Sailing IV
      Requires : The following expertise: Ranged Sailing III. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 39. A base
      dexterity of at least 13. A base constitution of at least 13.
      The ability to use sea travel skills at longer ranges.


      Ranged Sailing V (RANGEDSAILING5) -


      Expertise: Ranged Sailing V
      Requires : The following expertise: Ranged Sailing IV. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 44. A base
      dexterity of at least 14. A base constitution of at least 14.
      The ability to use sea travel skills at longer ranges.

      +

       
      Expertise: Ranged Sailing V
      Requires : The following expertise: Ranged Sailing IV. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 44. A base
      dexterity of at least 14. A base constitution of at least 14.
      The ability to use sea travel skills at longer ranges.


      Ranged Sailing VI (RANGEDSAILING6) -


      Expertise: Ranged Sailing VI
      Requires : The following expertise: Ranged Sailing V. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 49. A base
      dexterity of at least 15. A base constitution of at least 15.
      The ability to use sea travel skills at longer ranges.

      +

       
      Expertise: Ranged Sailing VI
      Requires : The following expertise: Ranged Sailing V. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 49. A base
      dexterity of at least 15. A base constitution of at least 15.
      The ability to use sea travel skills at longer ranges.


      Ranged Sailing VII (RANGEDSAILING7) -


      Expertise: Ranged Sailing VII
      Requires : The following expertise: Ranged Sailing VI. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 54. A base
      dexterity of at least 16. A base constitution of at least 16.
      The ability to use sea travel skills at longer ranges.

      +

       
      Expertise: Ranged Sailing VII
      Requires : The following expertise: Ranged Sailing VI. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 54. A base
      dexterity of at least 16. A base constitution of at least 16.
      The ability to use sea travel skills at longer ranges.


      Ranged Sailing VIII (RANGEDSAILING8) -


      Expertise: Ranged Sailing VIII
      Requires : The following expertise: Ranged Sailing VII. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 59. A base
      dexterity of at least 17. A base constitution of at least 17.
      The ability to use sea travel skills at longer ranges.

      +

       
      Expertise: Ranged Sailing VIII
      Requires : The following expertise: Ranged Sailing VII. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 59. A base
      dexterity of at least 17. A base constitution of at least 17.
      The ability to use sea travel skills at longer ranges.


      Ranged Sailing IX (RANGEDSAILING9) -


      Expertise: Ranged Sailing IX
      Requires : The following expertise: Ranged Sailing VIII. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 64. A base
      dexterity of at least 18. A base constitution of at least 18.
      The ability to use sea travel skills at longer ranges.

      +

       
      Expertise: Ranged Sailing IX
      Requires : The following expertise: Ranged Sailing VIII. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 64. A base
      dexterity of at least 18. A base constitution of at least 18.
      The ability to use sea travel skills at longer ranges.


      Ranged Sailing X (RANGEDSAILING10) -


      Expertise: Ranged Sailing X
      Requires : The following expertise: Ranged Sailing IX. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 69. A base
      dexterity of at least 19. A base constitution of at least 19.
      The ability to use sea travel skills at longer ranges.

      +

       
      Expertise: Ranged Sailing X
      Requires : The following expertise: Ranged Sailing IX. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 69. A base
      dexterity of at least 19. A base constitution of at least 19.
      The ability to use sea travel skills at longer ranges.


      Ranged Striking I (RANGEDSTRIKE1) -


      Expertise: Ranged Striking I
      Requires : One of the following skills: Ranged Weapon Specialization,
      Fragmentation, Improved Throwing. Only highest class levels greater than or
      equal to 29. A base dexterity of at least 16.
      The ability to hit more often when using a ranged or thrown weapon.

      +

       
      Expertise: Ranged Striking I
      Requires : One of the following skills: Ranged Weapon Specialization,
      Fragmentation, Improved Throwing. Only highest class levels greater than or
      equal to 29. A base dexterity of at least 16.
      The ability to hit more often when using a ranged or thrown weapon.


      Ranged Striking II (RANGEDSTRIKE2) -


      Expertise: Ranged Striking II
      Requires : The following expertise: Ranged Striking I. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 34. A base dexterity of at least
      17.
      The ability to hit more often when using a ranged or thrown weapon.

      +

       
      Expertise: Ranged Striking II
      Requires : The following expertise: Ranged Striking I. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 34. A base dexterity of at least
      17.
      The ability to hit more often when using a ranged or thrown weapon.


      Ranged Striking III (RANGEDSTRIKE3) -


      Expertise: Ranged Striking III
      Requires : The following expertise: Ranged Striking II. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 39. A base dexterity of at least
      18.
      The ability to hit more often when using a ranged or thrown weapon.

      +

       
      Expertise: Ranged Striking III
      Requires : The following expertise: Ranged Striking II. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 39. A base dexterity of at least
      18.
      The ability to hit more often when using a ranged or thrown weapon.


      Ranged Striking IV (RANGEDSTRIKE4) -


      Expertise: Ranged Striking IV
      Requires : The following expertise: Ranged Striking III. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 44. A base dexterity of at least
      19.
      The ability to hit more often when using a ranged or thrown weapon.

      +

       
      Expertise: Ranged Striking IV
      Requires : The following expertise: Ranged Striking III. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 44. A base dexterity of at least
      19.
      The ability to hit more often when using a ranged or thrown weapon.


      Ranged Striking V (RANGEDSTRIKE5) -


      Expertise: Ranged Striking V
      Requires : The following expertise: Ranged Striking IV. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 49. A base dexterity of at least
      20.
      The ability to hit more often when using a ranged or thrown weapon.

      +

       
      Expertise: Ranged Striking V
      Requires : The following expertise: Ranged Striking IV. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 49. A base dexterity of at least
      20.
      The ability to hit more often when using a ranged or thrown weapon.


      Ranged Striking VI (RANGEDSTRIKE6) -


      Expertise: Ranged Striking VI
      Requires : The following expertise: Ranged Striking V. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 54. A base dexterity of at least
      21.
      The ability to hit more often when using a ranged or thrown weapon.

      +

       
      Expertise: Ranged Striking VI
      Requires : The following expertise: Ranged Striking V. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 54. A base dexterity of at least
      21.
      The ability to hit more often when using a ranged or thrown weapon.


      Ranged Striking VII (RANGEDSTRIKE7) -


      Expertise: Ranged Striking VII
      Requires : The following expertise: Ranged Striking VI. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 59. A base dexterity of at least
      22.
      The ability to hit more often when using a ranged or thrown weapon.

      +

       
      Expertise: Ranged Striking VII
      Requires : The following expertise: Ranged Striking VI. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 59. A base dexterity of at least
      22.
      The ability to hit more often when using a ranged or thrown weapon.


      Ranged Striking VIII (RANGEDSTRIKE8) -


      Expertise: Ranged Striking VIII
      Requires : The following expertise: Ranged Striking VII. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 64. A base dexterity of at least
      23.
      The ability to hit more often when using a ranged or thrown weapon.

      +

       
      Expertise: Ranged Striking VIII
      Requires : The following expertise: Ranged Striking VII. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 64. A base dexterity of at least
      23.
      The ability to hit more often when using a ranged or thrown weapon.


      Ranged Striking IX (RANGEDSTRIKE9) -


      Expertise: Ranged Striking IX
      Requires : The following expertise: Ranged Striking VIII. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 69. A base dexterity of at least
      24.
      The ability to hit more often when using a ranged or thrown weapon.

      +

       
      Expertise: Ranged Striking IX
      Requires : The following expertise: Ranged Striking VIII. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 69. A base dexterity of at least
      24.
      The ability to hit more often when using a ranged or thrown weapon.


      Ranged Striking X (RANGEDSTRIKE10) -


      Expertise: Ranged Striking X
      Requires : The following expertise: Ranged Striking IX. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 74. A base dexterity of at least
      25.
      The ability to hit more often when using a ranged or thrown weapon.

      +

       
      Expertise: Ranged Striking X
      Requires : The following expertise: Ranged Striking IX. One of the following
      skills: Ranged Weapon Specialization, Fragmentation, Improved Throwing. Only
      highest class levels greater than or equal to 74. A base dexterity of at least
      25.
      The ability to hit more often when using a ranged or thrown weapon.


      Ranged Transmuting I (RANGEDTRANSMUTATION1) -


      Expertise: Ranged Transmuting I
      Requires : A skill of type: Transmutation. Only highest class levels greater
      than or equal to 24. A base dexterity of at least 10. A base constitution of
      at least 10.
      The ability to project transmutation magic at longer ranges from the target.

      +

       
      Expertise: Ranged Transmuting I
      Requires : A skill of type: Transmutation. Only highest class levels greater
      than or equal to 24. A base dexterity of at least 10. A base constitution of
      at least 10.
      The ability to project transmutation magic at longer ranges from the target.


      Ranged Transmuting II (RANGEDTRANSMUTATION2) -


      Expertise: Ranged Transmuting II
      Requires : The following expertise: Ranged Transmuting I. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 29. A base
      dexterity of at least 11. A base constitution of at least 11.
      The ability to project transmutation magic at longer ranges from the target.

      +

       
      Expertise: Ranged Transmuting II
      Requires : The following expertise: Ranged Transmuting I. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 29. A base
      dexterity of at least 11. A base constitution of at least 11.
      The ability to project transmutation magic at longer ranges from the target.


      Ranged Transmuting III (RANGEDTRANSMUTATION3) -


      Expertise: Ranged Transmuting III
      Requires : The following expertise: Ranged Transmuting II. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 34. A base
      dexterity of at least 12. A base constitution of at least 12.
      The ability to project transmutation magic at longer ranges from the target.

      +

       
      Expertise: Ranged Transmuting III
      Requires : The following expertise: Ranged Transmuting II. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 34. A base
      dexterity of at least 12. A base constitution of at least 12.
      The ability to project transmutation magic at longer ranges from the target.


      Ranged Transmuting IV (RANGEDTRANSMUTATION4) -


      Expertise: Ranged Transmuting IV
      Requires : The following expertise: Ranged Transmuting III. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 39. A base
      dexterity of at least 13. A base constitution of at least 13.
      The ability to project transmutation magic at longer ranges from the target.

      +

       
      Expertise: Ranged Transmuting IV
      Requires : The following expertise: Ranged Transmuting III. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 39. A base
      dexterity of at least 13. A base constitution of at least 13.
      The ability to project transmutation magic at longer ranges from the target.


      Ranged Transmuting V (RANGEDTRANSMUTATION5) -


      Expertise: Ranged Transmuting V
      Requires : The following expertise: Ranged Transmuting IV. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 44. A base
      dexterity of at least 14. A base constitution of at least 14.
      The ability to project transmutation magic at longer ranges from the target.

      +

       
      Expertise: Ranged Transmuting V
      Requires : The following expertise: Ranged Transmuting IV. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 44. A base
      dexterity of at least 14. A base constitution of at least 14.
      The ability to project transmutation magic at longer ranges from the target.


      Ranged Transmuting VI (RANGEDTRANSMUTATION6) -


      Expertise: Ranged Transmuting VI
      Requires : The following expertise: Ranged Transmuting V. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 49. A base
      dexterity of at least 15. A base constitution of at least 15.
      The ability to project transmutation magic at longer ranges from the target.

      +

       
      Expertise: Ranged Transmuting VI
      Requires : The following expertise: Ranged Transmuting V. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 49. A base
      dexterity of at least 15. A base constitution of at least 15.
      The ability to project transmutation magic at longer ranges from the target.


      Ranged Transmuting VII (RANGEDTRANSMUTATION7) -


      Expertise: Ranged Transmuting VII
      Requires : The following expertise: Ranged Transmuting VI. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 54. A base
      dexterity of at least 16. A base constitution of at least 16.
      The ability to project transmutation magic at longer ranges from the target.

      +

       
      Expertise: Ranged Transmuting VII
      Requires : The following expertise: Ranged Transmuting VI. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 54. A base
      dexterity of at least 16. A base constitution of at least 16.
      The ability to project transmutation magic at longer ranges from the target.


      Ranged Transmuting VIII (RANGEDTRANSMUTATION8) -


      Expertise: Ranged Transmuting VIII
      Requires : The following expertise: Ranged Transmuting VII. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 59. A base
      dexterity of at least 17. A base constitution of at least 17.
      The ability to project transmutation magic at longer ranges from the target.

      +

       
      Expertise: Ranged Transmuting VIII
      Requires : The following expertise: Ranged Transmuting VII. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 59. A base
      dexterity of at least 17. A base constitution of at least 17.
      The ability to project transmutation magic at longer ranges from the target.


      Ranged Transmuting IX (RANGEDTRANSMUTATION9) -


      Expertise: Ranged Transmuting IX
      Requires : The following expertise: Ranged Transmuting VIII. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 64. A base
      dexterity of at least 18. A base constitution of at least 18.
      The ability to project transmutation magic at longer ranges from the target.

      +

       
      Expertise: Ranged Transmuting IX
      Requires : The following expertise: Ranged Transmuting VIII. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 64. A base
      dexterity of at least 18. A base constitution of at least 18.
      The ability to project transmutation magic at longer ranges from the target.


      Ranged Transmuting X (RANGEDTRANSMUTATION10) -


      Expertise: Ranged Transmuting X
      Requires : The following expertise: Ranged Transmuting IX. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 69. A base
      dexterity of at least 19. A base constitution of at least 19.
      The ability to project transmutation magic at longer ranges from the target.

      +

       
      Expertise: Ranged Transmuting X
      Requires : The following expertise: Ranged Transmuting IX. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 69. A base
      dexterity of at least 19. A base constitution of at least 19.
      The ability to project transmutation magic at longer ranges from the target.


      Reduced Abjuring I (REDUCEDABJURATION1) -


      Expertise: Reduced Abjuring I
      Requires : A skill of type: Abjuration. Only highest class levels greater than
      or equal to 4. A base wisdom of at least 10. A base strength of at least 10.

      The ability to cast abjuration spells using less mana.

      +

       
      Expertise: Reduced Abjuring I
      Requires : A skill of type: Abjuration. Only highest class levels greater than
      or equal to 4. A base wisdom of at least 10. A base strength of at least 10.

      The ability to cast abjuration spells using less mana.


      Reduced Abjuring II (REDUCEDABJURATION2) -


      Expertise: Reduced Abjuring II
      Requires : The following expertise: Reduced Abjuring I. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 7. A base
      wisdom of at least 11. A base strength of at least 11.
      The ability to cast abjuration spells using less mana.

      +

       
      Expertise: Reduced Abjuring II
      Requires : The following expertise: Reduced Abjuring I. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 7. A base
      wisdom of at least 11. A base strength of at least 11.
      The ability to cast abjuration spells using less mana.


      Reduced Abjuring III (REDUCEDABJURATION3) -


      Expertise: Reduced Abjuring III
      Requires : The following expertise: Reduced Abjuring II. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 10. A base
      wisdom of at least 12. A base strength of at least 12.
      The ability to cast abjuration spells using less mana.

      +

       
      Expertise: Reduced Abjuring III
      Requires : The following expertise: Reduced Abjuring II. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 10. A base
      wisdom of at least 12. A base strength of at least 12.
      The ability to cast abjuration spells using less mana.


      Reduced Abjuring IV (REDUCEDABJURATION4) -


      Expertise: Reduced Abjuring IV
      Requires : The following expertise: Reduced Abjuring III. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 13. A base
      wisdom of at least 13. A base strength of at least 13.
      The ability to cast abjuration spells using less mana.

      +

       
      Expertise: Reduced Abjuring IV
      Requires : The following expertise: Reduced Abjuring III. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 13. A base
      wisdom of at least 13. A base strength of at least 13.
      The ability to cast abjuration spells using less mana.


      Reduced Abjuring V (REDUCEDABJURATION5) -


      Expertise: Reduced Abjuring V
      Requires : The following expertise: Reduced Abjuring IV. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 16. A base
      wisdom of at least 14. A base strength of at least 14.
      The ability to cast abjuration spells using less mana.

      +

       
      Expertise: Reduced Abjuring V
      Requires : The following expertise: Reduced Abjuring IV. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 16. A base
      wisdom of at least 14. A base strength of at least 14.
      The ability to cast abjuration spells using less mana.


      Reduced Abjuring VI (REDUCEDABJURATION6) -


      Expertise: Reduced Abjuring VI
      Requires : The following expertise: Reduced Abjuring V. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 19. A base
      wisdom of at least 15. A base strength of at least 15.
      The ability to cast abjuration spells using less mana.

      +

       
      Expertise: Reduced Abjuring VI
      Requires : The following expertise: Reduced Abjuring V. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 19. A base
      wisdom of at least 15. A base strength of at least 15.
      The ability to cast abjuration spells using less mana.


      Reduced Abjuring VII (REDUCEDABJURATION7) -


      Expertise: Reduced Abjuring VII
      Requires : The following expertise: Reduced Abjuring VI. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 22. A base
      wisdom of at least 16. A base strength of at least 16.
      The ability to cast abjuration spells using less mana.

      +

       
      Expertise: Reduced Abjuring VII
      Requires : The following expertise: Reduced Abjuring VI. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 22. A base
      wisdom of at least 16. A base strength of at least 16.
      The ability to cast abjuration spells using less mana.


      Reduced Abjuring VIII (REDUCEDABJURATION8) -


      Expertise: Reduced Abjuring VIII
      Requires : The following expertise: Reduced Abjuring VII. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 25. A base
      wisdom of at least 17. A base strength of at least 17.
      The ability to cast abjuration spells using less mana.

      +

       
      Expertise: Reduced Abjuring VIII
      Requires : The following expertise: Reduced Abjuring VII. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 25. A base
      wisdom of at least 17. A base strength of at least 17.
      The ability to cast abjuration spells using less mana.


      Reduced Abjuring IX (REDUCEDABJURATION9) -


      Expertise: Reduced Abjuring IX
      Requires : The following expertise: Reduced Abjuring VIII. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 28. A base
      wisdom of at least 18. A base strength of at least 18.
      The ability to cast abjuration spells using less mana.

      +

       
      Expertise: Reduced Abjuring IX
      Requires : The following expertise: Reduced Abjuring VIII. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 28. A base
      wisdom of at least 18. A base strength of at least 18.
      The ability to cast abjuration spells using less mana.


      Reduced Abjuring X (REDUCEDABJURATION10) -


      Expertise: Reduced Abjuring X
      Requires : The following expertise: Reduced Abjuring IX. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 31. A base
      wisdom of at least 19. A base strength of at least 19.
      The ability to cast abjuration spells using less mana.

      +

       
      Expertise: Reduced Abjuring X
      Requires : The following expertise: Reduced Abjuring IX. A skill of type:
      Abjuration. Only highest class levels greater than or equal to 31. A base
      wisdom of at least 19. A base strength of at least 19.
      The ability to cast abjuration spells using less mana.


      Reduced Altering I (REDUCEDALTERATION1) -


      Expertise: Reduced Altering I
      Requires : A skill of type: Alteration. Only highest class levels greater than
      or equal to 4. A base wisdom of at least 10. A base strength of at least 10.

      The ability to cast alteration spells using less mana.

      +

       
      Expertise: Reduced Altering I
      Requires : A skill of type: Alteration. Only highest class levels greater than
      or equal to 4. A base wisdom of at least 10. A base strength of at least 10.

      The ability to cast alteration spells using less mana.


      Reduced Altering II (REDUCEDALTERATION2) -


      Expertise: Reduced Altering II
      Requires : The following expertise: Reduced Altering I. A skill of type:
      Alteration. Only highest class levels greater than or equal to 7. A base
      wisdom of at least 11. A base strength of at least 11.
      The ability to cast alteration spells using less mana.

      +

       
      Expertise: Reduced Altering II
      Requires : The following expertise: Reduced Altering I. A skill of type:
      Alteration. Only highest class levels greater than or equal to 7. A base
      wisdom of at least 11. A base strength of at least 11.
      The ability to cast alteration spells using less mana.


      Reduced Altering III (REDUCEDALTERATION3) -


      Expertise: Reduced Altering III
      Requires : The following expertise: Reduced Altering II. A skill of type:
      Alteration. Only highest class levels greater than or equal to 10. A base
      wisdom of at least 12. A base strength of at least 12.
      The ability to cast alteration spells using less mana.

      +

       
      Expertise: Reduced Altering III
      Requires : The following expertise: Reduced Altering II. A skill of type:
      Alteration. Only highest class levels greater than or equal to 10. A base
      wisdom of at least 12. A base strength of at least 12.
      The ability to cast alteration spells using less mana.


      Reduced Altering IV (REDUCEDALTERATION4) -


      Expertise: Reduced Altering IV
      Requires : The following expertise: Reduced Altering III. A skill of type:
      Alteration. Only highest class levels greater than or equal to 13. A base
      wisdom of at least 13. A base strength of at least 13.
      The ability to cast alteration spells using less mana.

      +

       
      Expertise: Reduced Altering IV
      Requires : The following expertise: Reduced Altering III. A skill of type:
      Alteration. Only highest class levels greater than or equal to 13. A base
      wisdom of at least 13. A base strength of at least 13.
      The ability to cast alteration spells using less mana.


      Reduced Altering V (REDUCEDALTERATION5) -


      Expertise: Reduced Altering V
      Requires : The following expertise: Reduced Altering IV. A skill of type:
      Alteration. Only highest class levels greater than or equal to 16. A base
      wisdom of at least 14. A base strength of at least 14.
      The ability to cast alteration spells using less mana.

      +

       
      Expertise: Reduced Altering V
      Requires : The following expertise: Reduced Altering IV. A skill of type:
      Alteration. Only highest class levels greater than or equal to 16. A base
      wisdom of at least 14. A base strength of at least 14.
      The ability to cast alteration spells using less mana.


      Reduced Altering VI (REDUCEDALTERATION6) -


      Expertise: Reduced Altering VI
      Requires : The following expertise: Reduced Altering V. A skill of type:
      Alteration. Only highest class levels greater than or equal to 19. A base
      wisdom of at least 15. A base strength of at least 15.
      The ability to cast alteration spells using less mana.

      +

       
      Expertise: Reduced Altering VI
      Requires : The following expertise: Reduced Altering V. A skill of type:
      Alteration. Only highest class levels greater than or equal to 19. A base
      wisdom of at least 15. A base strength of at least 15.
      The ability to cast alteration spells using less mana.


      Reduced Altering VII (REDUCEDALTERATION7) -


      Expertise: Reduced Altering VII
      Requires : The following expertise: Reduced Altering VI. A skill of type:
      Alteration. Only highest class levels greater than or equal to 22. A base
      wisdom of at least 16. A base strength of at least 16.
      The ability to cast alteration spells using less mana.

      +

       
      Expertise: Reduced Altering VII
      Requires : The following expertise: Reduced Altering VI. A skill of type:
      Alteration. Only highest class levels greater than or equal to 22. A base
      wisdom of at least 16. A base strength of at least 16.
      The ability to cast alteration spells using less mana.


      Reduced Altering VIII (REDUCEDALTERATION8) -


      Expertise: Reduced Altering VIII
      Requires : The following expertise: Reduced Altering VII. A skill of type:
      Alteration. Only highest class levels greater than or equal to 25. A base
      wisdom of at least 17. A base strength of at least 17.
      The ability to cast alteration spells using less mana.

      +

       
      Expertise: Reduced Altering VIII
      Requires : The following expertise: Reduced Altering VII. A skill of type:
      Alteration. Only highest class levels greater than or equal to 25. A base
      wisdom of at least 17. A base strength of at least 17.
      The ability to cast alteration spells using less mana.


      Reduced Altering IX (REDUCEDALTERATION9) -


      Expertise: Reduced Altering IX
      Requires : The following expertise: Reduced Altering VIII. A skill of type:
      Alteration. Only highest class levels greater than or equal to 28. A base
      wisdom of at least 18. A base strength of at least 18.
      The ability to cast alteration spells using less mana.

      +

       
      Expertise: Reduced Altering IX
      Requires : The following expertise: Reduced Altering VIII. A skill of type:
      Alteration. Only highest class levels greater than or equal to 28. A base
      wisdom of at least 18. A base strength of at least 18.
      The ability to cast alteration spells using less mana.


      Reduced Altering X (REDUCEDALTERATION10) -


      Expertise: Reduced Altering X
      Requires : The following expertise: Reduced Altering IX. A skill of type:
      Alteration. Only highest class levels greater than or equal to 31. A base
      wisdom of at least 19. A base strength of at least 19.
      The ability to cast alteration spells using less mana.

      +

       
      Expertise: Reduced Altering X
      Requires : The following expertise: Reduced Altering IX. A skill of type:
      Alteration. Only highest class levels greater than or equal to 31. A base
      wisdom of at least 19. A base strength of at least 19.
      The ability to cast alteration spells using less mana.


      Reduced Conjuring I (REDUCEDCONJURATION1) -


      Expertise: Reduced Conjuring I
      Requires : A skill of type: Conjuration and not Clanmagic. Only highest class
      levels greater than or equal to 4. A base wisdom of at least 10. A base
      strength of at least 10.
      The ability to cast conjuration spells using less mana.

      +

       
      Expertise: Reduced Conjuring I
      Requires : A skill of type: Conjuration and not Clanmagic. Only highest class
      levels greater than or equal to 4. A base wisdom of at least 10. A base
      strength of at least 10.
      The ability to cast conjuration spells using less mana.


      Reduced Conjuring II (REDUCEDCONJURATION2) -


      Expertise: Reduced Conjuring II
      Requires : The following expertise: Reduced Conjuring I. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 7. A base wisdom of at least 11. A base strength of at least 11.
      The ability to cast conjuration spells using less mana.

      +

       
      Expertise: Reduced Conjuring II
      Requires : The following expertise: Reduced Conjuring I. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 7. A base wisdom of at least 11. A base strength of at least 11.
      The ability to cast conjuration spells using less mana.


      Reduced Conjuring III (REDUCEDCONJURATION3) -


      Expertise: Reduced Conjuring III
      Requires : The following expertise: Reduced Conjuring II. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 10. A base wisdom of at least 12. A base strength of at least 12.
      The ability to cast conjuration spells using less mana.

      +

       
      Expertise: Reduced Conjuring III
      Requires : The following expertise: Reduced Conjuring II. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 10. A base wisdom of at least 12. A base strength of at least 12.
      The ability to cast conjuration spells using less mana.


      Reduced Conjuring IV (REDUCEDCONJURATION4) -


      Expertise: Reduced Conjuring IV
      Requires : The following expertise: Reduced Conjuring III. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 13. A base wisdom of at least 13. A base strength of at least 13.
      The ability to cast conjuration spells using less mana.

      +

       
      Expertise: Reduced Conjuring IV
      Requires : The following expertise: Reduced Conjuring III. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 13. A base wisdom of at least 13. A base strength of at least 13.
      The ability to cast conjuration spells using less mana.


      Reduced Conjuring V (REDUCEDCONJURATION5) -


      Expertise: Reduced Conjuring V
      Requires : The following expertise: Reduced Conjuring IV. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 16. A base wisdom of at least 14. A base strength of at least 14.
      The ability to cast conjuration spells using less mana.

      +

       
      Expertise: Reduced Conjuring V
      Requires : The following expertise: Reduced Conjuring IV. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 16. A base wisdom of at least 14. A base strength of at least 14.
      The ability to cast conjuration spells using less mana.


      Reduced Conjuring VI (REDUCEDCONJURATION6) -


      Expertise: Reduced Conjuring VI
      Requires : The following expertise: Reduced Conjuring V. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 19. A base wisdom of at least 15. A base strength of at least 15.
      The ability to cast conjuration spells using less mana.

      +

       
      Expertise: Reduced Conjuring VI
      Requires : The following expertise: Reduced Conjuring V. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 19. A base wisdom of at least 15. A base strength of at least 15.
      The ability to cast conjuration spells using less mana.


      Reduced Conjuring VII (REDUCEDCONJURATION7) -


      Expertise: Reduced Conjuring VII
      Requires : The following expertise: Reduced Conjuring VI. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 22. A base wisdom of at least 16. A base strength of at least 16.
      The ability to cast conjuration spells using less mana.

      +

       
      Expertise: Reduced Conjuring VII
      Requires : The following expertise: Reduced Conjuring VI. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 22. A base wisdom of at least 16. A base strength of at least 16.
      The ability to cast conjuration spells using less mana.


      Reduced Conjuring VIII (REDUCEDCONJURATION8) -


      Expertise: Reduced Conjuring VIII
      Requires : The following expertise: Reduced Conjuring VII. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 25. A base wisdom of at least 17. A base strength of at least 17.
      The ability to cast conjuration spells using less mana.

      +

       
      Expertise: Reduced Conjuring VIII
      Requires : The following expertise: Reduced Conjuring VII. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 25. A base wisdom of at least 17. A base strength of at least 17.
      The ability to cast conjuration spells using less mana.


      Reduced Conjuring IX (REDUCEDCONJURATION9) -


      Expertise: Reduced Conjuring IX
      Requires : The following expertise: Reduced Conjuring VIII. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 28. A base wisdom of at least 18. A base strength of at least 18.
      The ability to cast conjuration spells using less mana.

      +

       
      Expertise: Reduced Conjuring IX
      Requires : The following expertise: Reduced Conjuring VIII. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 28. A base wisdom of at least 18. A base strength of at least 18.
      The ability to cast conjuration spells using less mana.


      Reduced Conjuring X (REDUCEDCONJURATION10) -


      Expertise: Reduced Conjuring X
      Requires : The following expertise: Reduced Conjuring IX. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 31. A base wisdom of at least 19. A base strength of at least 19.
      The ability to cast conjuration spells using less mana.

      +

       
      Expertise: Reduced Conjuring X
      Requires : The following expertise: Reduced Conjuring IX. A skill of type:
      Conjuration and not Clanmagic. Only highest class levels greater than or equal
      to 31. A base wisdom of at least 19. A base strength of at least 19.
      The ability to cast conjuration spells using less mana.


      Reduced Divining I (REDUCEDDIVINATION1) -


      Expertise: Reduced Divining I
      Requires : A skill of type: Divination. Only highest class levels greater than
      or equal to 4. A base wisdom of at least 10. A base strength of at least 10.

      The ability to cast divination spells using less mana.

      +

       
      Expertise: Reduced Divining I
      Requires : A skill of type: Divination. Only highest class levels greater than
      or equal to 4. A base wisdom of at least 10. A base strength of at least 10.

      The ability to cast divination spells using less mana.


      Reduced Divining II (REDUCEDDIVINATION2) -


      Expertise: Reduced Divining II
      Requires : The following expertise: Reduced Divining I. A skill of type:
      Divination. Only highest class levels greater than or equal to 7. A base
      wisdom of at least 11. A base strength of at least 11.
      The ability to cast divination spells using less mana.

      +

       
      Expertise: Reduced Divining II
      Requires : The following expertise: Reduced Divining I. A skill of type:
      Divination. Only highest class levels greater than or equal to 7. A base
      wisdom of at least 11. A base strength of at least 11.
      The ability to cast divination spells using less mana.


      Reduced Divining III (REDUCEDDIVINATION3) -


      Expertise: Reduced Divining III
      Requires : The following expertise: Reduced Divining II. A skill of type:
      Divination. Only highest class levels greater than or equal to 10. A base
      wisdom of at least 12. A base strength of at least 12.
      The ability to cast divination spells using less mana.

      +

       
      Expertise: Reduced Divining III
      Requires : The following expertise: Reduced Divining II. A skill of type:
      Divination. Only highest class levels greater than or equal to 10. A base
      wisdom of at least 12. A base strength of at least 12.
      The ability to cast divination spells using less mana.


      Reduced Divining IV (REDUCEDDIVINATION4) -


      Expertise: Reduced Divining IV
      Requires : The following expertise: Reduced Divining III. A skill of type:
      Divination. Only highest class levels greater than or equal to 13. A base
      wisdom of at least 13. A base strength of at least 13.
      The ability to cast divination spells using less mana.

      +

       
      Expertise: Reduced Divining IV
      Requires : The following expertise: Reduced Divining III. A skill of type:
      Divination. Only highest class levels greater than or equal to 13. A base
      wisdom of at least 13. A base strength of at least 13.
      The ability to cast divination spells using less mana.


      Reduced Divining V (REDUCEDDIVINATION5) -


      Expertise: Reduced Divining V
      Requires : The following expertise: Reduced Divining IV. A skill of type:
      Divination. Only highest class levels greater than or equal to 16. A base
      wisdom of at least 14. A base strength of at least 14.
      The ability to cast divination spells using less mana.

      +

       
      Expertise: Reduced Divining V
      Requires : The following expertise: Reduced Divining IV. A skill of type:
      Divination. Only highest class levels greater than or equal to 16. A base
      wisdom of at least 14. A base strength of at least 14.
      The ability to cast divination spells using less mana.


      Reduced Divining VI (REDUCEDDIVINATION6) -


      Expertise: Reduced Divining VI
      Requires : The following expertise: Reduced Divining V. A skill of type:
      Divination. Only highest class levels greater than or equal to 19. A base
      wisdom of at least 15. A base strength of at least 15.
      The ability to cast divination spells using less mana.

      +

       
      Expertise: Reduced Divining VI
      Requires : The following expertise: Reduced Divining V. A skill of type:
      Divination. Only highest class levels greater than or equal to 19. A base
      wisdom of at least 15. A base strength of at least 15.
      The ability to cast divination spells using less mana.


      Reduced Divining VII (REDUCEDDIVINATION7) -


      Expertise: Reduced Divining VII
      Requires : The following expertise: Reduced Divining VI. A skill of type:
      Divination. Only highest class levels greater than or equal to 22. A base
      wisdom of at least 16. A base strength of at least 16.
      The ability to cast divination spells using less mana.

      +

       
      Expertise: Reduced Divining VII
      Requires : The following expertise: Reduced Divining VI. A skill of type:
      Divination. Only highest class levels greater than or equal to 22. A base
      wisdom of at least 16. A base strength of at least 16.
      The ability to cast divination spells using less mana.


      Reduced Divining VIII (REDUCEDDIVINATION8) -


      Expertise: Reduced Divining VIII
      Requires : The following expertise: Reduced Divining VII. A skill of type:
      Divination. Only highest class levels greater than or equal to 25. A base
      wisdom of at least 17. A base strength of at least 17.
      The ability to cast divination spells using less mana.

      +

       
      Expertise: Reduced Divining VIII
      Requires : The following expertise: Reduced Divining VII. A skill of type:
      Divination. Only highest class levels greater than or equal to 25. A base
      wisdom of at least 17. A base strength of at least 17.
      The ability to cast divination spells using less mana.


      Reduced Divining IX (REDUCEDDIVINATION9) -


      Expertise: Reduced Divining IX
      Requires : The following expertise: Reduced Divining VIII. A skill of type:
      Divination. Only highest class levels greater than or equal to 28. A base
      wisdom of at least 18. A base strength of at least 18.
      The ability to cast divination spells using less mana.

      +

       
      Expertise: Reduced Divining IX
      Requires : The following expertise: Reduced Divining VIII. A skill of type:
      Divination. Only highest class levels greater than or equal to 28. A base
      wisdom of at least 18. A base strength of at least 18.
      The ability to cast divination spells using less mana.


      Reduced Divining X (REDUCEDDIVINATION10) -


      Expertise: Reduced Divining X
      Requires : The following expertise: Reduced Divining IX. A skill of type:
      Divination. Only highest class levels greater than or equal to 31. A base
      wisdom of at least 19. A base strength of at least 19.
      The ability to cast divination spells using less mana.

      +

       
      Expertise: Reduced Divining X
      Requires : The following expertise: Reduced Divining IX. A skill of type:
      Divination. Only highest class levels greater than or equal to 31. A base
      wisdom of at least 19. A base strength of at least 19.
      The ability to cast divination spells using less mana.


      Reduced Enchanting I (REDUCEDENCHANTMENT1) -


      Expertise: Reduced Enchanting I
      Requires : A skill of type: Enchantment and not Clanmagic. Only highest class
      levels greater than or equal to 4. A base wisdom of at least 10. A base
      strength of at least 10.
      The ability to cast enchantment/charm spells using less mana.

      +

       
      Expertise: Reduced Enchanting I
      Requires : A skill of type: Enchantment and not Clanmagic. Only highest class
      levels greater than or equal to 4. A base wisdom of at least 10. A base
      strength of at least 10.
      The ability to cast enchantment/charm spells using less mana.


      Reduced Enchanting II (REDUCEDENCHANTMENT2) -


      Expertise: Reduced Enchanting II
      Requires : The following expertise: Reduced Enchanting I. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 7. A base wisdom of at least 11. A base strength of at least 11.
      The ability to cast enchantment/charm spells using less mana.

      +

       
      Expertise: Reduced Enchanting II
      Requires : The following expertise: Reduced Enchanting I. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 7. A base wisdom of at least 11. A base strength of at least 11.
      The ability to cast enchantment/charm spells using less mana.


      Reduced Enchanting III (REDUCEDENCHANTMENT3) -


      Expertise: Reduced Enchanting III
      Requires : The following expertise: Reduced Enchanting II. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 10. A base wisdom of at least 12. A base strength of at least 12.
      The ability to cast enchantment/charm spells using less mana.

      +

       
      Expertise: Reduced Enchanting III
      Requires : The following expertise: Reduced Enchanting II. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 10. A base wisdom of at least 12. A base strength of at least 12.
      The ability to cast enchantment/charm spells using less mana.


      Reduced Enchanting IV (REDUCEDENCHANTMENT4) -


      Expertise: Reduced Enchanting IV
      Requires : The following expertise: Reduced Enchanting III. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 13. A base wisdom of at least 13. A base strength of at least 13.
      The ability to cast enchantment/charm spells using less mana.

      +

       
      Expertise: Reduced Enchanting IV
      Requires : The following expertise: Reduced Enchanting III. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 13. A base wisdom of at least 13. A base strength of at least 13.
      The ability to cast enchantment/charm spells using less mana.


      Reduced Enchanting V (REDUCEDENCHANTMENT5) -


      Expertise: Reduced Enchanting V
      Requires : The following expertise: Reduced Enchanting IV. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 16. A base wisdom of at least 14. A base strength of at least 14.
      The ability to cast enchantment/charm spells using less mana.

      +

       
      Expertise: Reduced Enchanting V
      Requires : The following expertise: Reduced Enchanting IV. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 16. A base wisdom of at least 14. A base strength of at least 14.
      The ability to cast enchantment/charm spells using less mana.


      Reduced Enchanting VI (REDUCEDENCHANTMENT6) -


      Expertise: Reduced Enchanting VI
      Requires : The following expertise: Reduced Enchanting V. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 19. A base wisdom of at least 15. A base strength of at least 15.
      The ability to cast enchantment/charm spells using less mana.

      +

       
      Expertise: Reduced Enchanting VI
      Requires : The following expertise: Reduced Enchanting V. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 19. A base wisdom of at least 15. A base strength of at least 15.
      The ability to cast enchantment/charm spells using less mana.


      Reduced Enchanting VII (REDUCEDENCHANTMENT7) -


      Expertise: Reduced Enchanting VII
      Requires : The following expertise: Reduced Enchanting VI. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 22. A base wisdom of at least 16. A base strength of at least 16.
      The ability to cast enchantment/charm spells using less mana.

      +

       
      Expertise: Reduced Enchanting VII
      Requires : The following expertise: Reduced Enchanting VI. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 22. A base wisdom of at least 16. A base strength of at least 16.
      The ability to cast enchantment/charm spells using less mana.


      Reduced Enchanting VIII (REDUCEDENCHANTMENT8) -


      Expertise: Reduced Enchanting VIII
      Requires : The following expertise: Reduced Enchanting VII. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 25. A base wisdom of at least 17. A base strength of at least 17.
      The ability to cast enchantment/charm spells using less mana.

      +

       
      Expertise: Reduced Enchanting VIII
      Requires : The following expertise: Reduced Enchanting VII. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 25. A base wisdom of at least 17. A base strength of at least 17.
      The ability to cast enchantment/charm spells using less mana.


      Reduced Enchanting IX (REDUCEDENCHANTMENT9) -


      Expertise: Reduced Enchanting IX
      Requires : The following expertise: Reduced Enchanting VIII. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 28. A base wisdom of at least 18. A base strength of at least 18.
      The ability to cast enchantment/charm spells using less mana.

      +

       
      Expertise: Reduced Enchanting IX
      Requires : The following expertise: Reduced Enchanting VIII. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 28. A base wisdom of at least 18. A base strength of at least 18.
      The ability to cast enchantment/charm spells using less mana.


      Reduced Enchanting X (REDUCEDENCHANTMENT10) -


      Expertise: Reduced Enchanting X
      Requires : The following expertise: Reduced Enchanting IX. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 31. A base wisdom of at least 19. A base strength of at least 19.
      The ability to cast enchantment/charm spells using less mana.

      +

       
      Expertise: Reduced Enchanting X
      Requires : The following expertise: Reduced Enchanting IX. A skill of type:
      Enchantment and not Clanmagic. Only highest class levels greater than or equal
      to 31. A base wisdom of at least 19. A base strength of at least 19.
      The ability to cast enchantment/charm spells using less mana.


      Reduced Illusing I (REDUCEDILLUSION1) -


      Expertise: Reduced Illusing I
      Requires : A skill of type: Illusion. Only highest class levels greater than
      or equal to 4. A base wisdom of at least 10. A base strength of at least 10.

      The ability to cast illusion spells using less mana.

      +

       
      Expertise: Reduced Illusing I
      Requires : A skill of type: Illusion. Only highest class levels greater than
      or equal to 4. A base wisdom of at least 10. A base strength of at least 10.

      The ability to cast illusion spells using less mana.


      Reduced Illusing II (REDUCEDILLUSION2) -


      Expertise: Reduced Illusing II
      Requires : The following expertise: Reduced Illusing I. A skill of type:
      Illusion. Only highest class levels greater than or equal to 7. A base wisdom
      of at least 11. A base strength of at least 11.
      The ability to cast illusion spells using less mana.

      +

       
      Expertise: Reduced Illusing II
      Requires : The following expertise: Reduced Illusing I. A skill of type:
      Illusion. Only highest class levels greater than or equal to 7. A base wisdom
      of at least 11. A base strength of at least 11.
      The ability to cast illusion spells using less mana.


      Reduced Illusing III (REDUCEDILLUSION3) -


      Expertise: Reduced Illusing III
      Requires : The following expertise: Reduced Illusing II. A skill of type:
      Illusion. Only highest class levels greater than or equal to 10. A base
      wisdom of at least 12. A base strength of at least 12.
      The ability to cast illusion spells using less mana.

      +

       
      Expertise: Reduced Illusing III
      Requires : The following expertise: Reduced Illusing II. A skill of type:
      Illusion. Only highest class levels greater than or equal to 10. A base
      wisdom of at least 12. A base strength of at least 12.
      The ability to cast illusion spells using less mana.


      Reduced Illusing IV (REDUCEDILLUSION4) -


      Expertise: Reduced Illusing IV
      Requires : The following expertise: Reduced Illusing III. A skill of type:
      Illusion. Only highest class levels greater than or equal to 13. A base
      wisdom of at least 13. A base strength of at least 13.
      The ability to cast illusion spells using less mana.

      +

       
      Expertise: Reduced Illusing IV
      Requires : The following expertise: Reduced Illusing III. A skill of type:
      Illusion. Only highest class levels greater than or equal to 13. A base
      wisdom of at least 13. A base strength of at least 13.
      The ability to cast illusion spells using less mana.


      Reduced Illusing V (REDUCEDILLUSION5) -


      Expertise: Reduced Illusing V
      Requires : The following expertise: Reduced Illusing IV. A skill of type:
      Illusion. Only highest class levels greater than or equal to 16. A base
      wisdom of at least 14. A base strength of at least 14.
      The ability to cast illusion spells using less mana.

      +

       
      Expertise: Reduced Illusing V
      Requires : The following expertise: Reduced Illusing IV. A skill of type:
      Illusion. Only highest class levels greater than or equal to 16. A base
      wisdom of at least 14. A base strength of at least 14.
      The ability to cast illusion spells using less mana.


      Reduced Illusing VI (REDUCEDILLUSION6) -


      Expertise: Reduced Illusing VI
      Requires : The following expertise: Reduced Illusing V. A skill of type:
      Illusion. Only highest class levels greater than or equal to 19. A base
      wisdom of at least 15. A base strength of at least 15.
      The ability to cast illusion spells using less mana.

      +

       
      Expertise: Reduced Illusing VI
      Requires : The following expertise: Reduced Illusing V. A skill of type:
      Illusion. Only highest class levels greater than or equal to 19. A base
      wisdom of at least 15. A base strength of at least 15.
      The ability to cast illusion spells using less mana.


      Reduced Illusing VII (REDUCEDILLUSION7) -


      Expertise: Reduced Illusing VII
      Requires : The following expertise: Reduced Illusing VI. A skill of type:
      Illusion. Only highest class levels greater than or equal to 22. A base
      wisdom of at least 16. A base strength of at least 16.
      The ability to cast illusion spells using less mana.

      +

       
      Expertise: Reduced Illusing VII
      Requires : The following expertise: Reduced Illusing VI. A skill of type:
      Illusion. Only highest class levels greater than or equal to 22. A base
      wisdom of at least 16. A base strength of at least 16.
      The ability to cast illusion spells using less mana.


      Reduced Illusing VIII (REDUCEDILLUSION8) -


      Expertise: Reduced Illusing VIII
      Requires : The following expertise: Reduced Illusing VII. A skill of type:
      Illusion. Only highest class levels greater than or equal to 25. A base
      wisdom of at least 17. A base strength of at least 17.
      The ability to cast illusion spells using less mana.

      +

       
      Expertise: Reduced Illusing VIII
      Requires : The following expertise: Reduced Illusing VII. A skill of type:
      Illusion. Only highest class levels greater than or equal to 25. A base
      wisdom of at least 17. A base strength of at least 17.
      The ability to cast illusion spells using less mana.


      Reduced Illusing IX (REDUCEDILLUSION9) -


      Expertise: Reduced Illusing IX
      Requires : The following expertise: Reduced Illusing VIII. A skill of type:
      Illusion. Only highest class levels greater than or equal to 28. A base
      wisdom of at least 18. A base strength of at least 18.
      The ability to cast illusion spells using less mana.

      +

       
      Expertise: Reduced Illusing IX
      Requires : The following expertise: Reduced Illusing VIII. A skill of type:
      Illusion. Only highest class levels greater than or equal to 28. A base
      wisdom of at least 18. A base strength of at least 18.
      The ability to cast illusion spells using less mana.


      Reduced Illusing X (REDUCEDILLUSION10) -


      Expertise: Reduced Illusing X
      Requires : The following expertise: Reduced Illusing IX. A skill of type:
      Illusion. Only highest class levels greater than or equal to 31. A base
      wisdom of at least 19. A base strength of at least 19.
      The ability to cast illusion spells using less mana.

      +

       
      Expertise: Reduced Illusing X
      Requires : The following expertise: Reduced Illusing IX. A skill of type:
      Illusion. Only highest class levels greater than or equal to 31. A base
      wisdom of at least 19. A base strength of at least 19.
      The ability to cast illusion spells using less mana.


      Reduced In/Evoking I (REDUCEDINVOCATION1) -


      Expertise: Reduced In/Evoking I
      Requires : A skill of type: Invocation. Only highest class levels greater than
      or equal to 4. A base wisdom of at least 10. A base strength of at least 10.

      The ability to cast invocation/evocation spells using less mana.

      +

       
      Expertise: Reduced In/Evoking I
      Requires : A skill of type: Invocation. Only highest class levels greater than
      or equal to 4. A base wisdom of at least 10. A base strength of at least 10.

      The ability to cast invocation/evocation spells using less mana.


      Reduced In/Evoking II (REDUCEDINVOCATION2) -


      Expertise: Reduced In/Evoking II
      Requires : The following expertise: Reduced In/Evoking I. A skill of type:
      Invocation. Only highest class levels greater than or equal to 7. A base
      wisdom of at least 11. A base strength of at least 11.
      The ability to cast invocation/evocation spells using less mana.

      +

       
      Expertise: Reduced In/Evoking II
      Requires : The following expertise: Reduced In/Evoking I. A skill of type:
      Invocation. Only highest class levels greater than or equal to 7. A base
      wisdom of at least 11. A base strength of at least 11.
      The ability to cast invocation/evocation spells using less mana.


      Reduced In/Evoking III (REDUCEDINVOCATION3) -


      Expertise: Reduced In/Evoking III
      Requires : The following expertise: Reduced In/Evoking II. A skill of type:
      Invocation. Only highest class levels greater than or equal to 10. A base
      wisdom of at least 12. A base strength of at least 12.
      The ability to cast invocation/evocation spells using less mana.

      +

       
      Expertise: Reduced In/Evoking III
      Requires : The following expertise: Reduced In/Evoking II. A skill of type:
      Invocation. Only highest class levels greater than or equal to 10. A base
      wisdom of at least 12. A base strength of at least 12.
      The ability to cast invocation/evocation spells using less mana.


      Reduced In/Evoking IV (REDUCEDINVOCATION4) -


      Expertise: Reduced In/Evoking IV
      Requires : The following expertise: Reduced In/Evoking III. A skill of type:
      Invocation. Only highest class levels greater than or equal to 13. A base
      wisdom of at least 13. A base strength of at least 13.
      The ability to cast invocation/evocation spells using less mana.

      +

       
      Expertise: Reduced In/Evoking IV
      Requires : The following expertise: Reduced In/Evoking III. A skill of type:
      Invocation. Only highest class levels greater than or equal to 13. A base
      wisdom of at least 13. A base strength of at least 13.
      The ability to cast invocation/evocation spells using less mana.


      Reduced In/Evoking V (REDUCEDINVOCATION5) -


      Expertise: Reduced In/Evoking V
      Requires : The following expertise: Reduced In/Evoking IV. A skill of type:
      Invocation. Only highest class levels greater than or equal to 16. A base
      wisdom of at least 14. A base strength of at least 14.
      The ability to cast invocation/evocation spells using less mana.

      +

       
      Expertise: Reduced In/Evoking V
      Requires : The following expertise: Reduced In/Evoking IV. A skill of type:
      Invocation. Only highest class levels greater than or equal to 16. A base
      wisdom of at least 14. A base strength of at least 14.
      The ability to cast invocation/evocation spells using less mana.


      Reduced In/Evoking VI (REDUCEDINVOCATION6) -


      Expertise: Reduced In/Evoking VI
      Requires : The following expertise: Reduced In/Evoking V. A skill of type:
      Invocation. Only highest class levels greater than or equal to 19. A base
      wisdom of at least 15. A base strength of at least 15.
      The ability to cast invocation/evocation spells using less mana.

      +

       
      Expertise: Reduced In/Evoking VI
      Requires : The following expertise: Reduced In/Evoking V. A skill of type:
      Invocation. Only highest class levels greater than or equal to 19. A base
      wisdom of at least 15. A base strength of at least 15.
      The ability to cast invocation/evocation spells using less mana.


      Reduced In/Evoking VII (REDUCEDINVOCATION7) -


      Expertise: Reduced In/Evoking VII
      Requires : The following expertise: Reduced In/Evoking VI. A skill of type:
      Invocation. Only highest class levels greater than or equal to 22. A base
      wisdom of at least 16. A base strength of at least 16.
      The ability to cast invocation/evocation spells using less mana.

      +

       
      Expertise: Reduced In/Evoking VII
      Requires : The following expertise: Reduced In/Evoking VI. A skill of type:
      Invocation. Only highest class levels greater than or equal to 22. A base
      wisdom of at least 16. A base strength of at least 16.
      The ability to cast invocation/evocation spells using less mana.


      Reduced In/Evoking VIII (REDUCEDINVOCATION8) -


      Expertise: Reduced In/Evoking VIII
      Requires : The following expertise: Reduced In/Evoking VII. A skill of type:
      Invocation. Only highest class levels greater than or equal to 25. A base
      wisdom of at least 17. A base strength of at least 17.
      The ability to cast invocation/evocation spells using less mana.

      +

       
      Expertise: Reduced In/Evoking VIII
      Requires : The following expertise: Reduced In/Evoking VII. A skill of type:
      Invocation. Only highest class levels greater than or equal to 25. A base
      wisdom of at least 17. A base strength of at least 17.
      The ability to cast invocation/evocation spells using less mana.


      Reduced In/Evoking IX (REDUCEDINVOCATION9) -


      Expertise: Reduced In/Evoking IX
      Requires : The following expertise: Reduced In/Evoking VIII. A skill of type:
      Invocation. Only highest class levels greater than or equal to 28. A base
      wisdom of at least 18. A base strength of at least 18.
      The ability to cast invocation/evocation spells using less mana.

      +

       
      Expertise: Reduced In/Evoking IX
      Requires : The following expertise: Reduced In/Evoking VIII. A skill of type:
      Invocation. Only highest class levels greater than or equal to 28. A base
      wisdom of at least 18. A base strength of at least 18.
      The ability to cast invocation/evocation spells using less mana.


      Reduced In/Evoking X (REDUCEDINVOCATION10) -


      Expertise: Reduced In/Evoking X
      Requires : The following expertise: Reduced In/Evoking IX. A skill of type:
      Invocation. Only highest class levels greater than or equal to 31. A base
      wisdom of at least 19. A base strength of at least 19.
      The ability to cast invocation/evocation spells using less mana.

      +

       
      Expertise: Reduced In/Evoking X
      Requires : The following expertise: Reduced In/Evoking IX. A skill of type:
      Invocation. Only highest class levels greater than or equal to 31. A base
      wisdom of at least 19. A base strength of at least 19.
      The ability to cast invocation/evocation spells using less mana.


      Reduced Sailing I (REDUCEDSAILING1) -


      Expertise: Reduced Sailing I
      Requires : A skill of type: Sea travel. Only highest class levels greater than
      or equal to 4. A base wisdom of at least 10. A base strength of at least 10.

      The ability to use sea travel skills using less movement/mana.

      +

       
      Expertise: Reduced Sailing I
      Requires : A skill of type: Sea travel. Only highest class levels greater than
      or equal to 4. A base wisdom of at least 10. A base strength of at least 10.

      The ability to use sea travel skills using less movement/mana.


      Reduced Sailing II (REDUCEDSAILING2) -


      Expertise: Reduced Sailing II
      Requires : The following expertise: Reduced Sailing I. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 7. A base wisdom
      of at least 11. A base strength of at least 11.
      The ability to use sea travel skills using less movement/mana.

      +

       
      Expertise: Reduced Sailing II
      Requires : The following expertise: Reduced Sailing I. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 7. A base wisdom
      of at least 11. A base strength of at least 11.
      The ability to use sea travel skills using less movement/mana.


      Reduced Sailing III (REDUCEDSAILING3) -


      Expertise: Reduced Sailing III
      Requires : The following expertise: Reduced Sailing II. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 10. A base wisdom
      of at least 12. A base strength of at least 12.
      The ability to use sea travel skills using less movement/mana.

      +

       
      Expertise: Reduced Sailing III
      Requires : The following expertise: Reduced Sailing II. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 10. A base wisdom
      of at least 12. A base strength of at least 12.
      The ability to use sea travel skills using less movement/mana.


      Reduced Sailing IV (REDUCEDSAILING4) -


      Expertise: Reduced Sailing IV
      Requires : The following expertise: Reduced Sailing III. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 13. A base wisdom
      of at least 13. A base strength of at least 13.
      The ability to use sea travel skills using less movement/mana.

      +

       
      Expertise: Reduced Sailing IV
      Requires : The following expertise: Reduced Sailing III. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 13. A base wisdom
      of at least 13. A base strength of at least 13.
      The ability to use sea travel skills using less movement/mana.


      Reduced Sailing V (REDUCEDSAILING5) -


      Expertise: Reduced Sailing V
      Requires : The following expertise: Reduced Sailing IV. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 16. A base wisdom
      of at least 14. A base strength of at least 14.
      The ability to use sea travel skills using less movement/mana.

      +

       
      Expertise: Reduced Sailing V
      Requires : The following expertise: Reduced Sailing IV. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 16. A base wisdom
      of at least 14. A base strength of at least 14.
      The ability to use sea travel skills using less movement/mana.


      Reduced Sailing VI (REDUCEDSAILING6) -


      Expertise: Reduced Sailing VI
      Requires : The following expertise: Reduced Sailing V. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 19. A base wisdom
      of at least 15. A base strength of at least 15.
      The ability to use sea travel skills using less movement/mana.

      +

       
      Expertise: Reduced Sailing VI
      Requires : The following expertise: Reduced Sailing V. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 19. A base wisdom
      of at least 15. A base strength of at least 15.
      The ability to use sea travel skills using less movement/mana.


      Reduced Sailing VII (REDUCEDSAILING7) -


      Expertise: Reduced Sailing VII
      Requires : The following expertise: Reduced Sailing VI. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 22. A base wisdom
      of at least 16. A base strength of at least 16.
      The ability to use sea travel skills using less movement/mana.

      +

       
      Expertise: Reduced Sailing VII
      Requires : The following expertise: Reduced Sailing VI. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 22. A base wisdom
      of at least 16. A base strength of at least 16.
      The ability to use sea travel skills using less movement/mana.


      Reduced Sailing VIII (REDUCEDSAILING8) -


      Expertise: Reduced Sailing VIII
      Requires : The following expertise: Reduced Sailing VII. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 25. A base wisdom
      of at least 17. A base strength of at least 17.
      The ability to use sea travel skills using less movement/mana.

      +

       
      Expertise: Reduced Sailing VIII
      Requires : The following expertise: Reduced Sailing VII. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 25. A base wisdom
      of at least 17. A base strength of at least 17.
      The ability to use sea travel skills using less movement/mana.


      Reduced Sailing IX (REDUCEDSAILING9) -


      Expertise: Reduced Sailing IX
      Requires : The following expertise: Reduced Sailing VIII. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 28. A base wisdom
      of at least 18. A base strength of at least 18.
      The ability to use sea travel skills using less movement/mana.

      +

       
      Expertise: Reduced Sailing IX
      Requires : The following expertise: Reduced Sailing VIII. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 28. A base wisdom
      of at least 18. A base strength of at least 18.
      The ability to use sea travel skills using less movement/mana.


      Reduced Sailing X (REDUCEDSAILING10) -


      Expertise: Reduced Sailing X
      Requires : The following expertise: Reduced Sailing IX. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 31. A base wisdom
      of at least 19. A base strength of at least 19.
      The ability to use sea travel skills using less movement/mana.

      +

       
      Expertise: Reduced Sailing X
      Requires : The following expertise: Reduced Sailing IX. A skill of type: Sea
      travel. Only highest class levels greater than or equal to 31. A base wisdom
      of at least 19. A base strength of at least 19.
      The ability to use sea travel skills using less movement/mana.


      Reduced Transmuting I (REDUCEDTRANSMUTATION1) -


      Expertise: Reduced Transmuting I
      Requires : A skill of type: Transmutation. Only highest class levels greater
      than or equal to 4. A base wisdom of at least 10. A base strength of at least
      10.
      The ability to cast transmutation spells using less mana.

      +

       
      Expertise: Reduced Transmuting I
      Requires : A skill of type: Transmutation. Only highest class levels greater
      than or equal to 4. A base wisdom of at least 10. A base strength of at least
      10.
      The ability to cast transmutation spells using less mana.


      Reduced Transmuting II (REDUCEDTRANSMUTATION2) -


      Expertise: Reduced Transmuting II
      Requires : The following expertise: Reduced Transmuting I. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 7. A base
      wisdom of at least 11. A base strength of at least 11.
      The ability to cast transmutation spells using less mana.

      +

       
      Expertise: Reduced Transmuting II
      Requires : The following expertise: Reduced Transmuting I. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 7. A base
      wisdom of at least 11. A base strength of at least 11.
      The ability to cast transmutation spells using less mana.


      Reduced Transmuting III (REDUCEDTRANSMUTATION3) -


      Expertise: Reduced Transmuting III
      Requires : The following expertise: Reduced Transmuting II. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 10. A base
      wisdom of at least 12. A base strength of at least 12.
      The ability to cast transmutation spells using less mana.

      +

       
      Expertise: Reduced Transmuting III
      Requires : The following expertise: Reduced Transmuting II. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 10. A base
      wisdom of at least 12. A base strength of at least 12.
      The ability to cast transmutation spells using less mana.


      Reduced Transmuting IV (REDUCEDTRANSMUTATION4) -


      Expertise: Reduced Transmuting IV
      Requires : The following expertise: Reduced Transmuting III. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 13. A base
      wisdom of at least 13. A base strength of at least 13.
      The ability to cast transmutation spells using less mana.

      +

       
      Expertise: Reduced Transmuting IV
      Requires : The following expertise: Reduced Transmuting III. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 13. A base
      wisdom of at least 13. A base strength of at least 13.
      The ability to cast transmutation spells using less mana.


      Reduced Transmuting V (REDUCEDTRANSMUTATION5) -


      Expertise: Reduced Transmuting V
      Requires : The following expertise: Reduced Transmuting IV. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 16. A base
      wisdom of at least 14. A base strength of at least 14.
      The ability to cast transmutation spells using less mana.

      +

       
      Expertise: Reduced Transmuting V
      Requires : The following expertise: Reduced Transmuting IV. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 16. A base
      wisdom of at least 14. A base strength of at least 14.
      The ability to cast transmutation spells using less mana.


      Reduced Transmuting VI (REDUCEDTRANSMUTATION6) -


      Expertise: Reduced Transmuting VI
      Requires : The following expertise: Reduced Transmuting V. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 19. A base
      wisdom of at least 15. A base strength of at least 15.
      The ability to cast transmutation spells using less mana.

      +

       
      Expertise: Reduced Transmuting VI
      Requires : The following expertise: Reduced Transmuting V. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 19. A base
      wisdom of at least 15. A base strength of at least 15.
      The ability to cast transmutation spells using less mana.


      Reduced Transmuting VII (REDUCEDTRANSMUTATION7) -


      Expertise: Reduced Transmuting VII
      Requires : The following expertise: Reduced Transmuting VI. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 22. A base
      wisdom of at least 16. A base strength of at least 16.
      The ability to cast transmutation spells using less mana.

      +

       
      Expertise: Reduced Transmuting VII
      Requires : The following expertise: Reduced Transmuting VI. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 22. A base
      wisdom of at least 16. A base strength of at least 16.
      The ability to cast transmutation spells using less mana.


      Reduced Transmuting VIII (REDUCEDTRANSMUTATION8) -


      Expertise: Reduced Transmuting VIII
      Requires : The following expertise: Reduced Transmuting VII. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 25. A base
      wisdom of at least 17. A base strength of at least 17.
      The ability to cast transmutation spells using less mana.

      +

       
      Expertise: Reduced Transmuting VIII
      Requires : The following expertise: Reduced Transmuting VII. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 25. A base
      wisdom of at least 17. A base strength of at least 17.
      The ability to cast transmutation spells using less mana.


      Reduced Transmuting IX (REDUCEDTRANSMUTATION9) -


      Expertise: Reduced Transmuting IX
      Requires : The following expertise: Reduced Transmuting VIII. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 28. A base
      wisdom of at least 18. A base strength of at least 18.
      The ability to cast transmutation spells using less mana.

      +

       
      Expertise: Reduced Transmuting IX
      Requires : The following expertise: Reduced Transmuting VIII. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 28. A base
      wisdom of at least 18. A base strength of at least 18.
      The ability to cast transmutation spells using less mana.


      Reduced Transmuting X (REDUCEDTRANSMUTATION10) -


      Expertise: Reduced Transmuting X
      Requires : The following expertise: Reduced Transmuting IX. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 31. A base
      wisdom of at least 19. A base strength of at least 19.
      The ability to cast transmutation spells using less mana.

      +

       
      Expertise: Reduced Transmuting X
      Requires : The following expertise: Reduced Transmuting IX. A skill of type:
      Transmutation. Only highest class levels greater than or equal to 31. A base
      wisdom of at least 19. A base strength of at least 19.
      The ability to cast transmutation spells using less mana.


      Rejoicing Singing I (REJOICESING1) -


      Expertise: Rejoicing Singing I
      Requires : A skill of type: Singing and not Malicious, Singing and Ok, Singing
      and Indifferent. Only highest class levels greater than or equal to 21. A
      base charisma of at least 16.
      The ability to sing songs that have a more powerful beneficial affect.

      +

       
      Expertise: Rejoicing Singing I
      Requires : A skill of type: Singing and not Malicious, Singing and Ok, Singing
      and Indifferent. Only highest class levels greater than or equal to 21. A
      base charisma of at least 16.
      The ability to sing songs that have a more powerful beneficial affect.


      Rejoicing Singing II (REJOICESING2) -


      Expertise: Rejoicing Singing II
      Requires : The following expertise: Rejoicing Singing I. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 26. A base charisma of at least
      17.
      The ability to sing songs that have a more powerful beneficial affect.

      +

       
      Expertise: Rejoicing Singing II
      Requires : The following expertise: Rejoicing Singing I. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 26. A base charisma of at least
      17.
      The ability to sing songs that have a more powerful beneficial affect.


      Rejoicing Singing III (REJOICESING3) -


      Expertise: Rejoicing Singing III
      Requires : The following expertise: Rejoicing Singing II. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 31. A base charisma of at least
      18.
      The ability to sing songs that have a more powerful beneficial affect.

      +

       
      Expertise: Rejoicing Singing III
      Requires : The following expertise: Rejoicing Singing II. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 31. A base charisma of at least
      18.
      The ability to sing songs that have a more powerful beneficial affect.


      Rejoicing Singing IV (REJOICESING4) -


      Expertise: Rejoicing Singing IV
      Requires : The following expertise: Rejoicing Singing III. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 36. A base charisma of at least
      19.
      The ability to sing songs that have a more powerful beneficial affect.

      +

       
      Expertise: Rejoicing Singing IV
      Requires : The following expertise: Rejoicing Singing III. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 36. A base charisma of at least
      19.
      The ability to sing songs that have a more powerful beneficial affect.


      Rejoicing Singing V (REJOICESING5) -


      Expertise: Rejoicing Singing V
      Requires : The following expertise: Rejoicing Singing IV. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 41. A base charisma of at least
      20.
      The ability to sing songs that have a more powerful beneficial affect.

      +

       
      Expertise: Rejoicing Singing V
      Requires : The following expertise: Rejoicing Singing IV. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 41. A base charisma of at least
      20.
      The ability to sing songs that have a more powerful beneficial affect.


      Rejoicing Singing VI (REJOICESING6) -


      Expertise: Rejoicing Singing VI
      Requires : The following expertise: Rejoicing Singing V. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 46. A base charisma of at least
      21.
      The ability to sing songs that have a more powerful beneficial affect.

      +

       
      Expertise: Rejoicing Singing VI
      Requires : The following expertise: Rejoicing Singing V. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 46. A base charisma of at least
      21.
      The ability to sing songs that have a more powerful beneficial affect.


      Rejoicing Singing VII (REJOICESING7) -


      Expertise: Rejoicing Singing VII
      Requires : The following expertise: Rejoicing Singing VI. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 51. A base charisma of at least
      22.
      The ability to sing songs that have a more powerful beneficial affect.

      +

       
      Expertise: Rejoicing Singing VII
      Requires : The following expertise: Rejoicing Singing VI. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 51. A base charisma of at least
      22.
      The ability to sing songs that have a more powerful beneficial affect.


      Rejoicing Singing VIII (REJOICESING8) -


      Expertise: Rejoicing Singing VIII
      Requires : The following expertise: Rejoicing Singing VII. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 56. A base charisma of at least
      23.
      The ability to sing songs that have a more powerful beneficial affect.

      +

       
      Expertise: Rejoicing Singing VIII
      Requires : The following expertise: Rejoicing Singing VII. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 56. A base charisma of at least
      23.
      The ability to sing songs that have a more powerful beneficial affect.


      Rejoicing Singing IX (REJOICESING9) -


      Expertise: Rejoicing Singing IX
      Requires : The following expertise: Rejoicing Singing VIII. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 61. A base charisma of at least
      24.
      The ability to sing songs that have a more powerful beneficial affect.

      +

       
      Expertise: Rejoicing Singing IX
      Requires : The following expertise: Rejoicing Singing VIII. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 61. A base charisma of at least
      24.
      The ability to sing songs that have a more powerful beneficial affect.


      Rejoicing Singing X (REJOICESING10) -


      Expertise: Rejoicing Singing X
      Requires : The following expertise: Rejoicing Singing IX. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 66. A base charisma of at least
      25.
      The ability to sing songs that have a more powerful beneficial affect.

      +

       
      Expertise: Rejoicing Singing X
      Requires : The following expertise: Rejoicing Singing IX. A skill of type:
      Singing and not Malicious, Singing and Ok, Singing and Indifferent. Only
      highest class levels greater than or equal to 66. A base charisma of at least
      25.
      The ability to sing songs that have a more powerful beneficial affect.


      Resounding Playing I (RESOUNDINGTUNE1) -


      Expertise: Resounding Playing I
      Requires : A skill of type: Playing. Only highest class levels greater than or
      equal to 23. A base intelligence of at least 13. A base charisma of at least
      13.
      The ability to play tunes that can be heard from more rooms away.

      +

       
      Expertise: Resounding Playing I
      Requires : A skill of type: Playing. Only highest class levels greater than or
      equal to 23. A base intelligence of at least 13. A base charisma of at least
      13.
      The ability to play tunes that can be heard from more rooms away.


      Resounding Playing II (RESOUNDINGTUNE2) -


      Expertise: Resounding Playing II
      Requires : The following expertise: Resounding Playing I. A skill of type:
      Playing. Only highest class levels greater than or equal to 28. A base
      intelligence of at least 14. A base charisma of at least 14.
      The ability to play tunes that can be heard from more rooms away.

      +

       
      Expertise: Resounding Playing II
      Requires : The following expertise: Resounding Playing I. A skill of type:
      Playing. Only highest class levels greater than or equal to 28. A base
      intelligence of at least 14. A base charisma of at least 14.
      The ability to play tunes that can be heard from more rooms away.


      Resounding Playing III (RESOUNDINGTUNE3) -


      Expertise: Resounding Playing III
      Requires : The following expertise: Resounding Playing II. A skill of type:
      Playing. Only highest class levels greater than or equal to 33. A base
      intelligence of at least 15. A base charisma of at least 15.
      The ability to play tunes that can be heard from more rooms away.

      +

       
      Expertise: Resounding Playing III
      Requires : The following expertise: Resounding Playing II. A skill of type:
      Playing. Only highest class levels greater than or equal to 33. A base
      intelligence of at least 15. A base charisma of at least 15.
      The ability to play tunes that can be heard from more rooms away.


      Resounding Playing IV (RESOUNDINGTUNE4) -


      Expertise: Resounding Playing IV
      Requires : The following expertise: Resounding Playing III. A skill of type:
      Playing. Only highest class levels greater than or equal to 38. A base
      intelligence of at least 16. A base charisma of at least 16.
      The ability to play tunes that can be heard from more rooms away.

      +

       
      Expertise: Resounding Playing IV
      Requires : The following expertise: Resounding Playing III. A skill of type:
      Playing. Only highest class levels greater than or equal to 38. A base
      intelligence of at least 16. A base charisma of at least 16.
      The ability to play tunes that can be heard from more rooms away.


      Resounding Playing V (RESOUNDINGTUNE5) -


      Expertise: Resounding Playing V
      Requires : The following expertise: Resounding Playing IV. A skill of type:
      Playing. Only highest class levels greater than or equal to 43. A base
      intelligence of at least 17. A base charisma of at least 17.
      The ability to play tunes that can be heard from more rooms away.

      +

       
      Expertise: Resounding Playing V
      Requires : The following expertise: Resounding Playing IV. A skill of type:
      Playing. Only highest class levels greater than or equal to 43. A base
      intelligence of at least 17. A base charisma of at least 17.
      The ability to play tunes that can be heard from more rooms away.


      Resounding Playing VI (RESOUNDINGTUNE6) -


      Expertise: Resounding Playing VI
      Requires : The following expertise: Resounding Playing V. A skill of type:
      Playing. Only highest class levels greater than or equal to 48. A base
      intelligence of at least 18. A base charisma of at least 18.
      The ability to play tunes that can be heard from more rooms away.

      +

       
      Expertise: Resounding Playing VI
      Requires : The following expertise: Resounding Playing V. A skill of type:
      Playing. Only highest class levels greater than or equal to 48. A base
      intelligence of at least 18. A base charisma of at least 18.
      The ability to play tunes that can be heard from more rooms away.


      Resounding Playing VII (RESOUNDINGTUNE7) -


      Expertise: Resounding Playing VII
      Requires : The following expertise: Resounding Playing VI. A skill of type:
      Playing. Only highest class levels greater than or equal to 53. A base
      intelligence of at least 19. A base charisma of at least 19.
      The ability to play tunes that can be heard from more rooms away.

      +

       
      Expertise: Resounding Playing VII
      Requires : The following expertise: Resounding Playing VI. A skill of type:
      Playing. Only highest class levels greater than or equal to 53. A base
      intelligence of at least 19. A base charisma of at least 19.
      The ability to play tunes that can be heard from more rooms away.


      Resounding Playing VIII (RESOUNDINGTUNE8) -


      Expertise: Resounding Playing VIII
      Requires : The following expertise: Resounding Playing VII. A skill of type:
      Playing. Only highest class levels greater than or equal to 58. A base
      intelligence of at least 20. A base charisma of at least 20.
      The ability to play tunes that can be heard from more rooms away.

      +

       
      Expertise: Resounding Playing VIII
      Requires : The following expertise: Resounding Playing VII. A skill of type:
      Playing. Only highest class levels greater than or equal to 58. A base
      intelligence of at least 20. A base charisma of at least 20.
      The ability to play tunes that can be heard from more rooms away.


      Resounding Playing IX (RESOUNDINGTUNE9) -


      Expertise: Resounding Playing IX
      Requires : The following expertise: Resounding Playing VIII. A skill of type:
      Playing. Only highest class levels greater than or equal to 63. A base
      intelligence of at least 21. A base charisma of at least 21.
      The ability to play tunes that can be heard from more rooms away.

      +

       
      Expertise: Resounding Playing IX
      Requires : The following expertise: Resounding Playing VIII. A skill of type:
      Playing. Only highest class levels greater than or equal to 63. A base
      intelligence of at least 21. A base charisma of at least 21.
      The ability to play tunes that can be heard from more rooms away.


      Resounding Playing X (RESOUNDINGTUNE10) -


      Expertise: Resounding Playing X
      Requires : The following expertise: Resounding Playing IX. A skill of type:
      Playing. Only highest class levels greater than or equal to 68. A base
      intelligence of at least 22. A base charisma of at least 22.
      The ability to play tunes that can be heard from more rooms away.

      +

       
      Expertise: Resounding Playing X
      Requires : The following expertise: Resounding Playing IX. A skill of type:
      Playing. Only highest class levels greater than or equal to 68. A base
      intelligence of at least 22. A base charisma of at least 22.
      The ability to play tunes that can be heard from more rooms away.


      Resounding Singing I (RESOUNDSING1) -


      Expertise: Resounding Singing I
      Requires : A skill of type: Singing. Only highest class levels greater than or
      equal to 23. A base charisma of at least 16.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Resounding Singing I
      Requires : A skill of type: Singing. Only highest class levels greater than or
      equal to 23. A base charisma of at least 16.
      The ability to sing songs that can be heard from more rooms away.


      Resounding Singing II (RESOUNDSING2) -


      Expertise: Resounding Singing II
      Requires : The following expertise: Resounding Singing I. A skill of type:
      Singing. Only highest class levels greater than or equal to 28. A base
      charisma of at least 17.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Resounding Singing II
      Requires : The following expertise: Resounding Singing I. A skill of type:
      Singing. Only highest class levels greater than or equal to 28. A base
      charisma of at least 17.
      The ability to sing songs that can be heard from more rooms away.


      Resounding Singing III (RESOUNDSING3) -


      Expertise: Resounding Singing III
      Requires : The following expertise: Resounding Singing II. A skill of type:
      Singing. Only highest class levels greater than or equal to 33. A base
      charisma of at least 18.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Resounding Singing III
      Requires : The following expertise: Resounding Singing II. A skill of type:
      Singing. Only highest class levels greater than or equal to 33. A base
      charisma of at least 18.
      The ability to sing songs that can be heard from more rooms away.


      Resounding Singing IV (RESOUNDSING4) -


      Expertise: Resounding Singing IV
      Requires : The following expertise: Resounding Singing III. A skill of type:
      Singing. Only highest class levels greater than or equal to 38. A base
      charisma of at least 19.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Resounding Singing IV
      Requires : The following expertise: Resounding Singing III. A skill of type:
      Singing. Only highest class levels greater than or equal to 38. A base
      charisma of at least 19.
      The ability to sing songs that can be heard from more rooms away.


      Resounding Singing V (RESOUNDSING5) -


      Expertise: Resounding Singing V
      Requires : The following expertise: Resounding Singing IV. A skill of type:
      Singing. Only highest class levels greater than or equal to 43. A base
      charisma of at least 20.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Resounding Singing V
      Requires : The following expertise: Resounding Singing IV. A skill of type:
      Singing. Only highest class levels greater than or equal to 43. A base
      charisma of at least 20.
      The ability to sing songs that can be heard from more rooms away.


      Resounding Singing VI (RESOUNDSING6) -


      Expertise: Resounding Singing VI
      Requires : The following expertise: Resounding Singing V. A skill of type:
      Singing. Only highest class levels greater than or equal to 48. A base
      charisma of at least 21.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Resounding Singing VI
      Requires : The following expertise: Resounding Singing V. A skill of type:
      Singing. Only highest class levels greater than or equal to 48. A base
      charisma of at least 21.
      The ability to sing songs that can be heard from more rooms away.


      Resounding Singing VII (RESOUNDSING7) -


      Expertise: Resounding Singing VII
      Requires : The following expertise: Resounding Singing VI. A skill of type:
      Singing. Only highest class levels greater than or equal to 53. A base
      charisma of at least 22.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Resounding Singing VII
      Requires : The following expertise: Resounding Singing VI. A skill of type:
      Singing. Only highest class levels greater than or equal to 53. A base
      charisma of at least 22.
      The ability to sing songs that can be heard from more rooms away.


      Resounding Singing VIII (RESOUNDSING8) -


      Expertise: Resounding Singing VIII
      Requires : The following expertise: Resounding Singing VII. A skill of type:
      Singing. Only highest class levels greater than or equal to 58. A base
      charisma of at least 23.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Resounding Singing VIII
      Requires : The following expertise: Resounding Singing VII. A skill of type:
      Singing. Only highest class levels greater than or equal to 58. A base
      charisma of at least 23.
      The ability to sing songs that can be heard from more rooms away.


      Resounding Singing IX (RESOUNDSING9) -


      Expertise: Resounding Singing IX
      Requires : The following expertise: Resounding Singing VIII. A skill of type:
      Singing. Only highest class levels greater than or equal to 63. A base
      charisma of at least 24.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Resounding Singing IX
      Requires : The following expertise: Resounding Singing VIII. A skill of type:
      Singing. Only highest class levels greater than or equal to 63. A base
      charisma of at least 24.
      The ability to sing songs that can be heard from more rooms away.


      Resounding Singing X (RESOUNDSING10) -


      Expertise: Resounding Singing X
      Requires : The following expertise: Resounding Singing IX. A skill of type:
      Singing. Only highest class levels greater than or equal to 68. A base
      charisma of at least 25.
      The ability to sing songs that can be heard from more rooms away.

      +

       
      Expertise: Resounding Singing X
      Requires : The following expertise: Resounding Singing IX. A skill of type:
      Singing. Only highest class levels greater than or equal to 68. A base
      charisma of at least 25.
      The ability to sing songs that can be heard from more rooms away.


      Restoring I (RESTORE1) -


      Expertise: Restoring I
      Requires : A skill of type: Restoration. Only highest class levels greater
      than or equal to 33. A base charisma of at least 13.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Restoring I
      Requires : A skill of type: Restoration. Only highest class levels greater
      than or equal to 33. A base charisma of at least 13.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Restoring II (RESTORE2) -


      Expertise: Restoring II
      Requires : The following expertise: Restoring I. A skill of type: Restoration.
      Only highest class levels greater than or equal to 38. A base charisma of at
      least 14.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Restoring II
      Requires : The following expertise: Restoring I. A skill of type: Restoration.
      Only highest class levels greater than or equal to 38. A base charisma of at
      least 14.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Restoring III (RESTORE3) -


      Expertise: Restoring III
      Requires : The following expertise: Restoring II. A skill of type:
      Restoration. Only highest class levels greater than or equal to 43. A base
      charisma of at least 15.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Restoring III
      Requires : The following expertise: Restoring II. A skill of type:
      Restoration. Only highest class levels greater than or equal to 43. A base
      charisma of at least 15.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Restoring IV (RESTORE4) -


      Expertise: Restoring IV
      Requires : The following expertise: Restoring III. A skill of type:
      Restoration. Only highest class levels greater than or equal to 48. A base
      charisma of at least 16.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Restoring IV
      Requires : The following expertise: Restoring III. A skill of type:
      Restoration. Only highest class levels greater than or equal to 48. A base
      charisma of at least 16.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Restoring V (RESTORE5) -


      Expertise: Restoring V
      Requires : The following expertise: Restoring IV. A skill of type:
      Restoration. Only highest class levels greater than or equal to 53. A base
      charisma of at least 17.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Restoring V
      Requires : The following expertise: Restoring IV. A skill of type:
      Restoration. Only highest class levels greater than or equal to 53. A base
      charisma of at least 17.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Restoring VI (RESTORE6) -


      Expertise: Restoring VI
      Requires : The following expertise: Restoring V. A skill of type: Restoration.
      Only highest class levels greater than or equal to 58. A base charisma of at
      least 18.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Restoring VI
      Requires : The following expertise: Restoring V. A skill of type: Restoration.
      Only highest class levels greater than or equal to 58. A base charisma of at
      least 18.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Restoring VII (RESTORE7) -


      Expertise: Restoring VII
      Requires : The following expertise: Restoring VI. A skill of type:
      Restoration. Only highest class levels greater than or equal to 63. A base
      charisma of at least 19.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Restoring VII
      Requires : The following expertise: Restoring VI. A skill of type:
      Restoration. Only highest class levels greater than or equal to 63. A base
      charisma of at least 19.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Restoring VIII (RESTORE8) -


      Expertise: Restoring VIII
      Requires : The following expertise: Restoring VII. A skill of type:
      Restoration. Only highest class levels greater than or equal to 68. A base
      charisma of at least 20.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Restoring VIII
      Requires : The following expertise: Restoring VII. A skill of type:
      Restoration. Only highest class levels greater than or equal to 68. A base
      charisma of at least 20.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Restoring IX (RESTORE9) -


      Expertise: Restoring IX
      Requires : The following expertise: Restoring VIII. A skill of type:
      Restoration. Only highest class levels greater than or equal to 73. A base
      charisma of at least 21.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Restoring IX
      Requires : The following expertise: Restoring VIII. A skill of type:
      Restoration. Only highest class levels greater than or equal to 73. A base
      charisma of at least 21.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Restoring X (RESTORE10) -


      Expertise: Restoring X
      Requires : The following expertise: Restoring IX. A skill of type:
      Restoration. Only highest class levels greater than or equal to 78. A base
      charisma of at least 22.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Restoring X
      Requires : The following expertise: Restoring IX. A skill of type:
      Restoration. Only highest class levels greater than or equal to 78. A base
      charisma of at least 22.
      The ability to cast restoration-domain prayers at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Rhythmic Playing I (RYTHMICTUNE1) -


      Expertise: Rhythmic Playing I
      Requires : A skill of type: Playing. Only highest class levels greater than or
      equal to 24. A base intelligence of at least 13. A base charisma of at least
      13.
      The ability to play tunes that linger a little longer after they are played.

      +

       
      Expertise: Rhythmic Playing I
      Requires : A skill of type: Playing. Only highest class levels greater than or
      equal to 24. A base intelligence of at least 13. A base charisma of at least
      13.
      The ability to play tunes that linger a little longer after they are played.


      Rhythmic Playing II (RYTHMICTUNE2) -


      Expertise: Rhythmic Playing II
      Requires : The following expertise: Rhythmic Playing I. A skill of type:
      Playing. Only highest class levels greater than or equal to 29. A base
      intelligence of at least 14. A base charisma of at least 14.
      The ability to play tunes that linger a little longer after they are played.

      +

       
      Expertise: Rhythmic Playing II
      Requires : The following expertise: Rhythmic Playing I. A skill of type:
      Playing. Only highest class levels greater than or equal to 29. A base
      intelligence of at least 14. A base charisma of at least 14.
      The ability to play tunes that linger a little longer after they are played.


      Rhythmic Playing III (RYTHMICTUNE3) -


      Expertise: Rhythmic Playing III
      Requires : The following expertise: Rhythmic Playing II. A skill of type:
      Playing. Only highest class levels greater than or equal to 34. A base
      intelligence of at least 15. A base charisma of at least 15.
      The ability to play tunes that linger a little longer after they are played.

      +

       
      Expertise: Rhythmic Playing III
      Requires : The following expertise: Rhythmic Playing II. A skill of type:
      Playing. Only highest class levels greater than or equal to 34. A base
      intelligence of at least 15. A base charisma of at least 15.
      The ability to play tunes that linger a little longer after they are played.


      Rhythmic Playing IV (RYTHMICTUNE4) -


      Expertise: Rhythmic Playing IV
      Requires : The following expertise: Rhythmic Playing III. A skill of type:
      Playing. Only highest class levels greater than or equal to 39. A base
      intelligence of at least 16. A base charisma of at least 16.
      The ability to play tunes that linger a little longer after they are played.

      +

       
      Expertise: Rhythmic Playing IV
      Requires : The following expertise: Rhythmic Playing III. A skill of type:
      Playing. Only highest class levels greater than or equal to 39. A base
      intelligence of at least 16. A base charisma of at least 16.
      The ability to play tunes that linger a little longer after they are played.


      Rhythmic Playing V (RYTHMICTUNE5) -


      Expertise: Rhythmic Playing V
      Requires : The following expertise: Rhythmic Playing IV. A skill of type:
      Playing. Only highest class levels greater than or equal to 44. A base
      intelligence of at least 17. A base charisma of at least 17.
      The ability to play tunes that linger a little longer after they are played.

      +

       
      Expertise: Rhythmic Playing V
      Requires : The following expertise: Rhythmic Playing IV. A skill of type:
      Playing. Only highest class levels greater than or equal to 44. A base
      intelligence of at least 17. A base charisma of at least 17.
      The ability to play tunes that linger a little longer after they are played.


      Rhythmic Playing VI (RYTHMICTUNE6) -


      Expertise: Rhythmic Playing VI
      Requires : The following expertise: Rhythmic Playing V. A skill of type:
      Playing. Only highest class levels greater than or equal to 49. A base
      intelligence of at least 18. A base charisma of at least 18.
      The ability to play tunes that linger a little longer after they are played.

      +

       
      Expertise: Rhythmic Playing VI
      Requires : The following expertise: Rhythmic Playing V. A skill of type:
      Playing. Only highest class levels greater than or equal to 49. A base
      intelligence of at least 18. A base charisma of at least 18.
      The ability to play tunes that linger a little longer after they are played.


      Rhythmic Playing VII (RYTHMICTUNE7) -


      Expertise: Rhythmic Playing VII
      Requires : The following expertise: Rhythmic Playing VI. A skill of type:
      Playing. Only highest class levels greater than or equal to 54. A base
      intelligence of at least 19. A base charisma of at least 19.
      The ability to play tunes that linger a little longer after they are played.

      +

       
      Expertise: Rhythmic Playing VII
      Requires : The following expertise: Rhythmic Playing VI. A skill of type:
      Playing. Only highest class levels greater than or equal to 54. A base
      intelligence of at least 19. A base charisma of at least 19.
      The ability to play tunes that linger a little longer after they are played.


      Rhythmic Playing VIII (RYTHMICTUNE8) -


      Expertise: Rhythmic Playing VIII
      Requires : The following expertise: Rhythmic Playing VII. A skill of type:
      Playing. Only highest class levels greater than or equal to 59. A base
      intelligence of at least 20. A base charisma of at least 20.
      The ability to play tunes that linger a little longer after they are played.

      +

       
      Expertise: Rhythmic Playing VIII
      Requires : The following expertise: Rhythmic Playing VII. A skill of type:
      Playing. Only highest class levels greater than or equal to 59. A base
      intelligence of at least 20. A base charisma of at least 20.
      The ability to play tunes that linger a little longer after they are played.


      Rhythmic Playing IX (RYTHMICTUNE9) -


      Expertise: Rhythmic Playing IX
      Requires : The following expertise: Rhythmic Playing VIII. A skill of type:
      Playing. Only highest class levels greater than or equal to 64. A base
      intelligence of at least 21. A base charisma of at least 21.
      The ability to play tunes that linger a little longer after they are played.

      +

       
      Expertise: Rhythmic Playing IX
      Requires : The following expertise: Rhythmic Playing VIII. A skill of type:
      Playing. Only highest class levels greater than or equal to 64. A base
      intelligence of at least 21. A base charisma of at least 21.
      The ability to play tunes that linger a little longer after they are played.


      Rhythmic Playing X (RYTHMICTUNE10) -


      Expertise: Rhythmic Playing X
      Requires : The following expertise: Rhythmic Playing IX. A skill of type:
      Playing. Only highest class levels greater than or equal to 69. A base
      intelligence of at least 22. A base charisma of at least 22.
      The ability to play tunes that linger a little longer after they are played.

      +

       
      Expertise: Rhythmic Playing X
      Requires : The following expertise: Rhythmic Playing IX. A skill of type:
      Playing. Only highest class levels greater than or equal to 69. A base
      intelligence of at least 22. A base charisma of at least 22.
      The ability to play tunes that linger a little longer after they are played.


      Rock Controlling I (ROCKCNTRL1) -


      Expertise: Rock Controlling I
      Requires : A skill of type: Rock control. Only highest class levels greater
      than or equal to 30. A base strength of at least 13.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Rock Controlling I
      Requires : A skill of type: Rock control. Only highest class levels greater
      than or equal to 30. A base strength of at least 13.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Rock Controlling II (ROCKCNTRL2) -


      Expertise: Rock Controlling II
      Requires : The following expertise: Rock Controlling I. A skill of type: Rock
      control. Only highest class levels greater than or equal to 35. A base
      strength of at least 14.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Rock Controlling II
      Requires : The following expertise: Rock Controlling I. A skill of type: Rock
      control. Only highest class levels greater than or equal to 35. A base
      strength of at least 14.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Rock Controlling III (ROCKCNTRL3) -


      Expertise: Rock Controlling III
      Requires : The following expertise: Rock Controlling II. A skill of type: Rock
      control. Only highest class levels greater than or equal to 40. A base
      strength of at least 15.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Rock Controlling III
      Requires : The following expertise: Rock Controlling II. A skill of type: Rock
      control. Only highest class levels greater than or equal to 40. A base
      strength of at least 15.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Rock Controlling IV (ROCKCNTRL4) -


      Expertise: Rock Controlling IV
      Requires : The following expertise: Rock Controlling III. A skill of type:
      Rock control. Only highest class levels greater than or equal to 45. A base
      strength of at least 16.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Rock Controlling IV
      Requires : The following expertise: Rock Controlling III. A skill of type:
      Rock control. Only highest class levels greater than or equal to 45. A base
      strength of at least 16.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Rock Controlling V (ROCKCNTRL5) -


      Expertise: Rock Controlling V
      Requires : The following expertise: Rock Controlling IV. A skill of type: Rock
      control. Only highest class levels greater than or equal to 50. A base
      strength of at least 17.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Rock Controlling V
      Requires : The following expertise: Rock Controlling IV. A skill of type: Rock
      control. Only highest class levels greater than or equal to 50. A base
      strength of at least 17.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Rock Controlling VI (ROCKCNTRL6) -


      Expertise: Rock Controlling VI
      Requires : The following expertise: Rock Controlling V. A skill of type: Rock
      control. Only highest class levels greater than or equal to 55. A base
      strength of at least 18.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Rock Controlling VI
      Requires : The following expertise: Rock Controlling V. A skill of type: Rock
      control. Only highest class levels greater than or equal to 55. A base
      strength of at least 18.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Rock Controlling VII (ROCKCNTRL7) -


      Expertise: Rock Controlling VII
      Requires : The following expertise: Rock Controlling VI. A skill of type: Rock
      control. Only highest class levels greater than or equal to 60. A base
      strength of at least 19.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Rock Controlling VII
      Requires : The following expertise: Rock Controlling VI. A skill of type: Rock
      control. Only highest class levels greater than or equal to 60. A base
      strength of at least 19.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Rock Controlling VIII (ROCKCNTRL8) -


      Expertise: Rock Controlling VIII
      Requires : The following expertise: Rock Controlling VII. A skill of type:
      Rock control. Only highest class levels greater than or equal to 65. A base
      strength of at least 20.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Rock Controlling VIII
      Requires : The following expertise: Rock Controlling VII. A skill of type:
      Rock control. Only highest class levels greater than or equal to 65. A base
      strength of at least 20.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Rock Controlling IX (ROCKCNTRL9) -


      Expertise: Rock Controlling IX
      Requires : The following expertise: Rock Controlling VIII. A skill of type:
      Rock control. Only highest class levels greater than or equal to 70. A base
      strength of at least 21.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Rock Controlling IX
      Requires : The following expertise: Rock Controlling VIII. A skill of type:
      Rock control. Only highest class levels greater than or equal to 70. A base
      strength of at least 21.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Rock Controlling X (ROCKCNTRL10) -


      Expertise: Rock Controlling X
      Requires : The following expertise: Rock Controlling IX. A skill of type: Rock
      control. Only highest class levels greater than or equal to 75. A base
      strength of at least 22.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Rock Controlling X
      Requires : The following expertise: Rock Controlling IX. A skill of type: Rock
      control. Only highest class levels greater than or equal to 75. A base
      strength of at least 22.
      The ability to cast rock control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Rope Use I (ROPEUSE1) -


      Expertise: Rope Use I
      Requires : A skill of type: Binding. Only highest class levels greater than or
      equal to 28. A base dexterity of at least 16.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.

      +

       
      Expertise: Rope Use I
      Requires : A skill of type: Binding. Only highest class levels greater than or
      equal to 28. A base dexterity of at least 16.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.


      Rope Use II (ROPEUSE2) -


      Expertise: Rope Use II
      Requires : The following expertise: Rope Use I. A skill of type: Binding.
      Only highest class levels greater than or equal to 33. A base dexterity of at
      least 17.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.

      +

       
      Expertise: Rope Use II
      Requires : The following expertise: Rope Use I. A skill of type: Binding.
      Only highest class levels greater than or equal to 33. A base dexterity of at
      least 17.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.


      Rope Use III (ROPEUSE3) -


      Expertise: Rope Use III
      Requires : The following expertise: Rope Use II. A skill of type: Binding.
      Only highest class levels greater than or equal to 38. A base dexterity of at
      least 18.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.

      +

       
      Expertise: Rope Use III
      Requires : The following expertise: Rope Use II. A skill of type: Binding.
      Only highest class levels greater than or equal to 38. A base dexterity of at
      least 18.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.


      Rope Use IV (ROPEUSE4) -


      Expertise: Rope Use IV
      Requires : The following expertise: Rope Use III. A skill of type: Binding.
      Only highest class levels greater than or equal to 43. A base dexterity of at
      least 19.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.

      +

       
      Expertise: Rope Use IV
      Requires : The following expertise: Rope Use III. A skill of type: Binding.
      Only highest class levels greater than or equal to 43. A base dexterity of at
      least 19.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.


      Rope Use V (ROPEUSE5) -


      Expertise: Rope Use V
      Requires : The following expertise: Rope Use IV. A skill of type: Binding.
      Only highest class levels greater than or equal to 48. A base dexterity of at
      least 20.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.

      +

       
      Expertise: Rope Use V
      Requires : The following expertise: Rope Use IV. A skill of type: Binding.
      Only highest class levels greater than or equal to 48. A base dexterity of at
      least 20.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.


      Rope Use VI (ROPEUSE6) -


      Expertise: Rope Use VI
      Requires : The following expertise: Rope Use V. A skill of type: Binding.
      Only highest class levels greater than or equal to 53. A base dexterity of at
      least 21.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.

      +

       
      Expertise: Rope Use VI
      Requires : The following expertise: Rope Use V. A skill of type: Binding.
      Only highest class levels greater than or equal to 53. A base dexterity of at
      least 21.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.


      Rope Use VII (ROPEUSE7) -


      Expertise: Rope Use VII
      Requires : The following expertise: Rope Use VI. A skill of type: Binding.
      Only highest class levels greater than or equal to 58. A base dexterity of at
      least 22.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.

      +

       
      Expertise: Rope Use VII
      Requires : The following expertise: Rope Use VI. A skill of type: Binding.
      Only highest class levels greater than or equal to 58. A base dexterity of at
      least 22.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.


      Rope Use VIII (ROPEUSE8) -


      Expertise: Rope Use VIII
      Requires : The following expertise: Rope Use VII. A skill of type: Binding.
      Only highest class levels greater than or equal to 63. A base dexterity of at
      least 23.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.

      +

       
      Expertise: Rope Use VIII
      Requires : The following expertise: Rope Use VII. A skill of type: Binding.
      Only highest class levels greater than or equal to 63. A base dexterity of at
      least 23.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.


      Rope Use IX (ROPEUSE9) -


      Expertise: Rope Use IX
      Requires : The following expertise: Rope Use VIII. A skill of type: Binding.
      Only highest class levels greater than or equal to 68. A base dexterity of at
      least 24.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.

      +

       
      Expertise: Rope Use IX
      Requires : The following expertise: Rope Use VIII. A skill of type: Binding.
      Only highest class levels greater than or equal to 68. A base dexterity of at
      least 24.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.


      Rope Use X (ROPEUSE10) -


      Expertise: Rope Use X
      Requires : The following expertise: Rope Use IX. A skill of type: Binding.
      Only highest class levels greater than or equal to 73. A base dexterity of at
      least 25.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.

      +

       
      Expertise: Rope Use X
      Requires : The following expertise: Rope Use IX. A skill of type: Binding.
      Only highest class levels greater than or equal to 73. A base dexterity of at
      least 25.
      The ability to better use and deploy rope based snares, bindings, knots, and
      traps.


      Shadow I (SHADOW1) -


      Expertise: Shadow I
      Requires : One of the following skills: Hide, Sneak, Shadow. Only highest
      class levels greater than or equal to 20. A base wisdom of at least 13.
      The ability to sneak around and hide using less mana and movement.

      +

       
      Expertise: Shadow I
      Requires : One of the following skills: Hide, Sneak, Shadow. Only highest
      class levels greater than or equal to 20. A base wisdom of at least 13.
      The ability to sneak around and hide using less mana and movement.


      Shadow II (SHADOW2) -


      Expertise: Shadow II
      Requires : The following expertise: Shadow I. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 25. A
      base wisdom of at least 14.
      The ability to sneak around and hide using less mana and movement.

      +

       
      Expertise: Shadow II
      Requires : The following expertise: Shadow I. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 25. A
      base wisdom of at least 14.
      The ability to sneak around and hide using less mana and movement.


      Shadow III (SHADOW3) -


      Expertise: Shadow III
      Requires : The following expertise: Shadow II. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 30. A
      base wisdom of at least 15.
      The ability to sneak around and hide using less mana and movement.

      +

       
      Expertise: Shadow III
      Requires : The following expertise: Shadow II. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 30. A
      base wisdom of at least 15.
      The ability to sneak around and hide using less mana and movement.


      Shadow IV (SHADOW4) -


      Expertise: Shadow IV
      Requires : The following expertise: Shadow III. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 35. A
      base wisdom of at least 16.
      The ability to sneak around and hide using less mana and movement.

      +

       
      Expertise: Shadow IV
      Requires : The following expertise: Shadow III. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 35. A
      base wisdom of at least 16.
      The ability to sneak around and hide using less mana and movement.


      Shadow V (SHADOW5) -


      Expertise: Shadow V
      Requires : The following expertise: Shadow IV. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 40. A
      base wisdom of at least 17.
      The ability to sneak around and hide using less mana and movement.

      +

       
      Expertise: Shadow V
      Requires : The following expertise: Shadow IV. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 40. A
      base wisdom of at least 17.
      The ability to sneak around and hide using less mana and movement.


      Shadow VI (SHADOW6) -


      Expertise: Shadow VI
      Requires : The following expertise: Shadow V. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 45. A
      base wisdom of at least 18.
      The ability to sneak around and hide using less mana and movement.

      +

       
      Expertise: Shadow VI
      Requires : The following expertise: Shadow V. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 45. A
      base wisdom of at least 18.
      The ability to sneak around and hide using less mana and movement.


      Shadow VII (SHADOW7) -


      Expertise: Shadow VII
      Requires : The following expertise: Shadow VI. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 50. A
      base wisdom of at least 19.
      The ability to sneak around and hide using less mana and movement.

      +

       
      Expertise: Shadow VII
      Requires : The following expertise: Shadow VI. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 50. A
      base wisdom of at least 19.
      The ability to sneak around and hide using less mana and movement.


      Shadow VIII (SHADOW8) -


      Expertise: Shadow VIII
      Requires : The following expertise: Shadow VII. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 55. A
      base wisdom of at least 20.
      The ability to sneak around and hide using less mana and movement.

      +

       
      Expertise: Shadow VIII
      Requires : The following expertise: Shadow VII. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 55. A
      base wisdom of at least 20.
      The ability to sneak around and hide using less mana and movement.


      Shadow IX (SHADOW9) -


      Expertise: Shadow IX
      Requires : The following expertise: Shadow VIII. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 60. A
      base wisdom of at least 21.
      The ability to sneak around and hide using less mana and movement.

      +

       
      Expertise: Shadow IX
      Requires : The following expertise: Shadow VIII. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 60. A
      base wisdom of at least 21.
      The ability to sneak around and hide using less mana and movement.


      Shadow X (SHADOW10) -


      Expertise: Shadow X
      Requires : The following expertise: Shadow IX. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 65. A
      base wisdom of at least 22.
      The ability to sneak around and hide using less mana and movement.

      +

       
      Expertise: Shadow X
      Requires : The following expertise: Shadow IX. One of the following skills:
      Hide, Sneak, Shadow. Only highest class levels greater than or equal to 65. A
      base wisdom of at least 22.
      The ability to sneak around and hide using less mana and movement.


      Shapeshifting I (SHAPING1) -


      Expertise: Shapeshifting I
      Requires : A skill of type: Shape shifting. Only highest class levels greater
      than or equal to 28. A base constitution of at least 13.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Shapeshifting I
      Requires : A skill of type: Shape shifting. Only highest class levels greater
      than or equal to 28. A base constitution of at least 13.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Shapeshifting II (SHAPING2) -


      Expertise: Shapeshifting II
      Requires : The following expertise: Shapeshifting I. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 33. A base
      constitution of at least 14.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Shapeshifting II
      Requires : The following expertise: Shapeshifting I. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 33. A base
      constitution of at least 14.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Shapeshifting III (SHAPING3) -


      Expertise: Shapeshifting III
      Requires : The following expertise: Shapeshifting II. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 38. A base
      constitution of at least 15.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Shapeshifting III
      Requires : The following expertise: Shapeshifting II. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 38. A base
      constitution of at least 15.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Shapeshifting IV (SHAPING4) -


      Expertise: Shapeshifting IV
      Requires : The following expertise: Shapeshifting III. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 43. A base
      constitution of at least 16.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Shapeshifting IV
      Requires : The following expertise: Shapeshifting III. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 43. A base
      constitution of at least 16.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Shapeshifting V (SHAPING5) -


      Expertise: Shapeshifting V
      Requires : The following expertise: Shapeshifting IV. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 48. A base
      constitution of at least 17.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Shapeshifting V
      Requires : The following expertise: Shapeshifting IV. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 48. A base
      constitution of at least 17.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Shapeshifting VI (SHAPING6) -


      Expertise: Shapeshifting VI
      Requires : The following expertise: Shapeshifting V. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 53. A base
      constitution of at least 18.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Shapeshifting VI
      Requires : The following expertise: Shapeshifting V. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 53. A base
      constitution of at least 18.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Shapeshifting VII (SHAPING7) -


      Expertise: Shapeshifting VII
      Requires : The following expertise: Shapeshifting VI. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 58. A base
      constitution of at least 19.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Shapeshifting VII
      Requires : The following expertise: Shapeshifting VI. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 58. A base
      constitution of at least 19.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Shapeshifting VIII (SHAPING8) -


      Expertise: Shapeshifting VIII
      Requires : The following expertise: Shapeshifting VII. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 63. A base
      constitution of at least 20.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Shapeshifting VIII
      Requires : The following expertise: Shapeshifting VII. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 63. A base
      constitution of at least 20.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Shapeshifting IX (SHAPING9) -


      Expertise: Shapeshifting IX
      Requires : The following expertise: Shapeshifting VIII. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 68. A base
      constitution of at least 21.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Shapeshifting IX
      Requires : The following expertise: Shapeshifting VIII. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 68. A base
      constitution of at least 21.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Shapeshifting X (SHAPING10) -


      Expertise: Shapeshifting X
      Requires : The following expertise: Shapeshifting IX. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 73. A base
      constitution of at least 22.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.

      +

       
      Expertise: Shapeshifting X
      Requires : The following expertise: Shapeshifting IX. A skill of type: Shape
      shifting. Only highest class levels greater than or equal to 73. A base
      constitution of at least 22.
      The ability to use shape shifting skills and chants at a higher power level,
      producing longer and more malicious/beneficial magic, while also reducing mana
      cost.


      Sharp Playing I (SHARPTUNE1) -


      Expertise: Sharp Playing I
      Requires : A skill of type: Playing and Malicious. Only highest class levels
      greater than or equal to 20. A base intelligence of at least 13. A base
      charisma of at least 13.
      The ability to play tunes that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Playing I
      Requires : A skill of type: Playing and Malicious. Only highest class levels
      greater than or equal to 20. A base intelligence of at least 13. A base
      charisma of at least 13.
      The ability to play tunes that have a more powerful malicious affect.


      Sharp Playing II (SHARPTUNE2) -


      Expertise: Sharp Playing II
      Requires : The following expertise: Sharp Playing I. A skill of type: Playing
      and Malicious. Only highest class levels greater than or equal to 25. A base
      intelligence of at least 14. A base charisma of at least 14.
      The ability to play tunes that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Playing II
      Requires : The following expertise: Sharp Playing I. A skill of type: Playing
      and Malicious. Only highest class levels greater than or equal to 25. A base
      intelligence of at least 14. A base charisma of at least 14.
      The ability to play tunes that have a more powerful malicious affect.


      Sharp Playing III (SHARPTUNE3) -


      Expertise: Sharp Playing III
      Requires : The following expertise: Sharp Playing II. A skill of type: Playing
      and Malicious. Only highest class levels greater than or equal to 30. A base
      intelligence of at least 15. A base charisma of at least 15.
      The ability to play tunes that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Playing III
      Requires : The following expertise: Sharp Playing II. A skill of type: Playing
      and Malicious. Only highest class levels greater than or equal to 30. A base
      intelligence of at least 15. A base charisma of at least 15.
      The ability to play tunes that have a more powerful malicious affect.


      Sharp Playing IV (SHARPTUNE4) -


      Expertise: Sharp Playing IV
      Requires : The following expertise: Sharp Playing III. A skill of type:
      Playing and Malicious. Only highest class levels greater than or equal to 35.
      A base intelligence of at least 16. A base charisma of at least 16.
      The ability to play tunes that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Playing IV
      Requires : The following expertise: Sharp Playing III. A skill of type:
      Playing and Malicious. Only highest class levels greater than or equal to 35.
      A base intelligence of at least 16. A base charisma of at least 16.
      The ability to play tunes that have a more powerful malicious affect.


      Sharp Playing V (SHARPTUNE5) -


      Expertise: Sharp Playing V
      Requires : The following expertise: Sharp Playing IV. A skill of type: Playing
      and Malicious. Only highest class levels greater than or equal to 40. A base
      intelligence of at least 17. A base charisma of at least 17.
      The ability to play tunes that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Playing V
      Requires : The following expertise: Sharp Playing IV. A skill of type: Playing
      and Malicious. Only highest class levels greater than or equal to 40. A base
      intelligence of at least 17. A base charisma of at least 17.
      The ability to play tunes that have a more powerful malicious affect.


      Sharp Playing VI (SHARPTUNE6) -


      Expertise: Sharp Playing VI
      Requires : The following expertise: Sharp Playing V. A skill of type: Playing
      and Malicious. Only highest class levels greater than or equal to 45. A base
      intelligence of at least 18. A base charisma of at least 18.
      The ability to play tunes that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Playing VI
      Requires : The following expertise: Sharp Playing V. A skill of type: Playing
      and Malicious. Only highest class levels greater than or equal to 45. A base
      intelligence of at least 18. A base charisma of at least 18.
      The ability to play tunes that have a more powerful malicious affect.


      Sharp Playing VII (SHARPTUNE7) -


      Expertise: Sharp Playing VII
      Requires : The following expertise: Sharp Playing VI. A skill of type: Playing
      and Malicious. Only highest class levels greater than or equal to 50. A base
      intelligence of at least 19. A base charisma of at least 19.
      The ability to play tunes that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Playing VII
      Requires : The following expertise: Sharp Playing VI. A skill of type: Playing
      and Malicious. Only highest class levels greater than or equal to 50. A base
      intelligence of at least 19. A base charisma of at least 19.
      The ability to play tunes that have a more powerful malicious affect.


      Sharp Playing VIII (SHARPTUNE8) -


      Expertise: Sharp Playing VIII
      Requires : The following expertise: Sharp Playing VII. A skill of type:
      Playing and Malicious. Only highest class levels greater than or equal to 55.
      A base intelligence of at least 20. A base charisma of at least 20.
      The ability to play tunes that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Playing VIII
      Requires : The following expertise: Sharp Playing VII. A skill of type:
      Playing and Malicious. Only highest class levels greater than or equal to 55.
      A base intelligence of at least 20. A base charisma of at least 20.
      The ability to play tunes that have a more powerful malicious affect.


      Sharp Playing IX (SHARPTUNE9) -


      Expertise: Sharp Playing IX
      Requires : The following expertise: Sharp Playing VIII. A skill of type:
      Playing and Malicious. Only highest class levels greater than or equal to 60.
      A base intelligence of at least 21. A base charisma of at least 21.
      The ability to play tunes that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Playing IX
      Requires : The following expertise: Sharp Playing VIII. A skill of type:
      Playing and Malicious. Only highest class levels greater than or equal to 60.
      A base intelligence of at least 21. A base charisma of at least 21.
      The ability to play tunes that have a more powerful malicious affect.


      Sharp Playing X (SHARPTUNE10) -


      Expertise: Sharp Playing X
      Requires : The following expertise: Sharp Playing IX. A skill of type: Playing
      and Malicious. Only highest class levels greater than or equal to 65. A base
      intelligence of at least 22. A base charisma of at least 22.
      The ability to play tunes that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Playing X
      Requires : The following expertise: Sharp Playing IX. A skill of type: Playing
      and Malicious. Only highest class levels greater than or equal to 65. A base
      intelligence of at least 22. A base charisma of at least 22.
      The ability to play tunes that have a more powerful malicious affect.


      Sharp Singing I (SHARPSING1) -


      Expertise: Sharp Singing I
      Requires : A skill of type: Singing and Malicious. Only highest class levels
      greater than or equal to 20. A base charisma of at least 16.
      The ability to sing songs that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Singing I
      Requires : A skill of type: Singing and Malicious. Only highest class levels
      greater than or equal to 20. A base charisma of at least 16.
      The ability to sing songs that have a more powerful malicious affect.


      Sharp Singing II (SHARPSING2) -


      Expertise: Sharp Singing II
      Requires : The following expertise: Sharp Singing I. A skill of type: Singing
      and Malicious. Only highest class levels greater than or equal to 25. A base
      charisma of at least 17.
      The ability to sing songs that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Singing II
      Requires : The following expertise: Sharp Singing I. A skill of type: Singing
      and Malicious. Only highest class levels greater than or equal to 25. A base
      charisma of at least 17.
      The ability to sing songs that have a more powerful malicious affect.


      Sharp Singing III (SHARPSING3) -


      Expertise: Sharp Singing III
      Requires : The following expertise: Sharp Singing II. A skill of type: Singing
      and Malicious. Only highest class levels greater than or equal to 30. A base
      charisma of at least 18.
      The ability to sing songs that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Singing III
      Requires : The following expertise: Sharp Singing II. A skill of type: Singing
      and Malicious. Only highest class levels greater than or equal to 30. A base
      charisma of at least 18.
      The ability to sing songs that have a more powerful malicious affect.


      Sharp Singing IV (SHARPSING4) -


      Expertise: Sharp Singing IV
      Requires : The following expertise: Sharp Singing III. A skill of type:
      Singing and Malicious. Only highest class levels greater than or equal to 35.
      A base charisma of at least 19.
      The ability to sing songs that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Singing IV
      Requires : The following expertise: Sharp Singing III. A skill of type:
      Singing and Malicious. Only highest class levels greater than or equal to 35.
      A base charisma of at least 19.
      The ability to sing songs that have a more powerful malicious affect.


      Sharp Singing V (SHARPSING5) -


      Expertise: Sharp Singing V
      Requires : The following expertise: Sharp Singing IV. A skill of type: Singing
      and Malicious. Only highest class levels greater than or equal to 40. A base
      charisma of at least 20.
      The ability to sing songs that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Singing V
      Requires : The following expertise: Sharp Singing IV. A skill of type: Singing
      and Malicious. Only highest class levels greater than or equal to 40. A base
      charisma of at least 20.
      The ability to sing songs that have a more powerful malicious affect.


      Sharp Singing VI (SHARPSING6) -


      Expertise: Sharp Singing VI
      Requires : The following expertise: Sharp Singing V. A skill of type: Singing
      and Malicious. Only highest class levels greater than or equal to 45. A base
      charisma of at least 21.
      The ability to sing songs that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Singing VI
      Requires : The following expertise: Sharp Singing V. A skill of type: Singing
      and Malicious. Only highest class levels greater than or equal to 45. A base
      charisma of at least 21.
      The ability to sing songs that have a more powerful malicious affect.


      Sharp Singing VII (SHARPSING7) -


      Expertise: Sharp Singing VII
      Requires : The following expertise: Sharp Singing VI. A skill of type: Singing
      and Malicious. Only highest class levels greater than or equal to 50. A base
      charisma of at least 22.
      The ability to sing songs that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Singing VII
      Requires : The following expertise: Sharp Singing VI. A skill of type: Singing
      and Malicious. Only highest class levels greater than or equal to 50. A base
      charisma of at least 22.
      The ability to sing songs that have a more powerful malicious affect.


      Sharp Singing VIII (SHARPSING8) -


      Expertise: Sharp Singing VIII
      Requires : The following expertise: Sharp Singing VII. A skill of type:
      Singing and Malicious. Only highest class levels greater than or equal to 55.
      A base charisma of at least 23.
      The ability to sing songs that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Singing VIII
      Requires : The following expertise: Sharp Singing VII. A skill of type:
      Singing and Malicious. Only highest class levels greater than or equal to 55.
      A base charisma of at least 23.
      The ability to sing songs that have a more powerful malicious affect.


      Sharp Singing IX (SHARPSING9) -


      Expertise: Sharp Singing IX
      Requires : The following expertise: Sharp Singing VIII. A skill of type:
      Singing and Malicious. Only highest class levels greater than or equal to 60.
      A base charisma of at least 24.
      The ability to sing songs that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Singing IX
      Requires : The following expertise: Sharp Singing VIII. A skill of type:
      Singing and Malicious. Only highest class levels greater than or equal to 60.
      A base charisma of at least 24.
      The ability to sing songs that have a more powerful malicious affect.


      Sharp Singing X (SHARPSING10) -


      Expertise: Sharp Singing X
      Requires : The following expertise: Sharp Singing IX. A skill of type: Singing
      and Malicious. Only highest class levels greater than or equal to 65. A base
      charisma of at least 25.
      The ability to sing songs that have a more powerful malicious affect.

      +

       
      Expertise: Sharp Singing X
      Requires : The following expertise: Sharp Singing IX. A skill of type: Singing
      and Malicious. Only highest class levels greater than or equal to 65. A base
      charisma of at least 25.
      The ability to sing songs that have a more powerful malicious affect.


      Shield Focus I (SHIELDFOCUS1) -


      Expertise: Shield Focus I
      Requires : One of the following skills: Shield Specialization. Only highest
      class levels greater than or equal to 29. A base wisdom of at least 11.
      The ability to hold higher level shields.

      +

       
      Expertise: Shield Focus I
      Requires : One of the following skills: Shield Specialization. Only highest
      class levels greater than or equal to 29. A base wisdom of at least 11.
      The ability to hold higher level shields.


      Shield Focus II (SHIELDFOCUS2) -


      Expertise: Shield Focus II
      Requires : The following expertise: Shield Focus I. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 34. A base wisdom of at least 12.
      The ability to hold higher level shields.

      +

       
      Expertise: Shield Focus II
      Requires : The following expertise: Shield Focus I. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 34. A base wisdom of at least 12.
      The ability to hold higher level shields.


      Shield Focus III (SHIELDFOCUS3) -


      Expertise: Shield Focus III
      Requires : The following expertise: Shield Focus II. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 39. A base wisdom of at least 13.
      The ability to hold higher level shields.

      +

       
      Expertise: Shield Focus III
      Requires : The following expertise: Shield Focus II. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 39. A base wisdom of at least 13.
      The ability to hold higher level shields.


      Shield Focus IV (SHIELDFOCUS4) -


      Expertise: Shield Focus IV
      Requires : The following expertise: Shield Focus III. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 44. A base wisdom of at least 14.
      The ability to hold higher level shields.

      +

       
      Expertise: Shield Focus IV
      Requires : The following expertise: Shield Focus III. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 44. A base wisdom of at least 14.
      The ability to hold higher level shields.


      Shield Focus V (SHIELDFOCUS5) -


      Expertise: Shield Focus V
      Requires : The following expertise: Shield Focus IV. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 49. A base wisdom of at least 15.
      The ability to hold higher level shields.

      +

       
      Expertise: Shield Focus V
      Requires : The following expertise: Shield Focus IV. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 49. A base wisdom of at least 15.
      The ability to hold higher level shields.


      Shield Focus VI (SHIELDFOCUS6) -


      Expertise: Shield Focus VI
      Requires : The following expertise: Shield Focus V. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 54. A base wisdom of at least 16.
      The ability to hold higher level shields.

      +

       
      Expertise: Shield Focus VI
      Requires : The following expertise: Shield Focus V. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 54. A base wisdom of at least 16.
      The ability to hold higher level shields.


      Shield Focus VII (SHIELDFOCUS7) -


      Expertise: Shield Focus VII
      Requires : The following expertise: Shield Focus VI. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 59. A base wisdom of at least 17.
      The ability to hold higher level shields.

      +

       
      Expertise: Shield Focus VII
      Requires : The following expertise: Shield Focus VI. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 59. A base wisdom of at least 17.
      The ability to hold higher level shields.


      Shield Focus VIII (SHIELDFOCUS8) -


      Expertise: Shield Focus VIII
      Requires : The following expertise: Shield Focus VII. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 64. A base wisdom of at least 18.
      The ability to hold higher level shields.

      +

       
      Expertise: Shield Focus VIII
      Requires : The following expertise: Shield Focus VII. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 64. A base wisdom of at least 18.
      The ability to hold higher level shields.


      Shield Focus IX (SHIELDFOCUS9) -


      Expertise: Shield Focus IX
      Requires : The following expertise: Shield Focus VIII. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 69. A base wisdom of at least 19.
      The ability to hold higher level shields.

      +

       
      Expertise: Shield Focus IX
      Requires : The following expertise: Shield Focus VIII. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 69. A base wisdom of at least 19.
      The ability to hold higher level shields.


      Shield Focus X (SHIELDFOCUS10) -


      Expertise: Shield Focus X
      Requires : The following expertise: Shield Focus IX. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 74. A base wisdom of at least 20.
      The ability to hold higher level shields.

      +

       
      Expertise: Shield Focus X
      Requires : The following expertise: Shield Focus IX. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 74. A base wisdom of at least 20.
      The ability to hold higher level shields.


      Shield Striking I (SHIELDSTRIKE1) -


      Expertise: Shield Striking I
      Requires : One of the following skills: Shield Specialization. Only highest
      class levels greater than or equal to 30. A base strength of at least 14.
      The ability to hit more often and for more damage when using a shield to
      attack.

      +

       
      Expertise: Shield Striking I
      Requires : One of the following skills: Shield Specialization. Only highest
      class levels greater than or equal to 30. A base strength of at least 14.
      The ability to hit more often and for more damage when using a shield to
      attack.


      Shield Striking II (SHIELDSTRIKE2) -


      Expertise: Shield Striking II
      Requires : The following expertise: Shield Striking I. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 35. A base strength of at least 15.
      The ability to hit more often and for more damage when using a shield to
      attack.

      +

       
      Expertise: Shield Striking II
      Requires : The following expertise: Shield Striking I. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 35. A base strength of at least 15.
      The ability to hit more often and for more damage when using a shield to
      attack.


      Shield Striking III (SHIELDSTRIKE3) -


      Expertise: Shield Striking III
      Requires : The following expertise: Shield Striking II. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 40. A base strength of at least 16.
      The ability to hit more often and for more damage when using a shield to
      attack.

      +

       
      Expertise: Shield Striking III
      Requires : The following expertise: Shield Striking II. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 40. A base strength of at least 16.
      The ability to hit more often and for more damage when using a shield to
      attack.


      Shield Striking IV (SHIELDSTRIKE4) -


      Expertise: Shield Striking IV
      Requires : The following expertise: Shield Striking III. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 45. A base strength of at least 17.
      The ability to hit more often and for more damage when using a shield to
      attack.

      +

       
      Expertise: Shield Striking IV
      Requires : The following expertise: Shield Striking III. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 45. A base strength of at least 17.
      The ability to hit more often and for more damage when using a shield to
      attack.


      Shield Striking V (SHIELDSTRIKE5) -


      Expertise: Shield Striking V
      Requires : The following expertise: Shield Striking IV. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 50. A base strength of at least 18.
      The ability to hit more often and for more damage when using a shield to
      attack.

      +

       
      Expertise: Shield Striking V
      Requires : The following expertise: Shield Striking IV. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 50. A base strength of at least 18.
      The ability to hit more often and for more damage when using a shield to
      attack.


      Shield Striking VI (SHIELDSTRIKE6) -


      Expertise: Shield Striking VI
      Requires : The following expertise: Shield Striking V. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 55. A base strength of at least 19.
      The ability to hit more often and for more damage when using a shield to
      attack.

      +

       
      Expertise: Shield Striking VI
      Requires : The following expertise: Shield Striking V. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 55. A base strength of at least 19.
      The ability to hit more often and for more damage when using a shield to
      attack.


      Shield Striking VII (SHIELDSTRIKE7) -


      Expertise: Shield Striking VII
      Requires : The following expertise: Shield Striking VI. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 60. A base strength of at least 20.
      The ability to hit more often and for more damage when using a shield to
      attack.

      +

       
      Expertise: Shield Striking VII
      Requires : The following expertise: Shield Striking VI. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 60. A base strength of at least 20.
      The ability to hit more often and for more damage when using a shield to
      attack.


      Shield Striking VIII (SHIELDSTRIKE8) -


      Expertise: Shield Striking VIII
      Requires : The following expertise: Shield Striking VII. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 65. A base strength of at least 21.
      The ability to hit more often and for more damage when using a shield to
      attack.

      +

       
      Expertise: Shield Striking VIII
      Requires : The following expertise: Shield Striking VII. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 65. A base strength of at least 21.
      The ability to hit more often and for more damage when using a shield to
      attack.


      Shield Striking IX (SHIELDSTRIKE9) -


      Expertise: Shield Striking IX
      Requires : The following expertise: Shield Striking VIII. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 70. A base strength of at least 22.
      The ability to hit more often and for more damage when using a shield to
      attack.

      +

       
      Expertise: Shield Striking IX
      Requires : The following expertise: Shield Striking VIII. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 70. A base strength of at least 22.
      The ability to hit more often and for more damage when using a shield to
      attack.


      Shield Striking X (SHIELDSTRIKE10) -


      Expertise: Shield Striking X
      Requires : The following expertise: Shield Striking IX. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 75. A base strength of at least 23.
      The ability to hit more often and for more damage when using a shield to
      attack.

      +

       
      Expertise: Shield Striking X
      Requires : The following expertise: Shield Striking IX. One of the following
      skills: Shield Specialization. Only highest class levels greater than or equal
      to 75. A base strength of at least 23.
      The ability to hit more often and for more damage when using a shield to
      attack.


      Shield Using I (SHIELDUSE1) -


      Expertise: Shield Using I
      Requires : A skill of type: Shield use. Only highest class levels greater than
      or equal to 31. A base strength of at least 13.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.

      +

       
      Expertise: Shield Using I
      Requires : A skill of type: Shield use. Only highest class levels greater than
      or equal to 31. A base strength of at least 13.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.


      Shield Using II (SHIELDUSE2) -


      Expertise: Shield Using II
      Requires : The following expertise: Shield Using I. A skill of type: Shield
      use. Only highest class levels greater than or equal to 36. A base strength
      of at least 14.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.

      +

       
      Expertise: Shield Using II
      Requires : The following expertise: Shield Using I. A skill of type: Shield
      use. Only highest class levels greater than or equal to 36. A base strength
      of at least 14.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.


      Shield Using III (SHIELDUSE3) -


      Expertise: Shield Using III
      Requires : The following expertise: Shield Using II. A skill of type: Shield
      use. Only highest class levels greater than or equal to 41. A base strength
      of at least 15.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.

      +

       
      Expertise: Shield Using III
      Requires : The following expertise: Shield Using II. A skill of type: Shield
      use. Only highest class levels greater than or equal to 41. A base strength
      of at least 15.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.


      Shield Using IV (SHIELDUSE4) -


      Expertise: Shield Using IV
      Requires : The following expertise: Shield Using III. A skill of type: Shield
      use. Only highest class levels greater than or equal to 46. A base strength
      of at least 16.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.

      +

       
      Expertise: Shield Using IV
      Requires : The following expertise: Shield Using III. A skill of type: Shield
      use. Only highest class levels greater than or equal to 46. A base strength
      of at least 16.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.


      Shield Using V (SHIELDUSE5) -


      Expertise: Shield Using V
      Requires : The following expertise: Shield Using IV. A skill of type: Shield
      use. Only highest class levels greater than or equal to 51. A base strength
      of at least 17.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.

      +

       
      Expertise: Shield Using V
      Requires : The following expertise: Shield Using IV. A skill of type: Shield
      use. Only highest class levels greater than or equal to 51. A base strength
      of at least 17.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.


      Shield Using VI (SHIELDUSE6) -


      Expertise: Shield Using VI
      Requires : The following expertise: Shield Using V. A skill of type: Shield
      use. Only highest class levels greater than or equal to 56. A base strength
      of at least 18.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.

      +

       
      Expertise: Shield Using VI
      Requires : The following expertise: Shield Using V. A skill of type: Shield
      use. Only highest class levels greater than or equal to 56. A base strength
      of at least 18.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.


      Shield Using VII (SHIELDUSE7) -


      Expertise: Shield Using VII
      Requires : The following expertise: Shield Using VI. A skill of type: Shield
      use. Only highest class levels greater than or equal to 61. A base strength
      of at least 19.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.

      +

       
      Expertise: Shield Using VII
      Requires : The following expertise: Shield Using VI. A skill of type: Shield
      use. Only highest class levels greater than or equal to 61. A base strength
      of at least 19.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.


      Shield Using VIII (SHIELDUSE8) -


      Expertise: Shield Using VIII
      Requires : The following expertise: Shield Using VII. A skill of type: Shield
      use. Only highest class levels greater than or equal to 66. A base strength
      of at least 20.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.

      +

       
      Expertise: Shield Using VIII
      Requires : The following expertise: Shield Using VII. A skill of type: Shield
      use. Only highest class levels greater than or equal to 66. A base strength
      of at least 20.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.


      Shield Using IX (SHIELDUSE9) -


      Expertise: Shield Using IX
      Requires : The following expertise: Shield Using VIII. A skill of type: Shield
      use. Only highest class levels greater than or equal to 71. A base strength
      of at least 21.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.

      +

       
      Expertise: Shield Using IX
      Requires : The following expertise: Shield Using VIII. A skill of type: Shield
      use. Only highest class levels greater than or equal to 71. A base strength
      of at least 21.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.


      Shield Using X (SHIELDUSE10) -


      Expertise: Shield Using X
      Requires : The following expertise: Shield Using IX. A skill of type: Shield
      use. Only highest class levels greater than or equal to 76. A base strength
      of at least 22.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.

      +

       
      Expertise: Shield Using X
      Requires : The following expertise: Shield Using IX. A skill of type: Shield
      use. Only highest class levels greater than or equal to 76. A base strength
      of at least 22.
      The ability to better understand shield blocking and usage, and get better
      armor benefit from shields.


      Siege Bashing I (SIEGEBASH1) -


      Expertise: Siege Bashing I
      Requires : One of the following skills: Siege Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base intelligence of at
      least 16.
      The ability to do more damage when using a siege weapon.

      +

       
      Expertise: Siege Bashing I
      Requires : One of the following skills: Siege Weapon Specialization. Only
      highest class levels greater than or equal to 32. A base intelligence of at
      least 16.
      The ability to do more damage when using a siege weapon.


      Siege Bashing II (SIEGEBASH2) -


      Expertise: Siege Bashing II
      Requires : The following expertise: Siege Bashing I. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 37. A base intelligence of at least 17.
      The ability to do more damage when using a siege weapon.

      +

       
      Expertise: Siege Bashing II
      Requires : The following expertise: Siege Bashing I. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 37. A base intelligence of at least 17.
      The ability to do more damage when using a siege weapon.


      Siege Bashing III (SIEGEBASH3) -


      Expertise: Siege Bashing III
      Requires : The following expertise: Siege Bashing II. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 42. A base intelligence of at least 18.
      The ability to do more damage when using a siege weapon.

      +

       
      Expertise: Siege Bashing III
      Requires : The following expertise: Siege Bashing II. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 42. A base intelligence of at least 18.
      The ability to do more damage when using a siege weapon.


      Siege Bashing IV (SIEGEBASH4) -


      Expertise: Siege Bashing IV
      Requires : The following expertise: Siege Bashing III. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 47. A base intelligence of at least 19.
      The ability to do more damage when using a siege weapon.

      +

       
      Expertise: Siege Bashing IV
      Requires : The following expertise: Siege Bashing III. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 47. A base intelligence of at least 19.
      The ability to do more damage when using a siege weapon.


      Siege Bashing V (SIEGEBASH5) -


      Expertise: Siege Bashing V
      Requires : The following expertise: Siege Bashing IV. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 52. A base intelligence of at least 20.
      The ability to do more damage when using a siege weapon.

      +

       
      Expertise: Siege Bashing V
      Requires : The following expertise: Siege Bashing IV. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 52. A base intelligence of at least 20.
      The ability to do more damage when using a siege weapon.


      Siege Bashing VI (SIEGEBASH6) -


      Expertise: Siege Bashing VI
      Requires : The following expertise: Siege Bashing V. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 57. A base intelligence of at least 21.
      The ability to do more damage when using a siege weapon.

      +

       
      Expertise: Siege Bashing VI
      Requires : The following expertise: Siege Bashing V. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 57. A base intelligence of at least 21.
      The ability to do more damage when using a siege weapon.


      Siege Bashing VII (SIEGEBASH7) -


      Expertise: Siege Bashing VII
      Requires : The following expertise: Siege Bashing VI. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 62. A base intelligence of at least 22.
      The ability to do more damage when using a siege weapon.

      +

       
      Expertise: Siege Bashing VII
      Requires : The following expertise: Siege Bashing VI. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 62. A base intelligence of at least 22.
      The ability to do more damage when using a siege weapon.


      Siege Bashing VIII (SIEGEBASH8) -


      Expertise: Siege Bashing VIII
      Requires : The following expertise: Siege Bashing VII. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 67. A base intelligence of at least 23.
      The ability to do more damage when using a siege weapon.

      +

       
      Expertise: Siege Bashing VIII
      Requires : The following expertise: Siege Bashing VII. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 67. A base intelligence of at least 23.
      The ability to do more damage when using a siege weapon.


      Siege Bashing IX (SIEGEBASH9) -


      Expertise: Siege Bashing IX
      Requires : The following expertise: Siege Bashing VIII. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 72. A base intelligence of at least 24.
      The ability to do more damage when using a siege weapon.

      +

       
      Expertise: Siege Bashing IX
      Requires : The following expertise: Siege Bashing VIII. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 72. A base intelligence of at least 24.
      The ability to do more damage when using a siege weapon.


      Siege Bashing X (SIEGEBASH10) -


      Expertise: Siege Bashing X
      Requires : The following expertise: Siege Bashing IX. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 77. A base intelligence of at least 25.
      The ability to do more damage when using a siege weapon.

      +

       
      Expertise: Siege Bashing X
      Requires : The following expertise: Siege Bashing IX. One of the following
      skills: Siege Weapon Specialization. Only highest class levels greater than or
      equal to 77. A base intelligence of at least 25.
      The ability to do more damage when using a siege weapon.


      Slow Dancing I (SLOWDANCE1) -


      Expertise: Slow Dancing I
      Requires : A skill of type: Dancing and Beneficial self. Only highest class
      levels greater than or equal to 21. A base strength of at least 13. A base
      charisma of at least 13.
      The ability to perform dances that have a more powerful beneficial passive
      affect.

      +

       
      Expertise: Slow Dancing I
      Requires : A skill of type: Dancing and Beneficial self. Only highest class
      levels greater than or equal to 21. A base strength of at least 13. A base
      charisma of at least 13.
      The ability to perform dances that have a more powerful beneficial passive
      affect.


      Slow Dancing II (SLOWDANCE2) -


      Expertise: Slow Dancing II
      Requires : The following expertise: Slow Dancing I. A skill of type: Dancing
      and Beneficial self. Only highest class levels greater than or equal to 26. A
      base strength of at least 14. A base charisma of at least 14.
      The ability to perform dances that have a more powerful beneficial passive
      affect.

      +

       
      Expertise: Slow Dancing II
      Requires : The following expertise: Slow Dancing I. A skill of type: Dancing
      and Beneficial self. Only highest class levels greater than or equal to 26. A
      base strength of at least 14. A base charisma of at least 14.
      The ability to perform dances that have a more powerful beneficial passive
      affect.


      Slow Dancing III (SLOWDANCE3) -


      Expertise: Slow Dancing III
      Requires : The following expertise: Slow Dancing II. A skill of type: Dancing
      and Beneficial self. Only highest class levels greater than or equal to 31. A
      base strength of at least 15. A base charisma of at least 15.
      The ability to perform dances that have a more powerful beneficial passive
      affect.

      +

       
      Expertise: Slow Dancing III
      Requires : The following expertise: Slow Dancing II. A skill of type: Dancing
      and Beneficial self. Only highest class levels greater than or equal to 31. A
      base strength of at least 15. A base charisma of at least 15.
      The ability to perform dances that have a more powerful beneficial passive
      affect.


      Slow Dancing IV (SLOWDANCE4) -


      Expertise: Slow Dancing IV
      Requires : The following expertise: Slow Dancing III. A skill of type: Dancing
      and Beneficial self. Only highest class levels greater than or equal to 36. A
      base strength of at least 16. A base charisma of at least 16.
      The ability to perform dances that have a more powerful beneficial passive
      affect.

      +

       
      Expertise: Slow Dancing IV
      Requires : The following expertise: Slow Dancing III. A skill of type: Dancing
      and Beneficial self. Only highest class levels greater than or equal to 36. A
      base strength of at least 16. A base charisma of at least 16.
      The ability to perform dances that have a more powerful beneficial passive
      affect.


      Slow Dancing V (SLOWDANCE5) -


      Expertise: Slow Dancing V
      Requires : The following expertise: Slow Dancing IV. A skill of type: Dancing
      and Beneficial self. Only highest class levels greater than or equal to 41. A
      base strength of at least 17. A base charisma of at least 17.
      The ability to perform dances that have a more powerful beneficial passive
      affect.

      +

       
      Expertise: Slow Dancing V
      Requires : The following expertise: Slow Dancing IV. A skill of type: Dancing
      and Beneficial self. Only highest class levels greater than or equal to 41. A
      base strength of at least 17. A base charisma of at least 17.
      The ability to perform dances that have a more powerful beneficial passive
      affect.


      Slow Dancing VI (SLOWDANCE6) -


      Expertise: Slow Dancing VI
      Requires : The following expertise: Slow Dancing V. A skill of type: Dancing
      and Beneficial self. Only highest class levels greater than or equal to 46. A
      base strength of at least 18. A base charisma of at least 18.
      The ability to perform dances that have a more powerful beneficial passive
      affect.

      +

       
      Expertise: Slow Dancing VI
      Requires : The following expertise: Slow Dancing V. A skill of type: Dancing
      and Beneficial self. Only highest class levels greater than or equal to 46. A
      base strength of at least 18. A base charisma of at least 18.
      The ability to perform dances that have a more powerful beneficial passive
      affect.


      Slow Dancing VII (SLOWDANCE7) -


      Expertise: Slow Dancing VII
      Requires : The following expertise: Slow Dancing VI. A skill of type: Dancing
      and Beneficial self. Only highest class levels greater than or equal to 51. A
      base strength of at least 19. A base charisma of at least 19.
      The ability to perform dances that have a more powerful beneficial passive
      affect.

      +

       
      Expertise: Slow Dancing VII
      Requires : The following expertise: Slow Dancing VI. A skill of type: Dancing
      and Beneficial self. Only highest class levels greater than or equal to 51. A
      base strength of at least 19. A base charisma of at least 19.
      The ability to perform dances that have a more powerful beneficial passive
      affect.


      Slow Dancing VIII (SLOWDANCE8) -


      Expertise: Slow Dancing VIII
      Requires : The following expertise: Slow Dancing VII. A skill of type: Dancing
      and Beneficial self. Only highest class levels greater than or equal to 56. A
      base strength of at least 20. A base charisma of at least 20.
      The ability to perform dances that have a more powerful beneficial passive
      affect.

      +

       
      Expertise: Slow Dancing VIII
      Requires : The following expertise: Slow Dancing VII. A skill of type: Dancing
      and Beneficial self. Only highest class levels greater than or equal to 56. A
      base strength of at least 20. A base charisma of at least 20.
      The ability to perform dances that have a more powerful beneficial passive
      affect.


      Slow Dancing IX (SLOWDANCE9) -


      Expertise: Slow Dancing IX
      Requires : The following expertise: Slow Dancing VIII. A skill of type:
      Dancing and Beneficial self. Only highest class levels greater than or equal
      to 61. A base strength of at least 21. A base charisma of at least 21.
      The ability to perform dances that have a more powerful beneficial passive
      affect.

      +

       
      Expertise: Slow Dancing IX
      Requires : The following expertise: Slow Dancing VIII. A skill of type:
      Dancing and Beneficial self. Only highest class levels greater than or equal
      to 61. A base strength of at least 21. A base charisma of at least 21.
      The ability to perform dances that have a more powerful beneficial passive
      affect.


      Slow Dancing X (SLOWDANCE10) -


      Expertise: Slow Dancing X
      Requires : The following expertise: Slow Dancing IX. A skill of type: Dancing
      and Beneficial self. Only highest class levels greater than or equal to 66. A
      base strength of at least 22. A base charisma of at least 22.
      The ability to perform dances that have a more powerful beneficial passive
      affect.

      +

       
      Expertise: Slow Dancing X
      Requires : The following expertise: Slow Dancing IX. A skill of type: Dancing
      and Beneficial self. Only highest class levels greater than or equal to 66. A
      base strength of at least 22. A base charisma of at least 22.
      The ability to perform dances that have a more powerful beneficial passive
      affect.


      Spirit Lore I (SPIRITLORE1) -


      Expertise: Spirit Lore I
      Requires : One of the following skills: Animate Spectre, Animate Ghost. Only
      highest class levels greater than or equal to 31. A base dexterity of at least
      13.
      The ability to magically generate higher level spectres and ghosts.

      +

       
      Expertise: Spirit Lore I
      Requires : One of the following skills: Animate Spectre, Animate Ghost. Only
      highest class levels greater than or equal to 31. A base dexterity of at least
      13.
      The ability to magically generate higher level spectres and ghosts.


      Spirit Lore II (SPIRITLORE2) -


      Expertise: Spirit Lore II
      Requires : The following expertise: Spirit Lore I. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 37. A base dexterity of at least 14.
      The ability to magically generate higher level spectres and ghosts.

      +

       
      Expertise: Spirit Lore II
      Requires : The following expertise: Spirit Lore I. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 37. A base dexterity of at least 14.
      The ability to magically generate higher level spectres and ghosts.


      Spirit Lore III (SPIRITLORE3) -


      Expertise: Spirit Lore III
      Requires : The following expertise: Spirit Lore II. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 43. A base dexterity of at least 15.
      The ability to magically generate higher level spectres and ghosts.

      +

       
      Expertise: Spirit Lore III
      Requires : The following expertise: Spirit Lore II. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 43. A base dexterity of at least 15.
      The ability to magically generate higher level spectres and ghosts.


      Spirit Lore IV (SPIRITLORE4) -


      Expertise: Spirit Lore IV
      Requires : The following expertise: Spirit Lore III. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 49. A base dexterity of at least 16.
      The ability to magically generate higher level spectres and ghosts.

      +

       
      Expertise: Spirit Lore IV
      Requires : The following expertise: Spirit Lore III. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 49. A base dexterity of at least 16.
      The ability to magically generate higher level spectres and ghosts.


      Spirit Lore V (SPIRITLORE5) -


      Expertise: Spirit Lore V
      Requires : The following expertise: Spirit Lore IV. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 55. A base dexterity of at least 17.
      The ability to magically generate higher level spectres and ghosts.

      +

       
      Expertise: Spirit Lore V
      Requires : The following expertise: Spirit Lore IV. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 55. A base dexterity of at least 17.
      The ability to magically generate higher level spectres and ghosts.


      Spirit Lore VI (SPIRITLORE6) -


      Expertise: Spirit Lore VI
      Requires : The following expertise: Spirit Lore V. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 61. A base dexterity of at least 18.
      The ability to magically generate higher level spectres and ghosts.

      +

       
      Expertise: Spirit Lore VI
      Requires : The following expertise: Spirit Lore V. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 61. A base dexterity of at least 18.
      The ability to magically generate higher level spectres and ghosts.


      Spirit Lore VII (SPIRITLORE7) -


      Expertise: Spirit Lore VII
      Requires : The following expertise: Spirit Lore VI. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 67. A base dexterity of at least 19.
      The ability to magically generate higher level spectres and ghosts.

      +

       
      Expertise: Spirit Lore VII
      Requires : The following expertise: Spirit Lore VI. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 67. A base dexterity of at least 19.
      The ability to magically generate higher level spectres and ghosts.


      Spirit Lore VIII (SPIRITLORE8) -


      Expertise: Spirit Lore VIII
      Requires : The following expertise: Spirit Lore VII. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 73. A base dexterity of at least 20.
      The ability to magically generate higher level spectres and ghosts.

      +

       
      Expertise: Spirit Lore VIII
      Requires : The following expertise: Spirit Lore VII. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 73. A base dexterity of at least 20.
      The ability to magically generate higher level spectres and ghosts.


      Spirit Lore IX (SPIRITLORE9) -


      Expertise: Spirit Lore IX
      Requires : The following expertise: Spirit Lore VIII. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 79. A base dexterity of at least 21.
      The ability to magically generate higher level spectres and ghosts.

      +

       
      Expertise: Spirit Lore IX
      Requires : The following expertise: Spirit Lore VIII. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 79. A base dexterity of at least 21.
      The ability to magically generate higher level spectres and ghosts.


      Spirit Lore X (SPIRITLORE10) -


      Expertise: Spirit Lore X
      Requires : The following expertise: Spirit Lore IX. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 85. A base dexterity of at least 22.
      The ability to magically generate higher level spectres and ghosts.

      +

       
      Expertise: Spirit Lore X
      Requires : The following expertise: Spirit Lore IX. One of the following
      skills: Animate Spectre, Animate Ghost. Only highest class levels greater than
      or equal to 85. A base dexterity of at least 22.
      The ability to magically generate higher level spectres and ghosts.


      Steady Dancing I (STEADYDANCE1) -


      Expertise: Steady Dancing I
      Requires : A skill of type: Dancing. Only highest class levels greater than or
      equal to 24. A base strength of at least 13. A base charisma of at least 13.

      The ability to perform dances whose affects linger after the dance is
      completed.

      +

       
      Expertise: Steady Dancing I
      Requires : A skill of type: Dancing. Only highest class levels greater than or
      equal to 24. A base strength of at least 13. A base charisma of at least 13.

      The ability to perform dances whose affects linger after the dance is
      completed.


      Steady Dancing II (STEADYDANCE2) -


      Expertise: Steady Dancing II
      Requires : The following expertise: Steady Dancing I. A skill of type:
      Dancing. Only highest class levels greater than or equal to 29. A base
      strength of at least 14. A base charisma of at least 14.
      The ability to perform dances whose affects linger after the dance is
      completed.

      +

       
      Expertise: Steady Dancing II
      Requires : The following expertise: Steady Dancing I. A skill of type:
      Dancing. Only highest class levels greater than or equal to 29. A base
      strength of at least 14. A base charisma of at least 14.
      The ability to perform dances whose affects linger after the dance is
      completed.


      Steady Dancing III (STEADYDANCE3) -


      Expertise: Steady Dancing III
      Requires : The following expertise: Steady Dancing II. A skill of type:
      Dancing. Only highest class levels greater than or equal to 34. A base
      strength of at least 15. A base charisma of at least 15.
      The ability to perform dances whose affects linger after the dance is
      completed.

      +

       
      Expertise: Steady Dancing III
      Requires : The following expertise: Steady Dancing II. A skill of type:
      Dancing. Only highest class levels greater than or equal to 34. A base
      strength of at least 15. A base charisma of at least 15.
      The ability to perform dances whose affects linger after the dance is
      completed.


      Steady Dancing IV (STEADYDANCE4) -


      Expertise: Steady Dancing IV
      Requires : The following expertise: Steady Dancing III. A skill of type:
      Dancing. Only highest class levels greater than or equal to 39. A base
      strength of at least 16. A base charisma of at least 16.
      The ability to perform dances whose affects linger after the dance is
      completed.

      +

       
      Expertise: Steady Dancing IV
      Requires : The following expertise: Steady Dancing III. A skill of type:
      Dancing. Only highest class levels greater than or equal to 39. A base
      strength of at least 16. A base charisma of at least 16.
      The ability to perform dances whose affects linger after the dance is
      completed.


      Steady Dancing V (STEADYDANCE5) -


      Expertise: Steady Dancing V
      Requires : The following expertise: Steady Dancing IV. A skill of type:
      Dancing. Only highest class levels greater than or equal to 44. A base
      strength of at least 17. A base charisma of at least 17.
      The ability to perform dances whose affects linger after the dance is
      completed.

      +

       
      Expertise: Steady Dancing V
      Requires : The following expertise: Steady Dancing IV. A skill of type:
      Dancing. Only highest class levels greater than or equal to 44. A base
      strength of at least 17. A base charisma of at least 17.
      The ability to perform dances whose affects linger after the dance is
      completed.


      Steady Dancing VI (STEADYDANCE6) -


      Expertise: Steady Dancing VI
      Requires : The following expertise: Steady Dancing V. A skill of type:
      Dancing. Only highest class levels greater than or equal to 49. A base
      strength of at least 18. A base charisma of at least 18.
      The ability to perform dances whose affects linger after the dance is
      completed.

      +

       
      Expertise: Steady Dancing VI
      Requires : The following expertise: Steady Dancing V. A skill of type:
      Dancing. Only highest class levels greater than or equal to 49. A base
      strength of at least 18. A base charisma of at least 18.
      The ability to perform dances whose affects linger after the dance is
      completed.


      Steady Dancing VII (STEADYDANCE7) -


      Expertise: Steady Dancing VII
      Requires : The following expertise: Steady Dancing VI. A skill of type:
      Dancing. Only highest class levels greater than or equal to 54. A base
      strength of at least 19. A base charisma of at least 19.
      The ability to perform dances whose affects linger after the dance is
      completed.

      +

       
      Expertise: Steady Dancing VII
      Requires : The following expertise: Steady Dancing VI. A skill of type:
      Dancing. Only highest class levels greater than or equal to 54. A base
      strength of at least 19. A base charisma of at least 19.
      The ability to perform dances whose affects linger after the dance is
      completed.


      Steady Dancing VIII (STEADYDANCE8) -


      Expertise: Steady Dancing VIII
      Requires : The following expertise: Steady Dancing VII. A skill of type:
      Dancing. Only highest class levels greater than or equal to 59. A base
      strength of at least 20. A base charisma of at least 20.
      The ability to perform dances whose affects linger after the dance is
      completed.

      +

       
      Expertise: Steady Dancing VIII
      Requires : The following expertise: Steady Dancing VII. A skill of type:
      Dancing. Only highest class levels greater than or equal to 59. A base
      strength of at least 20. A base charisma of at least 20.
      The ability to perform dances whose affects linger after the dance is
      completed.


      Steady Dancing IX (STEADYDANCE9) -


      Expertise: Steady Dancing IX
      Requires : The following expertise: Steady Dancing VIII. A skill of type:
      Dancing. Only highest class levels greater than or equal to 64. A base
      strength of at least 21. A base charisma of at least 21.
      The ability to perform dances whose affects linger after the dance is
      completed.

      +

       
      Expertise: Steady Dancing IX
      Requires : The following expertise: Steady Dancing VIII. A skill of type:
      Dancing. Only highest class levels greater than or equal to 64. A base
      strength of at least 21. A base charisma of at least 21.
      The ability to perform dances whose affects linger after the dance is
      completed.


      Steady Dancing X (STEADYDANCE10) -


      Expertise: Steady Dancing X
      Requires : The following expertise: Steady Dancing IX. A skill of type:
      Dancing. Only highest class levels greater than or equal to 69. A base
      strength of at least 22. A base charisma of at least 22.
      The ability to perform dances whose affects linger after the dance is
      completed.

      +

       
      Expertise: Steady Dancing X
      Requires : The following expertise: Steady Dancing IX. A skill of type:
      Dancing. Only highest class levels greater than or equal to 69. A base
      strength of at least 22. A base charisma of at least 22.
      The ability to perform dances whose affects linger after the dance is
      completed.


      Stealthy I (STEALTH1) -


      Expertise: Stealthy I
      Requires : A skill of type: Stealthy. Only highest class levels greater than
      or equal to 15. A base dexterity of at least 13.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.

      +

       
      Expertise: Stealthy I
      Requires : A skill of type: Stealthy. Only highest class levels greater than
      or equal to 15. A base dexterity of at least 13.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.


      Stealthy II (STEALTH2) -


      Expertise: Stealthy II
      Requires : The following expertise: Stealthy I. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 20. A base dexterity of at
      least 14.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.

      +

       
      Expertise: Stealthy II
      Requires : The following expertise: Stealthy I. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 20. A base dexterity of at
      least 14.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.


      Stealthy III (STEALTH3) -


      Expertise: Stealthy III
      Requires : The following expertise: Stealthy II. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 25. A base dexterity of at
      least 15.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.

      +

       
      Expertise: Stealthy III
      Requires : The following expertise: Stealthy II. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 25. A base dexterity of at
      least 15.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.


      Stealthy IV (STEALTH4) -


      Expertise: Stealthy IV
      Requires : The following expertise: Stealthy III. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 30. A base dexterity of at
      least 16.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.

      +

       
      Expertise: Stealthy IV
      Requires : The following expertise: Stealthy III. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 30. A base dexterity of at
      least 16.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.


      Stealthy V (STEALTH5) -


      Expertise: Stealthy V
      Requires : The following expertise: Stealthy IV. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 35. A base dexterity of at
      least 17.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.

      +

       
      Expertise: Stealthy V
      Requires : The following expertise: Stealthy IV. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 35. A base dexterity of at
      least 17.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.


      Stealthy VI (STEALTH6) -


      Expertise: Stealthy VI
      Requires : The following expertise: Stealthy V. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 40. A base dexterity of at
      least 18.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.

      +

       
      Expertise: Stealthy VI
      Requires : The following expertise: Stealthy V. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 40. A base dexterity of at
      least 18.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.


      Stealthy VII (STEALTH7) -


      Expertise: Stealthy VII
      Requires : The following expertise: Stealthy VI. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 45. A base dexterity of at
      least 19.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.

      +

       
      Expertise: Stealthy VII
      Requires : The following expertise: Stealthy VI. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 45. A base dexterity of at
      least 19.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.


      Stealthy VIII (STEALTH8) -


      Expertise: Stealthy VIII
      Requires : The following expertise: Stealthy VII. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 50. A base dexterity of at
      least 20.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.

      +

       
      Expertise: Stealthy VIII
      Requires : The following expertise: Stealthy VII. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 50. A base dexterity of at
      least 20.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.


      Stealthy IX (STEALTH9) -


      Expertise: Stealthy IX
      Requires : The following expertise: Stealthy VIII. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 55. A base dexterity of at
      least 21.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.

      +

       
      Expertise: Stealthy IX
      Requires : The following expertise: Stealthy VIII. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 55. A base dexterity of at
      least 21.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.


      Stealthy X (STEALTH10) -


      Expertise: Stealthy X
      Requires : The following expertise: Stealthy IX. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 60. A base dexterity of at
      least 22.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.

      +

       
      Expertise: Stealthy X
      Requires : The following expertise: Stealthy IX. A skill of type: Stealthy.
      Only highest class levels greater than or equal to 60. A base dexterity of at
      least 22.
      The ability to hide, sneak around, and conceal oneself in more difficult
      situations.


      Street Lore I (STREETLORE1) -


      Expertise: Street Lore I
      Requires : A skill of type: Street smarts. Only highest class levels greater
      than or equal to 33. A base charisma of at least 13.
      Better knowledge of the streets and how to get the most from it.

      +

       
      Expertise: Street Lore I
      Requires : A skill of type: Street smarts. Only highest class levels greater
      than or equal to 33. A base charisma of at least 13.
      Better knowledge of the streets and how to get the most from it.


      Street Lore II (STREETLORE2) -


      Expertise: Street Lore II
      Requires : The following expertise: Street Lore I. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 38. A base
      charisma of at least 14.
      Better knowledge of the streets and how to get the most from it.

      +

       
      Expertise: Street Lore II
      Requires : The following expertise: Street Lore I. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 38. A base
      charisma of at least 14.
      Better knowledge of the streets and how to get the most from it.


      Street Lore III (STREETLORE3) -


      Expertise: Street Lore III
      Requires : The following expertise: Street Lore II. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 43. A base
      charisma of at least 15.
      Better knowledge of the streets and how to get the most from it.

      +

       
      Expertise: Street Lore III
      Requires : The following expertise: Street Lore II. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 43. A base
      charisma of at least 15.
      Better knowledge of the streets and how to get the most from it.


      Street Lore IV (STREETLORE4) -


      Expertise: Street Lore IV
      Requires : The following expertise: Street Lore III. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 48. A base
      charisma of at least 16.
      Better knowledge of the streets and how to get the most from it.

      +

       
      Expertise: Street Lore IV
      Requires : The following expertise: Street Lore III. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 48. A base
      charisma of at least 16.
      Better knowledge of the streets and how to get the most from it.


      Street Lore V (STREETLORE5) -


      Expertise: Street Lore V
      Requires : The following expertise: Street Lore IV. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 53. A base
      charisma of at least 17.
      Better knowledge of the streets and how to get the most from it.

      +

       
      Expertise: Street Lore V
      Requires : The following expertise: Street Lore IV. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 53. A base
      charisma of at least 17.
      Better knowledge of the streets and how to get the most from it.


      Street Lore VI (STREETLORE6) -


      Expertise: Street Lore VI
      Requires : The following expertise: Street Lore V. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 58. A base
      charisma of at least 18.
      Better knowledge of the streets and how to get the most from it.

      +

       
      Expertise: Street Lore VI
      Requires : The following expertise: Street Lore V. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 58. A base
      charisma of at least 18.
      Better knowledge of the streets and how to get the most from it.


      Street Lore VII (STREETLORE7) -


      Expertise: Street Lore VII
      Requires : The following expertise: Street Lore VI. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 63. A base
      charisma of at least 19.
      Better knowledge of the streets and how to get the most from it.

      +

       
      Expertise: Street Lore VII
      Requires : The following expertise: Street Lore VI. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 63. A base
      charisma of at least 19.
      Better knowledge of the streets and how to get the most from it.


      Street Lore VIII (STREETLORE8) -


      Expertise: Street Lore VIII
      Requires : The following expertise: Street Lore VII. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 68. A base
      charisma of at least 20.
      Better knowledge of the streets and how to get the most from it.

      +

       
      Expertise: Street Lore VIII
      Requires : The following expertise: Street Lore VII. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 68. A base
      charisma of at least 20.
      Better knowledge of the streets and how to get the most from it.


      Street Lore IX (STREETLORE9) -


      Expertise: Street Lore IX
      Requires : The following expertise: Street Lore VIII. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 73. A base
      charisma of at least 21.
      Better knowledge of the streets and how to get the most from it.

      +

       
      Expertise: Street Lore IX
      Requires : The following expertise: Street Lore VIII. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 73. A base
      charisma of at least 21.
      Better knowledge of the streets and how to get the most from it.


      Street Lore X (STREETLORE10) -


      Expertise: Street Lore X
      Requires : The following expertise: Street Lore IX. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 78. A base
      charisma of at least 22.
      Better knowledge of the streets and how to get the most from it.

      +

       
      Expertise: Street Lore X
      Requires : The following expertise: Street Lore IX. A skill of type: Street
      smarts. Only highest class levels greater than or equal to 78. A base
      charisma of at least 22.
      Better knowledge of the streets and how to get the most from it.


      Summoning Mastery I (SUMMON1) -


      Expertise: Summoning Mastery I
      Requires : A skill of type: Summoning. Only highest class levels greater than
      or equal to 20. A base charisma of at least 13.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.

      +

       
      Expertise: Summoning Mastery I
      Requires : A skill of type: Summoning. Only highest class levels greater than
      or equal to 20. A base charisma of at least 13.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.


      Summoning Mastery II (SUMMON2) -


      Expertise: Summoning Mastery II
      Requires : The following expertise: Summoning Mastery I. A skill of type:
      Summoning. Only highest class levels greater than or equal to 25. A base
      charisma of at least 14.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.

      +

       
      Expertise: Summoning Mastery II
      Requires : The following expertise: Summoning Mastery I. A skill of type:
      Summoning. Only highest class levels greater than or equal to 25. A base
      charisma of at least 14.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.


      Summoning Mastery III (SUMMON3) -


      Expertise: Summoning Mastery III
      Requires : The following expertise: Summoning Mastery II. A skill of type:
      Summoning. Only highest class levels greater than or equal to 30. A base
      charisma of at least 15.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.

      +

       
      Expertise: Summoning Mastery III
      Requires : The following expertise: Summoning Mastery II. A skill of type:
      Summoning. Only highest class levels greater than or equal to 30. A base
      charisma of at least 15.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.


      Summoning Mastery IV (SUMMON4) -


      Expertise: Summoning Mastery IV
      Requires : The following expertise: Summoning Mastery III. A skill of type:
      Summoning. Only highest class levels greater than or equal to 35. A base
      charisma of at least 16.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.

      +

       
      Expertise: Summoning Mastery IV
      Requires : The following expertise: Summoning Mastery III. A skill of type:
      Summoning. Only highest class levels greater than or equal to 35. A base
      charisma of at least 16.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.


      Summoning Mastery V (SUMMON5) -


      Expertise: Summoning Mastery V
      Requires : The following expertise: Summoning Mastery IV. A skill of type:
      Summoning. Only highest class levels greater than or equal to 40. A base
      charisma of at least 17.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.

      +

       
      Expertise: Summoning Mastery V
      Requires : The following expertise: Summoning Mastery IV. A skill of type:
      Summoning. Only highest class levels greater than or equal to 40. A base
      charisma of at least 17.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.


      Summoning Mastery VI (SUMMON6) -


      Expertise: Summoning Mastery VI
      Requires : The following expertise: Summoning Mastery V. A skill of type:
      Summoning. Only highest class levels greater than or equal to 45. A base
      charisma of at least 18.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.

      +

       
      Expertise: Summoning Mastery VI
      Requires : The following expertise: Summoning Mastery V. A skill of type:
      Summoning. Only highest class levels greater than or equal to 45. A base
      charisma of at least 18.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.


      Summoning Mastery VII (SUMMON7) -


      Expertise: Summoning Mastery VII
      Requires : The following expertise: Summoning Mastery VI. A skill of type:
      Summoning. Only highest class levels greater than or equal to 50. A base
      charisma of at least 19.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.

      +

       
      Expertise: Summoning Mastery VII
      Requires : The following expertise: Summoning Mastery VI. A skill of type:
      Summoning. Only highest class levels greater than or equal to 50. A base
      charisma of at least 19.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.


      Summoning Mastery VIII (SUMMON8) -


      Expertise: Summoning Mastery VIII
      Requires : The following expertise: Summoning Mastery VII. A skill of type:
      Summoning. Only highest class levels greater than or equal to 55. A base
      charisma of at least 20.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.

      +

       
      Expertise: Summoning Mastery VIII
      Requires : The following expertise: Summoning Mastery VII. A skill of type:
      Summoning. Only highest class levels greater than or equal to 55. A base
      charisma of at least 20.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.


      Summoning Mastery IX (SUMMON9) -


      Expertise: Summoning Mastery IX
      Requires : The following expertise: Summoning Mastery VIII. A skill of type:
      Summoning. Only highest class levels greater than or equal to 60. A base
      charisma of at least 21.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.

      +

       
      Expertise: Summoning Mastery IX
      Requires : The following expertise: Summoning Mastery VIII. A skill of type:
      Summoning. Only highest class levels greater than or equal to 60. A base
      charisma of at least 21.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.


      Summoning Mastery X (SUMMON10) -


      Expertise: Summoning Mastery X
      Requires : The following expertise: Summoning Mastery IX. A skill of type:
      Summoning. Only highest class levels greater than or equal to 65. A base
      charisma of at least 22.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.

      +

       
      Expertise: Summoning Mastery X
      Requires : The following expertise: Summoning Mastery IX. A skill of type:
      Summoning. Only highest class levels greater than or equal to 65. A base
      charisma of at least 22.
      The ability to cast summoning-type magic at a higher power level, allowing
      higher level creatures to be summoned.


      Sword Focus I (SWORDFOCUS1) -


      Expertise: Sword Focus I
      Requires : Only Fighter types. One of the following skills: Sword
      Specialization. Only highest class levels greater than or equal to 32. A base
      wisdom of at least 11.
      The ability for fighters to wield higher level swords.

      +

       
      Expertise: Sword Focus I
      Requires : Only Fighter types. One of the following skills: Sword
      Specialization. Only highest class levels greater than or equal to 32. A base
      wisdom of at least 11.
      The ability for fighters to wield higher level swords.


      Sword Focus II (SWORDFOCUS2) -


      Expertise: Sword Focus II
      Requires : The following expertise: Sword Focus I. Only Fighter types. One of
      the following skills: Sword Specialization. Only highest class levels greater
      than or equal to 37. A base wisdom of at least 12.
      The ability for fighters to wield higher level swords.

      +

       
      Expertise: Sword Focus II
      Requires : The following expertise: Sword Focus I. Only Fighter types. One of
      the following skills: Sword Specialization. Only highest class levels greater
      than or equal to 37. A base wisdom of at least 12.
      The ability for fighters to wield higher level swords.


      Sword Focus III (SWORDFOCUS3) -


      Expertise: Sword Focus III
      Requires : The following expertise: Sword Focus II. Only Fighter types. One
      of the following skills: Sword Specialization. Only highest class levels
      greater than or equal to 42. A base wisdom of at least 13.
      The ability for fighters to wield higher level swords.

      +

       
      Expertise: Sword Focus III
      Requires : The following expertise: Sword Focus II. Only Fighter types. One
      of the following skills: Sword Specialization. Only highest class levels
      greater than or equal to 42. A base wisdom of at least 13.
      The ability for fighters to wield higher level swords.


      Sword Focus IV (SWORDFOCUS4) -


      Expertise: Sword Focus IV
      Requires : The following expertise: Sword Focus III. Only Fighter types. One
      of the following skills: Sword Specialization. Only highest class levels
      greater than or equal to 47. A base wisdom of at least 14.
      The ability for fighters to wield higher level swords.

      +

       
      Expertise: Sword Focus IV
      Requires : The following expertise: Sword Focus III. Only Fighter types. One
      of the following skills: Sword Specialization. Only highest class levels
      greater than or equal to 47. A base wisdom of at least 14.
      The ability for fighters to wield higher level swords.


      Sword Focus V (SWORDFOCUS5) -


      Expertise: Sword Focus V
      Requires : The following expertise: Sword Focus IV. Only Fighter types. One
      of the following skills: Sword Specialization. Only highest class levels
      greater than or equal to 52. A base wisdom of at least 15.
      The ability for fighters to wield higher level swords.

      +

       
      Expertise: Sword Focus V
      Requires : The following expertise: Sword Focus IV. Only Fighter types. One
      of the following skills: Sword Specialization. Only highest class levels
      greater than or equal to 52. A base wisdom of at least 15.
      The ability for fighters to wield higher level swords.


      Sword Focus VI (SWORDFOCUS6) -


      Expertise: Sword Focus VI
      Requires : The following expertise: Sword Focus V. Only Fighter types. One of
      the following skills: Sword Specialization. Only highest class levels greater
      than or equal to 57. A base wisdom of at least 16.
      The ability for fighters to wield higher level swords.

      +

       
      Expertise: Sword Focus VI
      Requires : The following expertise: Sword Focus V. Only Fighter types. One of
      the following skills: Sword Specialization. Only highest class levels greater
      than or equal to 57. A base wisdom of at least 16.
      The ability for fighters to wield higher level swords.


      Sword Focus VII (SWORDFOCUS7) -


      Expertise: Sword Focus VII
      Requires : The following expertise: Sword Focus VI. Only Fighter types. One
      of the following skills: Sword Specialization. Only highest class levels
      greater than or equal to 62. A base wisdom of at least 17.
      The ability for fighters to wield higher level swords.

      +

       
      Expertise: Sword Focus VII
      Requires : The following expertise: Sword Focus VI. Only Fighter types. One
      of the following skills: Sword Specialization. Only highest class levels
      greater than or equal to 62. A base wisdom of at least 17.
      The ability for fighters to wield higher level swords.


      Sword Focus VIII (SWORDFOCUS8) -


      Expertise: Sword Focus VIII
      Requires : The following expertise: Sword Focus VII. Only Fighter types. One
      of the following skills: Sword Specialization. Only highest class levels
      greater than or equal to 67. A base wisdom of at least 18.
      The ability for fighters to wield higher level swords.

      +

       
      Expertise: Sword Focus VIII
      Requires : The following expertise: Sword Focus VII. Only Fighter types. One
      of the following skills: Sword Specialization. Only highest class levels
      greater than or equal to 67. A base wisdom of at least 18.
      The ability for fighters to wield higher level swords.


      Sword Focus IX (SWORDFOCUS9) -


      Expertise: Sword Focus IX
      Requires : The following expertise: Sword Focus VIII. Only Fighter types. One
      of the following skills: Sword Specialization. Only highest class levels
      greater than or equal to 72. A base wisdom of at least 19.
      The ability for fighters to wield higher level swords.

      +

       
      Expertise: Sword Focus IX
      Requires : The following expertise: Sword Focus VIII. Only Fighter types. One
      of the following skills: Sword Specialization. Only highest class levels
      greater than or equal to 72. A base wisdom of at least 19.
      The ability for fighters to wield higher level swords.


      Sword Focus X (SWORDFOCUS10) -


      Expertise: Sword Focus X
      Requires : The following expertise: Sword Focus IX. Only Fighter types. One
      of the following skills: Sword Specialization. Only highest class levels
      greater than or equal to 77. A base wisdom of at least 20.
      The ability for fighters to wield higher level swords.

      +

       
      Expertise: Sword Focus X
      Requires : The following expertise: Sword Focus IX. Only Fighter types. One
      of the following skills: Sword Specialization. Only highest class levels
      greater than or equal to 77. A base wisdom of at least 20.
      The ability for fighters to wield higher level swords.


      Sword Piercing I (SWORDPIERCE1) -


      Expertise: Sword Piercing I
      Requires : One of the following skills: Sword Specialization. Only highest
      class levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a piercing-type sword.

      +

       
      Expertise: Sword Piercing I
      Requires : One of the following skills: Sword Specialization. Only highest
      class levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a piercing-type sword.


      Sword Piercing II (SWORDPIERCE2) -


      Expertise: Sword Piercing II
      Requires : The following expertise: Sword Piercing I. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 37. A base strength of at least 17.
      The ability to do more damage when using a piercing-type sword.

      +

       
      Expertise: Sword Piercing II
      Requires : The following expertise: Sword Piercing I. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 37. A base strength of at least 17.
      The ability to do more damage when using a piercing-type sword.


      Sword Piercing III (SWORDPIERCE3) -


      Expertise: Sword Piercing III
      Requires : The following expertise: Sword Piercing II. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 42. A base strength of at least 18.
      The ability to do more damage when using a piercing-type sword.

      +

       
      Expertise: Sword Piercing III
      Requires : The following expertise: Sword Piercing II. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 42. A base strength of at least 18.
      The ability to do more damage when using a piercing-type sword.


      Sword Piercing IV (SWORDPIERCE4) -


      Expertise: Sword Piercing IV
      Requires : The following expertise: Sword Piercing III. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 47. A base strength of at least 19.
      The ability to do more damage when using a piercing-type sword.

      +

       
      Expertise: Sword Piercing IV
      Requires : The following expertise: Sword Piercing III. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 47. A base strength of at least 19.
      The ability to do more damage when using a piercing-type sword.


      Sword Piercing V (SWORDPIERCE5) -


      Expertise: Sword Piercing V
      Requires : The following expertise: Sword Piercing IV. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 52. A base strength of at least 20.
      The ability to do more damage when using a piercing-type sword.

      +

       
      Expertise: Sword Piercing V
      Requires : The following expertise: Sword Piercing IV. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 52. A base strength of at least 20.
      The ability to do more damage when using a piercing-type sword.


      Sword Piercing VI (SWORDPIERCE6) -


      Expertise: Sword Piercing VI
      Requires : The following expertise: Sword Piercing V. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 57. A base strength of at least 21.
      The ability to do more damage when using a piercing-type sword.

      +

       
      Expertise: Sword Piercing VI
      Requires : The following expertise: Sword Piercing V. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 57. A base strength of at least 21.
      The ability to do more damage when using a piercing-type sword.


      Sword Piercing VII (SWORDPIERCE7) -


      Expertise: Sword Piercing VII
      Requires : The following expertise: Sword Piercing VI. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 62. A base strength of at least 22.
      The ability to do more damage when using a piercing-type sword.

      +

       
      Expertise: Sword Piercing VII
      Requires : The following expertise: Sword Piercing VI. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 62. A base strength of at least 22.
      The ability to do more damage when using a piercing-type sword.


      Sword Piercing VIII (SWORDPIERCE8) -


      Expertise: Sword Piercing VIII
      Requires : The following expertise: Sword Piercing VII. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 67. A base strength of at least 23.
      The ability to do more damage when using a piercing-type sword.

      +

       
      Expertise: Sword Piercing VIII
      Requires : The following expertise: Sword Piercing VII. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 67. A base strength of at least 23.
      The ability to do more damage when using a piercing-type sword.


      Sword Piercing IX (SWORDPIERCE9) -


      Expertise: Sword Piercing IX
      Requires : The following expertise: Sword Piercing VIII. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 72. A base strength of at least 24.
      The ability to do more damage when using a piercing-type sword.

      +

       
      Expertise: Sword Piercing IX
      Requires : The following expertise: Sword Piercing VIII. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 72. A base strength of at least 24.
      The ability to do more damage when using a piercing-type sword.


      Sword Piercing X (SWORDPIERCE10) -


      Expertise: Sword Piercing X
      Requires : The following expertise: Sword Piercing IX. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 77. A base strength of at least 25.
      The ability to do more damage when using a piercing-type sword.

      +

       
      Expertise: Sword Piercing X
      Requires : The following expertise: Sword Piercing IX. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 77. A base strength of at least 25.
      The ability to do more damage when using a piercing-type sword.


      Sword Slicing I (SWORDSLICE1) -


      Expertise: Sword Slicing I
      Requires : One of the following skills: Sword Specialization. Only highest
      class levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a slashing/slicing-type sword.

      +

       
      Expertise: Sword Slicing I
      Requires : One of the following skills: Sword Specialization. Only highest
      class levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a slashing/slicing-type sword.


      Sword Slicing II (SWORDSLICE2) -


      Expertise: Sword Slicing II
      Requires : The following expertise: Sword Slicing I. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 37. A base strength of at least 17.
      The ability to do more damage when using a slashing/slicing-type sword.

      +

       
      Expertise: Sword Slicing II
      Requires : The following expertise: Sword Slicing I. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 37. A base strength of at least 17.
      The ability to do more damage when using a slashing/slicing-type sword.


      Sword Slicing III (SWORDSLICE3) -


      Expertise: Sword Slicing III
      Requires : The following expertise: Sword Slicing II. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 42. A base strength of at least 18.
      The ability to do more damage when using a slashing/slicing-type sword.

      +

       
      Expertise: Sword Slicing III
      Requires : The following expertise: Sword Slicing II. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 42. A base strength of at least 18.
      The ability to do more damage when using a slashing/slicing-type sword.


      Sword Slicing IV (SWORDSLICE4) -


      Expertise: Sword Slicing IV
      Requires : The following expertise: Sword Slicing III. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 47. A base strength of at least 19.
      The ability to do more damage when using a slashing/slicing-type sword.

      +

       
      Expertise: Sword Slicing IV
      Requires : The following expertise: Sword Slicing III. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 47. A base strength of at least 19.
      The ability to do more damage when using a slashing/slicing-type sword.


      Sword Slicing V (SWORDSLICE5) -


      Expertise: Sword Slicing V
      Requires : The following expertise: Sword Slicing IV. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 52. A base strength of at least 20.
      The ability to do more damage when using a slashing/slicing-type sword.

      +

       
      Expertise: Sword Slicing V
      Requires : The following expertise: Sword Slicing IV. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 52. A base strength of at least 20.
      The ability to do more damage when using a slashing/slicing-type sword.


      Sword Slicing VI (SWORDSLICE6) -


      Expertise: Sword Slicing VI
      Requires : The following expertise: Sword Slicing V. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 57. A base strength of at least 21.
      The ability to do more damage when using a slashing/slicing-type sword.

      +

       
      Expertise: Sword Slicing VI
      Requires : The following expertise: Sword Slicing V. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 57. A base strength of at least 21.
      The ability to do more damage when using a slashing/slicing-type sword.


      Sword Slicing VII (SWORDSLICE7) -


      Expertise: Sword Slicing VII
      Requires : The following expertise: Sword Slicing VI. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 62. A base strength of at least 22.
      The ability to do more damage when using a slashing/slicing-type sword.

      +

       
      Expertise: Sword Slicing VII
      Requires : The following expertise: Sword Slicing VI. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 62. A base strength of at least 22.
      The ability to do more damage when using a slashing/slicing-type sword.


      Sword Slicing VIII (SWORDSLICE8) -


      Expertise: Sword Slicing VIII
      Requires : The following expertise: Sword Slicing VII. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 67. A base strength of at least 23.
      The ability to do more damage when using a slashing/slicing-type sword.

      +

       
      Expertise: Sword Slicing VIII
      Requires : The following expertise: Sword Slicing VII. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 67. A base strength of at least 23.
      The ability to do more damage when using a slashing/slicing-type sword.


      Sword Slicing IX (SWORDSLICE9) -


      Expertise: Sword Slicing IX
      Requires : The following expertise: Sword Slicing VIII. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 72. A base strength of at least 24.
      The ability to do more damage when using a slashing/slicing-type sword.

      +

       
      Expertise: Sword Slicing IX
      Requires : The following expertise: Sword Slicing VIII. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 72. A base strength of at least 24.
      The ability to do more damage when using a slashing/slicing-type sword.


      Sword Slicing X (SWORDSLICE10) -


      Expertise: Sword Slicing X
      Requires : The following expertise: Sword Slicing IX. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 77. A base strength of at least 25.
      The ability to do more damage when using a slashing/slicing-type sword.

      +

       
      Expertise: Sword Slicing X
      Requires : The following expertise: Sword Slicing IX. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 77. A base strength of at least 25.
      The ability to do more damage when using a slashing/slicing-type sword.


      Sword Striking I (SWORDSTRIKE1) -


      Expertise: Sword Striking I
      Requires : One of the following skills: Sword Specialization. Only highest
      class levels greater than or equal to 29. A base dexterity of at least 16.
      The ability to hit more often when using a sword.

      +

       
      Expertise: Sword Striking I
      Requires : One of the following skills: Sword Specialization. Only highest
      class levels greater than or equal to 29. A base dexterity of at least 16.
      The ability to hit more often when using a sword.


      Sword Striking II (SWORDSTRIKE2) -


      Expertise: Sword Striking II
      Requires : The following expertise: Sword Striking I. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 34. A base dexterity of at least 17.
      The ability to hit more often when using a sword.

      +

       
      Expertise: Sword Striking II
      Requires : The following expertise: Sword Striking I. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 34. A base dexterity of at least 17.
      The ability to hit more often when using a sword.


      Sword Striking III (SWORDSTRIKE3) -


      Expertise: Sword Striking III
      Requires : The following expertise: Sword Striking II. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 39. A base dexterity of at least 18.
      The ability to hit more often when using a sword.

      +

       
      Expertise: Sword Striking III
      Requires : The following expertise: Sword Striking II. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 39. A base dexterity of at least 18.
      The ability to hit more often when using a sword.


      Sword Striking IV (SWORDSTRIKE4) -


      Expertise: Sword Striking IV
      Requires : The following expertise: Sword Striking III. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 44. A base dexterity of at least 19.
      The ability to hit more often when using a sword.

      +

       
      Expertise: Sword Striking IV
      Requires : The following expertise: Sword Striking III. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 44. A base dexterity of at least 19.
      The ability to hit more often when using a sword.


      Sword Striking V (SWORDSTRIKE5) -


      Expertise: Sword Striking V
      Requires : The following expertise: Sword Striking IV. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 49. A base dexterity of at least 20.
      The ability to hit more often when using a sword.

      +

       
      Expertise: Sword Striking V
      Requires : The following expertise: Sword Striking IV. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 49. A base dexterity of at least 20.
      The ability to hit more often when using a sword.


      Sword Striking VI (SWORDSTRIKE6) -


      Expertise: Sword Striking VI
      Requires : The following expertise: Sword Striking V. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 54. A base dexterity of at least 21.
      The ability to hit more often when using a sword.

      +

       
      Expertise: Sword Striking VI
      Requires : The following expertise: Sword Striking V. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 54. A base dexterity of at least 21.
      The ability to hit more often when using a sword.


      Sword Striking VII (SWORDSTRIKE7) -


      Expertise: Sword Striking VII
      Requires : The following expertise: Sword Striking VI. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 59. A base dexterity of at least 22.
      The ability to hit more often when using a sword.

      +

       
      Expertise: Sword Striking VII
      Requires : The following expertise: Sword Striking VI. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 59. A base dexterity of at least 22.
      The ability to hit more often when using a sword.


      Sword Striking VIII (SWORDSTRIKE8) -


      Expertise: Sword Striking VIII
      Requires : The following expertise: Sword Striking VII. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 64. A base dexterity of at least 23.
      The ability to hit more often when using a sword.

      +

       
      Expertise: Sword Striking VIII
      Requires : The following expertise: Sword Striking VII. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 64. A base dexterity of at least 23.
      The ability to hit more often when using a sword.


      Sword Striking IX (SWORDSTRIKE9) -


      Expertise: Sword Striking IX
      Requires : The following expertise: Sword Striking VIII. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 69. A base dexterity of at least 24.
      The ability to hit more often when using a sword.

      +

       
      Expertise: Sword Striking IX
      Requires : The following expertise: Sword Striking VIII. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 69. A base dexterity of at least 24.
      The ability to hit more often when using a sword.


      Sword Striking X (SWORDSTRIKE10) -


      Expertise: Sword Striking X
      Requires : The following expertise: Sword Striking IX. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 74. A base dexterity of at least 25.
      The ability to hit more often when using a sword.

      +

       
      Expertise: Sword Striking X
      Requires : The following expertise: Sword Striking IX. One of the following
      skills: Sword Specialization. Only highest class levels greater than or equal
      to 74. A base dexterity of at least 25.
      The ability to hit more often when using a sword.


      Terranalist I (TERRALIST1) -


      Expertise: Terranalist I
      Requires : A skill of type: Acidizing. Only highest class levels greater than
      or equal to 31. A base constitution of at least 13.
      The ability to deal more damage from magical acid attacks

      +

       
      Expertise: Terranalist I
      Requires : A skill of type: Acidizing. Only highest class levels greater than
      or equal to 31. A base constitution of at least 13.
      The ability to deal more damage from magical acid attacks


      Terranalist II (TERRALIST2) -


      Expertise: Terranalist II
      Requires : The following expertise: Terranalist I. A skill of type: Acidizing.
      Only highest class levels greater than or equal to 36. A base constitution of
      at least 14.
      The ability to deal more damage from magical acid attacks

      +

       
      Expertise: Terranalist II
      Requires : The following expertise: Terranalist I. A skill of type: Acidizing.
      Only highest class levels greater than or equal to 36. A base constitution of
      at least 14.
      The ability to deal more damage from magical acid attacks


      Terranalist III (TERRALIST3) -


      Expertise: Terranalist III
      Requires : The following expertise: Terranalist II. A skill of type:
      Acidizing. Only highest class levels greater than or equal to 41. A base
      constitution of at least 15.
      The ability to deal more damage from magical acid attacks

      +

       
      Expertise: Terranalist III
      Requires : The following expertise: Terranalist II. A skill of type:
      Acidizing. Only highest class levels greater than or equal to 41. A base
      constitution of at least 15.
      The ability to deal more damage from magical acid attacks


      Terranalist IV (TERRALIST4) -


      Expertise: Terranalist IV
      Requires : The following expertise: Terranalist III. A skill of type:
      Acidizing. Only highest class levels greater than or equal to 46. A base
      constitution of at least 16.
      The ability to deal more damage from magical acid attacks

      +

       
      Expertise: Terranalist IV
      Requires : The following expertise: Terranalist III. A skill of type:
      Acidizing. Only highest class levels greater than or equal to 46. A base
      constitution of at least 16.
      The ability to deal more damage from magical acid attacks


      Terranalist V (TERRALIST5) -


      Expertise: Terranalist V
      Requires : The following expertise: Terranalist IV. A skill of type:
      Acidizing. Only highest class levels greater than or equal to 51. A base
      constitution of at least 17.
      The ability to deal more damage from magical acid attacks

      +

       
      Expertise: Terranalist V
      Requires : The following expertise: Terranalist IV. A skill of type:
      Acidizing. Only highest class levels greater than or equal to 51. A base
      constitution of at least 17.
      The ability to deal more damage from magical acid attacks


      Terranalist VI (TERRALIST6) -


      Expertise: Terranalist VI
      Requires : The following expertise: Terranalist V. A skill of type: Acidizing.
      Only highest class levels greater than or equal to 56. A base constitution of
      at least 18.
      The ability to deal more damage from magical acid attacks

      +

       
      Expertise: Terranalist VI
      Requires : The following expertise: Terranalist V. A skill of type: Acidizing.
      Only highest class levels greater than or equal to 56. A base constitution of
      at least 18.
      The ability to deal more damage from magical acid attacks


      Terranalist VII (TERRALIST7) -


      Expertise: Terranalist VII
      Requires : The following expertise: Terranalist VI. A skill of type:
      Acidizing. Only highest class levels greater than or equal to 61. A base
      constitution of at least 19.
      The ability to deal more damage from magical acid attacks

      +

       
      Expertise: Terranalist VII
      Requires : The following expertise: Terranalist VI. A skill of type:
      Acidizing. Only highest class levels greater than or equal to 61. A base
      constitution of at least 19.
      The ability to deal more damage from magical acid attacks


      Terranalist VIII (TERRALIST8) -


      Expertise: Terranalist VIII
      Requires : The following expertise: Terranalist VII. A skill of type:
      Acidizing. Only highest class levels greater than or equal to 66. A base
      constitution of at least 20.
      The ability to deal more damage from magical acid attacks

      +

       
      Expertise: Terranalist VIII
      Requires : The following expertise: Terranalist VII. A skill of type:
      Acidizing. Only highest class levels greater than or equal to 66. A base
      constitution of at least 20.
      The ability to deal more damage from magical acid attacks


      Terranalist IX (TERRALIST9) -


      Expertise: Terranalist IX
      Requires : The following expertise: Terranalist VIII. A skill of type:
      Acidizing. Only highest class levels greater than or equal to 71. A base
      constitution of at least 21.
      The ability to deal more damage from magical acid attacks

      +

       
      Expertise: Terranalist IX
      Requires : The following expertise: Terranalist VIII. A skill of type:
      Acidizing. Only highest class levels greater than or equal to 71. A base
      constitution of at least 21.
      The ability to deal more damage from magical acid attacks


      Terranalist X (TERRALIST10) -


      Expertise: Terranalist X
      Requires : The following expertise: Terranalist IX. A skill of type:
      Acidizing. Only highest class levels greater than or equal to 76. A base
      constitution of at least 22.
      The ability to deal more damage from magical acid attacks

      +

       
      Expertise: Terranalist X
      Requires : The following expertise: Terranalist IX. A skill of type:
      Acidizing. Only highest class levels greater than or equal to 76. A base
      constitution of at least 22.
      The ability to deal more damage from magical acid attacks


      Theft Mastery I (STEALING1) -


      Expertise: Theft Mastery I
      Requires : A skill of type: Stealing. Only highest class levels greater than
      or equal to 15. A base dexterity of at least 13.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.

      +

       
      Expertise: Theft Mastery I
      Requires : A skill of type: Stealing. Only highest class levels greater than
      or equal to 15. A base dexterity of at least 13.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.


      Theft Mastery II (STEALING2) -


      Expertise: Theft Mastery II
      Requires : The following expertise: Theft Mastery I. A skill of type:
      Stealing. Only highest class levels greater than or equal to 20. A base
      dexterity of at least 14.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.

      +

       
      Expertise: Theft Mastery II
      Requires : The following expertise: Theft Mastery I. A skill of type:
      Stealing. Only highest class levels greater than or equal to 20. A base
      dexterity of at least 14.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.


      Theft Mastery III (STEALING3) -


      Expertise: Theft Mastery III
      Requires : The following expertise: Theft Mastery II. A skill of type:
      Stealing. Only highest class levels greater than or equal to 25. A base
      dexterity of at least 15.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.

      +

       
      Expertise: Theft Mastery III
      Requires : The following expertise: Theft Mastery II. A skill of type:
      Stealing. Only highest class levels greater than or equal to 25. A base
      dexterity of at least 15.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.


      Theft Mastery IV (STEALING4) -


      Expertise: Theft Mastery IV
      Requires : The following expertise: Theft Mastery III. A skill of type:
      Stealing. Only highest class levels greater than or equal to 30. A base
      dexterity of at least 16.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.

      +

       
      Expertise: Theft Mastery IV
      Requires : The following expertise: Theft Mastery III. A skill of type:
      Stealing. Only highest class levels greater than or equal to 30. A base
      dexterity of at least 16.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.


      Theft Mastery V (STEALING5) -


      Expertise: Theft Mastery V
      Requires : The following expertise: Theft Mastery IV. A skill of type:
      Stealing. Only highest class levels greater than or equal to 35. A base
      dexterity of at least 17.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.

      +

       
      Expertise: Theft Mastery V
      Requires : The following expertise: Theft Mastery IV. A skill of type:
      Stealing. Only highest class levels greater than or equal to 35. A base
      dexterity of at least 17.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.


      Theft Mastery VI (STEALING6) -


      Expertise: Theft Mastery VI
      Requires : The following expertise: Theft Mastery V. A skill of type:
      Stealing. Only highest class levels greater than or equal to 40. A base
      dexterity of at least 18.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.

      +

       
      Expertise: Theft Mastery VI
      Requires : The following expertise: Theft Mastery V. A skill of type:
      Stealing. Only highest class levels greater than or equal to 40. A base
      dexterity of at least 18.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.


      Theft Mastery VII (STEALING7) -


      Expertise: Theft Mastery VII
      Requires : The following expertise: Theft Mastery VI. A skill of type:
      Stealing. Only highest class levels greater than or equal to 45. A base
      dexterity of at least 19.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.

      +

       
      Expertise: Theft Mastery VII
      Requires : The following expertise: Theft Mastery VI. A skill of type:
      Stealing. Only highest class levels greater than or equal to 45. A base
      dexterity of at least 19.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.


      Theft Mastery VIII (STEALING8) -


      Expertise: Theft Mastery VIII
      Requires : The following expertise: Theft Mastery VII. A skill of type:
      Stealing. Only highest class levels greater than or equal to 50. A base
      dexterity of at least 20.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.

      +

       
      Expertise: Theft Mastery VIII
      Requires : The following expertise: Theft Mastery VII. A skill of type:
      Stealing. Only highest class levels greater than or equal to 50. A base
      dexterity of at least 20.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.


      Theft Mastery IX (STEALING9) -


      Expertise: Theft Mastery IX
      Requires : The following expertise: Theft Mastery VIII. A skill of type:
      Stealing. Only highest class levels greater than or equal to 55. A base
      dexterity of at least 21.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.

      +

       
      Expertise: Theft Mastery IX
      Requires : The following expertise: Theft Mastery VIII. A skill of type:
      Stealing. Only highest class levels greater than or equal to 55. A base
      dexterity of at least 21.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.


      Theft Mastery X (STEALING10) -


      Expertise: Theft Mastery X
      Requires : The following expertise: Theft Mastery IX. A skill of type:
      Stealing. Only highest class levels greater than or equal to 60. A base
      dexterity of at least 22.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.

      +

       
      Expertise: Theft Mastery X
      Requires : The following expertise: Theft Mastery IX. A skill of type:
      Stealing. Only highest class levels greater than or equal to 60. A base
      dexterity of at least 22.
      The ability to steal, swipe, and do unseemly slight of hand with more advanced
      foes.


      Trap Disabling I (DETRAP1) -


      Expertise: Trap Disabling I
      Requires : A skill of type: Find/remove traps. Only highest class levels
      greater than or equal to 17. A base dexterity of at least 13.
      The ability to better avoid, identify, handle, and disable traps.

      +

       
      Expertise: Trap Disabling I
      Requires : A skill of type: Find/remove traps. Only highest class levels
      greater than or equal to 17. A base dexterity of at least 13.
      The ability to better avoid, identify, handle, and disable traps.


      Trap Disabling II (DETRAP2) -


      Expertise: Trap Disabling II
      Requires : The following expertise: Trap Disabling I. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 22. A
      base dexterity of at least 14.
      The ability to better avoid, identify, handle, and disable traps.

      +

       
      Expertise: Trap Disabling II
      Requires : The following expertise: Trap Disabling I. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 22. A
      base dexterity of at least 14.
      The ability to better avoid, identify, handle, and disable traps.


      Trap Disabling III (DETRAP3) -


      Expertise: Trap Disabling III
      Requires : The following expertise: Trap Disabling II. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 27. A
      base dexterity of at least 15.
      The ability to better avoid, identify, handle, and disable traps.

      +

       
      Expertise: Trap Disabling III
      Requires : The following expertise: Trap Disabling II. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 27. A
      base dexterity of at least 15.
      The ability to better avoid, identify, handle, and disable traps.


      Trap Disabling IV (DETRAP4) -


      Expertise: Trap Disabling IV
      Requires : The following expertise: Trap Disabling III. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 32. A
      base dexterity of at least 16.
      The ability to better avoid, identify, handle, and disable traps.

      +

       
      Expertise: Trap Disabling IV
      Requires : The following expertise: Trap Disabling III. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 32. A
      base dexterity of at least 16.
      The ability to better avoid, identify, handle, and disable traps.


      Trap Disabling V (DETRAP5) -


      Expertise: Trap Disabling V
      Requires : The following expertise: Trap Disabling IV. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 37. A
      base dexterity of at least 17.
      The ability to better avoid, identify, handle, and disable traps.

      +

       
      Expertise: Trap Disabling V
      Requires : The following expertise: Trap Disabling IV. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 37. A
      base dexterity of at least 17.
      The ability to better avoid, identify, handle, and disable traps.


      Trap Disabling VI (DETRAP6) -


      Expertise: Trap Disabling VI
      Requires : The following expertise: Trap Disabling V. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 42. A
      base dexterity of at least 18.
      The ability to better avoid, identify, handle, and disable traps.

      +

       
      Expertise: Trap Disabling VI
      Requires : The following expertise: Trap Disabling V. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 42. A
      base dexterity of at least 18.
      The ability to better avoid, identify, handle, and disable traps.


      Trap Disabling VII (DETRAP7) -


      Expertise: Trap Disabling VII
      Requires : The following expertise: Trap Disabling VI. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 47. A
      base dexterity of at least 19.
      The ability to better avoid, identify, handle, and disable traps.

      +

       
      Expertise: Trap Disabling VII
      Requires : The following expertise: Trap Disabling VI. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 47. A
      base dexterity of at least 19.
      The ability to better avoid, identify, handle, and disable traps.


      Trap Disabling VIII (DETRAP8) -


      Expertise: Trap Disabling VIII
      Requires : The following expertise: Trap Disabling VII. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 52. A
      base dexterity of at least 20.
      The ability to better avoid, identify, handle, and disable traps.

      +

       
      Expertise: Trap Disabling VIII
      Requires : The following expertise: Trap Disabling VII. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 52. A
      base dexterity of at least 20.
      The ability to better avoid, identify, handle, and disable traps.


      Trap Disabling IX (DETRAP9) -


      Expertise: Trap Disabling IX
      Requires : The following expertise: Trap Disabling VIII. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 57. A
      base dexterity of at least 21.
      The ability to better avoid, identify, handle, and disable traps.

      +

       
      Expertise: Trap Disabling IX
      Requires : The following expertise: Trap Disabling VIII. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 57. A
      base dexterity of at least 21.
      The ability to better avoid, identify, handle, and disable traps.


      Trap Disabling X (DETRAP10) -


      Expertise: Trap Disabling X
      Requires : The following expertise: Trap Disabling IX. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 62. A
      base dexterity of at least 22.
      The ability to better avoid, identify, handle, and disable traps.

      +

       
      Expertise: Trap Disabling X
      Requires : The following expertise: Trap Disabling IX. A skill of type:
      Find/remove traps. Only highest class levels greater than or equal to 62. A
      base dexterity of at least 22.
      The ability to better avoid, identify, handle, and disable traps.


      Trapping I (TRAPPING1) -


      Expertise: Trapping I
      Requires : A skill of type: Trapping. Only highest class levels greater than
      or equal to 21. A base dexterity of at least 13.
      The ability to build and deploy traps that are better made, and more lethal.

      +

       
      Expertise: Trapping I
      Requires : A skill of type: Trapping. Only highest class levels greater than
      or equal to 21. A base dexterity of at least 13.
      The ability to build and deploy traps that are better made, and more lethal.


      Trapping II (TRAPPING2) -


      Expertise: Trapping II
      Requires : The following expertise: Trapping I. A skill of type: Trapping.
      Only highest class levels greater than or equal to 26. A base dexterity of at
      least 14.
      The ability to build and deploy traps that are better made, and more lethal.

      +

       
      Expertise: Trapping II
      Requires : The following expertise: Trapping I. A skill of type: Trapping.
      Only highest class levels greater than or equal to 26. A base dexterity of at
      least 14.
      The ability to build and deploy traps that are better made, and more lethal.


      Trapping III (TRAPPING3) -


      Expertise: Trapping III
      Requires : The following expertise: Trapping II. A skill of type: Trapping.
      Only highest class levels greater than or equal to 31. A base dexterity of at
      least 15.
      The ability to build and deploy traps that are better made, and more lethal.

      +

       
      Expertise: Trapping III
      Requires : The following expertise: Trapping II. A skill of type: Trapping.
      Only highest class levels greater than or equal to 31. A base dexterity of at
      least 15.
      The ability to build and deploy traps that are better made, and more lethal.


      Trapping IV (TRAPPING4) -


      Expertise: Trapping IV
      Requires : The following expertise: Trapping III. A skill of type: Trapping.
      Only highest class levels greater than or equal to 36. A base dexterity of at
      least 16.
      The ability to build and deploy traps that are better made, and more lethal.

      +

       
      Expertise: Trapping IV
      Requires : The following expertise: Trapping III. A skill of type: Trapping.
      Only highest class levels greater than or equal to 36. A base dexterity of at
      least 16.
      The ability to build and deploy traps that are better made, and more lethal.


      Trapping V (TRAPPING5) -


      Expertise: Trapping V
      Requires : The following expertise: Trapping IV. A skill of type: Trapping.
      Only highest class levels greater than or equal to 41. A base dexterity of at
      least 17.
      The ability to build and deploy traps that are better made, and more lethal.

      +

       
      Expertise: Trapping V
      Requires : The following expertise: Trapping IV. A skill of type: Trapping.
      Only highest class levels greater than or equal to 41. A base dexterity of at
      least 17.
      The ability to build and deploy traps that are better made, and more lethal.


      Trapping VI (TRAPPING6) -


      Expertise: Trapping VI
      Requires : The following expertise: Trapping V. A skill of type: Trapping.
      Only highest class levels greater than or equal to 46. A base dexterity of at
      least 18.
      The ability to build and deploy traps that are better made, and more lethal.

      +

       
      Expertise: Trapping VI
      Requires : The following expertise: Trapping V. A skill of type: Trapping.
      Only highest class levels greater than or equal to 46. A base dexterity of at
      least 18.
      The ability to build and deploy traps that are better made, and more lethal.


      Trapping VII (TRAPPING7) -


      Expertise: Trapping VII
      Requires : The following expertise: Trapping VI. A skill of type: Trapping.
      Only highest class levels greater than or equal to 51. A base dexterity of at
      least 19.
      The ability to build and deploy traps that are better made, and more lethal.

      +

       
      Expertise: Trapping VII
      Requires : The following expertise: Trapping VI. A skill of type: Trapping.
      Only highest class levels greater than or equal to 51. A base dexterity of at
      least 19.
      The ability to build and deploy traps that are better made, and more lethal.


      Trapping VIII (TRAPPING8) -


      Expertise: Trapping VIII
      Requires : The following expertise: Trapping VII. A skill of type: Trapping.
      Only highest class levels greater than or equal to 56. A base dexterity of at
      least 20.
      The ability to build and deploy traps that are better made, and more lethal.

      +

       
      Expertise: Trapping VIII
      Requires : The following expertise: Trapping VII. A skill of type: Trapping.
      Only highest class levels greater than or equal to 56. A base dexterity of at
      least 20.
      The ability to build and deploy traps that are better made, and more lethal.


      Trapping IX (TRAPPING9) -


      Expertise: Trapping IX
      Requires : The following expertise: Trapping VIII. A skill of type: Trapping.
      Only highest class levels greater than or equal to 61. A base dexterity of at
      least 21.
      The ability to build and deploy traps that are better made, and more lethal.

      +

       
      Expertise: Trapping IX
      Requires : The following expertise: Trapping VIII. A skill of type: Trapping.
      Only highest class levels greater than or equal to 61. A base dexterity of at
      least 21.
      The ability to build and deploy traps that are better made, and more lethal.


      Trapping X (TRAPPING10) -


      Expertise: Trapping X
      Requires : The following expertise: Trapping IX. A skill of type: Trapping.
      Only highest class levels greater than or equal to 66. A base dexterity of at
      least 22.
      The ability to build and deploy traps that are better made, and more lethal.

      +

       
      Expertise: Trapping X
      Requires : The following expertise: Trapping IX. A skill of type: Trapping.
      Only highest class levels greater than or equal to 66. A base dexterity of at
      least 22.
      The ability to build and deploy traps that are better made, and more lethal.


      Unarmed Bashing I (UNARMEDBASH1) -


      Expertise: Unarmed Bashing I
      Requires : One of the following skills: Hand to hand combat. Only highest
      class levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a bashing-type unarmed attack.

      +

       
      Expertise: Unarmed Bashing I
      Requires : One of the following skills: Hand to hand combat. Only highest
      class levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a bashing-type unarmed attack.


      Unarmed Bashing II (UNARMEDBASH2) -


      Expertise: Unarmed Bashing II
      Requires : The following expertise: Unarmed Bashing I. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 37. A base strength of at least 17.
      The ability to do more damage when using a bashing-type unarmed attack.

      +

       
      Expertise: Unarmed Bashing II
      Requires : The following expertise: Unarmed Bashing I. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 37. A base strength of at least 17.
      The ability to do more damage when using a bashing-type unarmed attack.


      Unarmed Bashing III (UNARMEDBASH3) -


      Expertise: Unarmed Bashing III
      Requires : The following expertise: Unarmed Bashing II. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 42. A base strength of at least 18.
      The ability to do more damage when using a bashing-type unarmed attack.

      +

       
      Expertise: Unarmed Bashing III
      Requires : The following expertise: Unarmed Bashing II. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 42. A base strength of at least 18.
      The ability to do more damage when using a bashing-type unarmed attack.


      Unarmed Bashing IV (UNARMEDBASH4) -


      Expertise: Unarmed Bashing IV
      Requires : The following expertise: Unarmed Bashing III. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 47. A base strength of at least 19.
      The ability to do more damage when using a bashing-type unarmed attack.

      +

       
      Expertise: Unarmed Bashing IV
      Requires : The following expertise: Unarmed Bashing III. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 47. A base strength of at least 19.
      The ability to do more damage when using a bashing-type unarmed attack.


      Unarmed Bashing V (UNARMEDBASH5) -


      Expertise: Unarmed Bashing V
      Requires : The following expertise: Unarmed Bashing IV. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 52. A base strength of at least 20.
      The ability to do more damage when using a bashing-type unarmed attack.

      +

       
      Expertise: Unarmed Bashing V
      Requires : The following expertise: Unarmed Bashing IV. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 52. A base strength of at least 20.
      The ability to do more damage when using a bashing-type unarmed attack.


      Unarmed Bashing VI (UNARMEDBASH6) -


      Expertise: Unarmed Bashing VI
      Requires : The following expertise: Unarmed Bashing V. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 57. A base strength of at least 21.
      The ability to do more damage when using a bashing-type unarmed attack.

      +

       
      Expertise: Unarmed Bashing VI
      Requires : The following expertise: Unarmed Bashing V. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 57. A base strength of at least 21.
      The ability to do more damage when using a bashing-type unarmed attack.


      Unarmed Bashing VII (UNARMEDBASH7) -


      Expertise: Unarmed Bashing VII
      Requires : The following expertise: Unarmed Bashing VI. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 62. A base strength of at least 22.
      The ability to do more damage when using a bashing-type unarmed attack.

      +

       
      Expertise: Unarmed Bashing VII
      Requires : The following expertise: Unarmed Bashing VI. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 62. A base strength of at least 22.
      The ability to do more damage when using a bashing-type unarmed attack.


      Unarmed Bashing VIII (UNARMEDBASH8) -


      Expertise: Unarmed Bashing VIII
      Requires : The following expertise: Unarmed Bashing VII. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 67. A base strength of at least 23.
      The ability to do more damage when using a bashing-type unarmed attack.

      +

       
      Expertise: Unarmed Bashing VIII
      Requires : The following expertise: Unarmed Bashing VII. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 67. A base strength of at least 23.
      The ability to do more damage when using a bashing-type unarmed attack.


      Unarmed Bashing IX (UNARMEDBASH9) -


      Expertise: Unarmed Bashing IX
      Requires : The following expertise: Unarmed Bashing VIII. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 72. A base strength of at least 24.
      The ability to do more damage when using a bashing-type unarmed attack.

      +

       
      Expertise: Unarmed Bashing IX
      Requires : The following expertise: Unarmed Bashing VIII. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 72. A base strength of at least 24.
      The ability to do more damage when using a bashing-type unarmed attack.


      Unarmed Bashing X (UNARMEDBASH10) -


      Expertise: Unarmed Bashing X
      Requires : The following expertise: Unarmed Bashing IX. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 77. A base strength of at least 25.
      The ability to do more damage when using a bashing-type unarmed attack.

      +

       
      Expertise: Unarmed Bashing X
      Requires : The following expertise: Unarmed Bashing IX. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 77. A base strength of at least 25.
      The ability to do more damage when using a bashing-type unarmed attack.


      Unarmed Focus I (UNARMEDFOCUS1) -


      Expertise: Unarmed Focus I
      Requires : Only Fighter types. One of the following skills: Hand to hand
      combat. Only highest class levels greater than or equal to 32. A base wisdom
      of at least 11.
      The ability for fighters to wield higher level natural weapons.

      +

       
      Expertise: Unarmed Focus I
      Requires : Only Fighter types. One of the following skills: Hand to hand
      combat. Only highest class levels greater than or equal to 32. A base wisdom
      of at least 11.
      The ability for fighters to wield higher level natural weapons.


      Unarmed Focus II (UNARMEDFOCUS2) -


      Expertise: Unarmed Focus II
      Requires : The following expertise: Unarmed Focus I. Only Fighter types. One
      of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 37. A base wisdom of at least 12.
      The ability for fighters to wield higher level natural weapons.

      +

       
      Expertise: Unarmed Focus II
      Requires : The following expertise: Unarmed Focus I. Only Fighter types. One
      of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 37. A base wisdom of at least 12.
      The ability for fighters to wield higher level natural weapons.


      Unarmed Focus III (UNARMEDFOCUS3) -


      Expertise: Unarmed Focus III
      Requires : The following expertise: Unarmed Focus II. Only Fighter types. One
      of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 42. A base wisdom of at least 13.
      The ability for fighters to wield higher level natural weapons.

      +

       
      Expertise: Unarmed Focus III
      Requires : The following expertise: Unarmed Focus II. Only Fighter types. One
      of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 42. A base wisdom of at least 13.
      The ability for fighters to wield higher level natural weapons.


      Unarmed Focus IV (UNARMEDFOCUS4) -


      Expertise: Unarmed Focus IV
      Requires : The following expertise: Unarmed Focus III. Only Fighter types.
      One of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 47. A base wisdom of at least 14.
      The ability for fighters to wield higher level natural weapons.

      +

       
      Expertise: Unarmed Focus IV
      Requires : The following expertise: Unarmed Focus III. Only Fighter types.
      One of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 47. A base wisdom of at least 14.
      The ability for fighters to wield higher level natural weapons.


      Unarmed Focus V (UNARMEDFOCUS5) -


      Expertise: Unarmed Focus V
      Requires : The following expertise: Unarmed Focus IV. Only Fighter types. One
      of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 52. A base wisdom of at least 15.
      The ability for fighters to wield higher level natural weapons.

      +

       
      Expertise: Unarmed Focus V
      Requires : The following expertise: Unarmed Focus IV. Only Fighter types. One
      of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 52. A base wisdom of at least 15.
      The ability for fighters to wield higher level natural weapons.


      Unarmed Focus VI (UNARMEDFOCUS6) -


      Expertise: Unarmed Focus VI
      Requires : The following expertise: Unarmed Focus V. Only Fighter types. One
      of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 57. A base wisdom of at least 16.
      The ability for fighters to wield higher level natural weapons.

      +

       
      Expertise: Unarmed Focus VI
      Requires : The following expertise: Unarmed Focus V. Only Fighter types. One
      of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 57. A base wisdom of at least 16.
      The ability for fighters to wield higher level natural weapons.


      Unarmed Focus VII (UNARMEDFOCUS7) -


      Expertise: Unarmed Focus VII
      Requires : The following expertise: Unarmed Focus VI. Only Fighter types. One
      of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 62. A base wisdom of at least 17.
      The ability for fighters to wield higher level natural weapons.

      +

       
      Expertise: Unarmed Focus VII
      Requires : The following expertise: Unarmed Focus VI. Only Fighter types. One
      of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 62. A base wisdom of at least 17.
      The ability for fighters to wield higher level natural weapons.


      Unarmed Focus VIII (UNARMEDFOCUS8) -


      Expertise: Unarmed Focus VIII
      Requires : The following expertise: Unarmed Focus VII. Only Fighter types.
      One of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 67. A base wisdom of at least 18.
      The ability for fighters to wield higher level natural weapons.

      +

       
      Expertise: Unarmed Focus VIII
      Requires : The following expertise: Unarmed Focus VII. Only Fighter types.
      One of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 67. A base wisdom of at least 18.
      The ability for fighters to wield higher level natural weapons.


      Unarmed Focus IX (UNARMEDFOCUS9) -


      Expertise: Unarmed Focus IX
      Requires : The following expertise: Unarmed Focus VIII. Only Fighter types.
      One of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 72. A base wisdom of at least 19.
      The ability for fighters to wield higher level natural weapons.

      +

       
      Expertise: Unarmed Focus IX
      Requires : The following expertise: Unarmed Focus VIII. Only Fighter types.
      One of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 72. A base wisdom of at least 19.
      The ability for fighters to wield higher level natural weapons.


      Unarmed Focus X (UNARMEDFOCUS10) -


      Expertise: Unarmed Focus X
      Requires : The following expertise: Unarmed Focus IX. Only Fighter types. One
      of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 77. A base wisdom of at least 20.
      The ability for fighters to wield higher level natural weapons.

      +

       
      Expertise: Unarmed Focus X
      Requires : The following expertise: Unarmed Focus IX. Only Fighter types. One
      of the following skills: Hand to hand combat. Only highest class levels
      greater than or equal to 77. A base wisdom of at least 20.
      The ability for fighters to wield higher level natural weapons.


      Unarmed Piercing I (UNARMEDPIERCE1) -


      Expertise: Unarmed Piercing I
      Requires : One of the following skills: Hand to hand combat, Bite, Rend. Only
      highest class levels greater than or equal to 32. A base strength of at least
      16.
      The ability to do more damage when using a piercing-type unarmed attack.

      +

       
      Expertise: Unarmed Piercing I
      Requires : One of the following skills: Hand to hand combat, Bite, Rend. Only
      highest class levels greater than or equal to 32. A base strength of at least
      16.
      The ability to do more damage when using a piercing-type unarmed attack.


      Unarmed Piercing II (UNARMEDPIERCE2) -


      Expertise: Unarmed Piercing II
      Requires : The following expertise: Unarmed Piercing I. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 37. A base strength of at least 17.
      The ability to do more damage when using a piercing-type unarmed attack.

      +

       
      Expertise: Unarmed Piercing II
      Requires : The following expertise: Unarmed Piercing I. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 37. A base strength of at least 17.
      The ability to do more damage when using a piercing-type unarmed attack.


      Unarmed Piercing III (UNARMEDPIERCE3) -


      Expertise: Unarmed Piercing III
      Requires : The following expertise: Unarmed Piercing II. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 42. A base strength of at least 18.
      The ability to do more damage when using a piercing-type unarmed attack.

      +

       
      Expertise: Unarmed Piercing III
      Requires : The following expertise: Unarmed Piercing II. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 42. A base strength of at least 18.
      The ability to do more damage when using a piercing-type unarmed attack.


      Unarmed Piercing IV (UNARMEDPIERCE4) -


      Expertise: Unarmed Piercing IV
      Requires : The following expertise: Unarmed Piercing III. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 47. A base strength of at least 19.
      The ability to do more damage when using a piercing-type unarmed attack.

      +

       
      Expertise: Unarmed Piercing IV
      Requires : The following expertise: Unarmed Piercing III. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 47. A base strength of at least 19.
      The ability to do more damage when using a piercing-type unarmed attack.


      Unarmed Piercing V (UNARMEDPIERCE5) -


      Expertise: Unarmed Piercing V
      Requires : The following expertise: Unarmed Piercing IV. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 52. A base strength of at least 20.
      The ability to do more damage when using a piercing-type unarmed attack.

      +

       
      Expertise: Unarmed Piercing V
      Requires : The following expertise: Unarmed Piercing IV. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 52. A base strength of at least 20.
      The ability to do more damage when using a piercing-type unarmed attack.


      Unarmed Piercing VI (UNARMEDPIERCE6) -


      Expertise: Unarmed Piercing VI
      Requires : The following expertise: Unarmed Piercing V. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 57. A base strength of at least 21.
      The ability to do more damage when using a piercing-type unarmed attack.

      +

       
      Expertise: Unarmed Piercing VI
      Requires : The following expertise: Unarmed Piercing V. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 57. A base strength of at least 21.
      The ability to do more damage when using a piercing-type unarmed attack.


      Unarmed Piercing VII (UNARMEDPIERCE7) -


      Expertise: Unarmed Piercing VII
      Requires : The following expertise: Unarmed Piercing VI. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 62. A base strength of at least 22.
      The ability to do more damage when using a piercing-type unarmed attack.

      +

       
      Expertise: Unarmed Piercing VII
      Requires : The following expertise: Unarmed Piercing VI. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 62. A base strength of at least 22.
      The ability to do more damage when using a piercing-type unarmed attack.


      Unarmed Piercing VIII (UNARMEDPIERCE8) -


      Expertise: Unarmed Piercing VIII
      Requires : The following expertise: Unarmed Piercing VII. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 67. A base strength of at least 23.
      The ability to do more damage when using a piercing-type unarmed attack.

      +

       
      Expertise: Unarmed Piercing VIII
      Requires : The following expertise: Unarmed Piercing VII. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 67. A base strength of at least 23.
      The ability to do more damage when using a piercing-type unarmed attack.


      Unarmed Piercing IX (UNARMEDPIERCE9) -


      Expertise: Unarmed Piercing IX
      Requires : The following expertise: Unarmed Piercing VIII. One of the
      following skills: Hand to hand combat, Bite, Rend. Only highest class levels
      greater than or equal to 72. A base strength of at least 24.
      The ability to do more damage when using a piercing-type unarmed attack.

      +

       
      Expertise: Unarmed Piercing IX
      Requires : The following expertise: Unarmed Piercing VIII. One of the
      following skills: Hand to hand combat, Bite, Rend. Only highest class levels
      greater than or equal to 72. A base strength of at least 24.
      The ability to do more damage when using a piercing-type unarmed attack.


      Unarmed Piercing X (UNARMEDPIERCE10) -


      Expertise: Unarmed Piercing X
      Requires : The following expertise: Unarmed Piercing IX. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 77. A base strength of at least 25.
      The ability to do more damage when using a piercing-type unarmed attack.

      +

       
      Expertise: Unarmed Piercing X
      Requires : The following expertise: Unarmed Piercing IX. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 77. A base strength of at least 25.
      The ability to do more damage when using a piercing-type unarmed attack.


      Unarmed Slicing I (UNARMEDSLICE1) -


      Expertise: Unarmed Slicing I
      Requires : One of the following skills: Hand to hand combat. Only highest
      class levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.

      +

       
      Expertise: Unarmed Slicing I
      Requires : One of the following skills: Hand to hand combat. Only highest
      class levels greater than or equal to 32. A base strength of at least 16.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.


      Unarmed Slicing II (UNARMEDSLICE2) -


      Expertise: Unarmed Slicing II
      Requires : The following expertise: Unarmed Slicing I. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 37. A base strength of at least 17.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.

      +

       
      Expertise: Unarmed Slicing II
      Requires : The following expertise: Unarmed Slicing I. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 37. A base strength of at least 17.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.


      Unarmed Slicing III (UNARMEDSLICE3) -


      Expertise: Unarmed Slicing III
      Requires : The following expertise: Unarmed Slicing II. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 42. A base strength of at least 18.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.

      +

       
      Expertise: Unarmed Slicing III
      Requires : The following expertise: Unarmed Slicing II. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 42. A base strength of at least 18.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.


      Unarmed Slicing IV (UNARMEDSLICE4) -


      Expertise: Unarmed Slicing IV
      Requires : The following expertise: Unarmed Slicing III. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 47. A base strength of at least 19.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.

      +

       
      Expertise: Unarmed Slicing IV
      Requires : The following expertise: Unarmed Slicing III. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 47. A base strength of at least 19.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.


      Unarmed Slicing V (UNARMEDSLICE5) -


      Expertise: Unarmed Slicing V
      Requires : The following expertise: Unarmed Slicing IV. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 52. A base strength of at least 20.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.

      +

       
      Expertise: Unarmed Slicing V
      Requires : The following expertise: Unarmed Slicing IV. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 52. A base strength of at least 20.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.


      Unarmed Slicing VI (UNARMEDSLICE6) -


      Expertise: Unarmed Slicing VI
      Requires : The following expertise: Unarmed Slicing V. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 57. A base strength of at least 21.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.

      +

       
      Expertise: Unarmed Slicing VI
      Requires : The following expertise: Unarmed Slicing V. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 57. A base strength of at least 21.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.


      Unarmed Slicing VII (UNARMEDSLICE7) -


      Expertise: Unarmed Slicing VII
      Requires : The following expertise: Unarmed Slicing VI. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 62. A base strength of at least 22.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.

      +

       
      Expertise: Unarmed Slicing VII
      Requires : The following expertise: Unarmed Slicing VI. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 62. A base strength of at least 22.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.


      Unarmed Slicing VIII (UNARMEDSLICE8) -


      Expertise: Unarmed Slicing VIII
      Requires : The following expertise: Unarmed Slicing VII. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 67. A base strength of at least 23.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.

      +

       
      Expertise: Unarmed Slicing VIII
      Requires : The following expertise: Unarmed Slicing VII. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 67. A base strength of at least 23.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.


      Unarmed Slicing IX (UNARMEDSLICE9) -


      Expertise: Unarmed Slicing IX
      Requires : The following expertise: Unarmed Slicing VIII. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 72. A base strength of at least 24.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.

      +

       
      Expertise: Unarmed Slicing IX
      Requires : The following expertise: Unarmed Slicing VIII. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 72. A base strength of at least 24.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.


      Unarmed Slicing X (UNARMEDSLICE10) -


      Expertise: Unarmed Slicing X
      Requires : The following expertise: Unarmed Slicing IX. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 77. A base strength of at least 25.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.

      +

       
      Expertise: Unarmed Slicing X
      Requires : The following expertise: Unarmed Slicing IX. One of the following
      skills: Hand to hand combat. Only highest class levels greater than or equal
      to 77. A base strength of at least 25.
      The ability to do more damage when using a slashing/slicing-type unarmed
      attack.


      Unarmed Striking I (UNARMEDSTRIKE1) -


      Expertise: Unarmed Striking I
      Requires : One of the following skills: Hand to hand combat, Bite, Rend. Only
      highest class levels greater than or equal to 29. A base dexterity of at least
      16.
      The ability to hit more often when unarmed.

      +

       
      Expertise: Unarmed Striking I
      Requires : One of the following skills: Hand to hand combat, Bite, Rend. Only
      highest class levels greater than or equal to 29. A base dexterity of at least
      16.
      The ability to hit more often when unarmed.


      Unarmed Striking II (UNARMEDSTRIKE2) -


      Expertise: Unarmed Striking II
      Requires : The following expertise: Unarmed Striking I. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 34. A base dexterity of at least 17.
      The ability to hit more often when unarmed.

      +

       
      Expertise: Unarmed Striking II
      Requires : The following expertise: Unarmed Striking I. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 34. A base dexterity of at least 17.
      The ability to hit more often when unarmed.


      Unarmed Striking III (UNARMEDSTRIKE3) -


      Expertise: Unarmed Striking III
      Requires : The following expertise: Unarmed Striking II. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 39. A base dexterity of at least 18.
      The ability to hit more often when unarmed.

      +

       
      Expertise: Unarmed Striking III
      Requires : The following expertise: Unarmed Striking II. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 39. A base dexterity of at least 18.
      The ability to hit more often when unarmed.


      Unarmed Striking IV (UNARMEDSTRIKE4) -


      Expertise: Unarmed Striking IV
      Requires : The following expertise: Unarmed Striking III. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 44. A base dexterity of at least 19.
      The ability to hit more often when unarmed.

      +

       
      Expertise: Unarmed Striking IV
      Requires : The following expertise: Unarmed Striking III. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 44. A base dexterity of at least 19.
      The ability to hit more often when unarmed.


      Unarmed Striking V (UNARMEDSTRIKE5) -


      Expertise: Unarmed Striking V
      Requires : The following expertise: Unarmed Striking IV. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 49. A base dexterity of at least 20.
      The ability to hit more often when unarmed.

      +

       
      Expertise: Unarmed Striking V
      Requires : The following expertise: Unarmed Striking IV. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 49. A base dexterity of at least 20.
      The ability to hit more often when unarmed.


      Unarmed Striking VI (UNARMEDSTRIKE6) -


      Expertise: Unarmed Striking VI
      Requires : The following expertise: Unarmed Striking V. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 54. A base dexterity of at least 21.
      The ability to hit more often when unarmed.

      +

       
      Expertise: Unarmed Striking VI
      Requires : The following expertise: Unarmed Striking V. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 54. A base dexterity of at least 21.
      The ability to hit more often when unarmed.


      Unarmed Striking VII (UNARMEDSTRIKE7) -


      Expertise: Unarmed Striking VII
      Requires : The following expertise: Unarmed Striking VI. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 59. A base dexterity of at least 22.
      The ability to hit more often when unarmed.

      +

       
      Expertise: Unarmed Striking VII
      Requires : The following expertise: Unarmed Striking VI. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 59. A base dexterity of at least 22.
      The ability to hit more often when unarmed.


      Unarmed Striking VIII (UNARMEDSTRIKE8) -


      Expertise: Unarmed Striking VIII
      Requires : The following expertise: Unarmed Striking VII. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 64. A base dexterity of at least 23.
      The ability to hit more often when unarmed.

      +

       
      Expertise: Unarmed Striking VIII
      Requires : The following expertise: Unarmed Striking VII. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 64. A base dexterity of at least 23.
      The ability to hit more often when unarmed.


      Unarmed Striking IX (UNARMEDSTRIKE9) -


      Expertise: Unarmed Striking IX
      Requires : The following expertise: Unarmed Striking VIII. One of the
      following skills: Hand to hand combat, Bite, Rend. Only highest class levels
      greater than or equal to 69. A base dexterity of at least 24.
      The ability to hit more often when unarmed.

      +

       
      Expertise: Unarmed Striking IX
      Requires : The following expertise: Unarmed Striking VIII. One of the
      following skills: Hand to hand combat, Bite, Rend. Only highest class levels
      greater than or equal to 69. A base dexterity of at least 24.
      The ability to hit more often when unarmed.


      Unarmed Striking X (UNARMEDSTRIKE10) -


      Expertise: Unarmed Striking X
      Requires : The following expertise: Unarmed Striking IX. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 74. A base dexterity of at least 25.
      The ability to hit more often when unarmed.

      +

       
      Expertise: Unarmed Striking X
      Requires : The following expertise: Unarmed Striking IX. One of the following
      skills: Hand to hand combat, Bite, Rend. Only highest class levels greater
      than or equal to 74. A base dexterity of at least 25.
      The ability to hit more often when unarmed.


      Vampire Lore I (VAMPIRELORE1) -


      Expertise: Vampire Lore I
      Requires : One of the following skills: Animate Vampire. Only highest class
      levels greater than or equal to 33. A base dexterity of at least 13.
      The ability to magically generate higher level vampires.

      +

       
      Expertise: Vampire Lore I
      Requires : One of the following skills: Animate Vampire. Only highest class
      levels greater than or equal to 33. A base dexterity of at least 13.
      The ability to magically generate higher level vampires.


      Vampire Lore II (VAMPIRELORE2) -


      Expertise: Vampire Lore II
      Requires : The following expertise: Vampire Lore I. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      39. A base dexterity of at least 14.
      The ability to magically generate higher level vampires.

      +

       
      Expertise: Vampire Lore II
      Requires : The following expertise: Vampire Lore I. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      39. A base dexterity of at least 14.
      The ability to magically generate higher level vampires.


      Vampire Lore III (VAMPIRELORE3) -


      Expertise: Vampire Lore III
      Requires : The following expertise: Vampire Lore II. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      45. A base dexterity of at least 15.
      The ability to magically generate higher level vampires.

      +

       
      Expertise: Vampire Lore III
      Requires : The following expertise: Vampire Lore II. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      45. A base dexterity of at least 15.
      The ability to magically generate higher level vampires.


      Vampire Lore IV (VAMPIRELORE4) -


      Expertise: Vampire Lore IV
      Requires : The following expertise: Vampire Lore III. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      51. A base dexterity of at least 16.
      The ability to magically generate higher level vampires.

      +

       
      Expertise: Vampire Lore IV
      Requires : The following expertise: Vampire Lore III. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      51. A base dexterity of at least 16.
      The ability to magically generate higher level vampires.


      Vampire Lore V (VAMPIRELORE5) -


      Expertise: Vampire Lore V
      Requires : The following expertise: Vampire Lore IV. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      57. A base dexterity of at least 17.
      The ability to magically generate higher level vampires.

      +

       
      Expertise: Vampire Lore V
      Requires : The following expertise: Vampire Lore IV. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      57. A base dexterity of at least 17.
      The ability to magically generate higher level vampires.


      Vampire Lore VI (VAMPIRELORE6) -


      Expertise: Vampire Lore VI
      Requires : The following expertise: Vampire Lore V. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      63. A base dexterity of at least 18.
      The ability to magically generate higher level vampires.

      +

       
      Expertise: Vampire Lore VI
      Requires : The following expertise: Vampire Lore V. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      63. A base dexterity of at least 18.
      The ability to magically generate higher level vampires.


      Vampire Lore VII (VAMPIRELORE7) -


      Expertise: Vampire Lore VII
      Requires : The following expertise: Vampire Lore VI. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      69. A base dexterity of at least 19.
      The ability to magically generate higher level vampires.

      +

       
      Expertise: Vampire Lore VII
      Requires : The following expertise: Vampire Lore VI. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      69. A base dexterity of at least 19.
      The ability to magically generate higher level vampires.


      Vampire Lore VIII (VAMPIRELORE8) -


      Expertise: Vampire Lore VIII
      Requires : The following expertise: Vampire Lore VII. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      75. A base dexterity of at least 20.
      The ability to magically generate higher level vampires.

      +

       
      Expertise: Vampire Lore VIII
      Requires : The following expertise: Vampire Lore VII. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      75. A base dexterity of at least 20.
      The ability to magically generate higher level vampires.


      Vampire Lore IX (VAMPIRELORE9) -


      Expertise: Vampire Lore IX
      Requires : The following expertise: Vampire Lore VIII. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      81. A base dexterity of at least 21.
      The ability to magically generate higher level vampires.

      +

       
      Expertise: Vampire Lore IX
      Requires : The following expertise: Vampire Lore VIII. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      81. A base dexterity of at least 21.
      The ability to magically generate higher level vampires.


      Vampire Lore X (VAMPIRELORE10) -


      Expertise: Vampire Lore X
      Requires : The following expertise: Vampire Lore IX. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      87. A base dexterity of at least 22.
      The ability to magically generate higher level vampires.

      +

       
      Expertise: Vampire Lore X
      Requires : The following expertise: Vampire Lore IX. One of the following
      skills: Animate Vampire. Only highest class levels greater than or equal to
      87. A base dexterity of at least 22.
      The ability to magically generate higher level vampires.


      Vexing I (VEXING1) -


      Expertise: Vexing I
      Requires : A skill of type: Vexing. Only highest class levels greater than or
      equal to 32. A base wisdom of at least 16.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Vexing I
      Requires : A skill of type: Vexing. Only highest class levels greater than or
      equal to 32. A base wisdom of at least 16.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Vexing II (VEXING2) -


      Expertise: Vexing II
      Requires : The following expertise: Vexing I. A skill of type: Vexing. Only
      highest class levels greater than or equal to 37. A base wisdom of at least
      17.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Vexing II
      Requires : The following expertise: Vexing I. A skill of type: Vexing. Only
      highest class levels greater than or equal to 37. A base wisdom of at least
      17.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Vexing III (VEXING3) -


      Expertise: Vexing III
      Requires : The following expertise: Vexing II. A skill of type: Vexing. Only
      highest class levels greater than or equal to 42. A base wisdom of at least
      18.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Vexing III
      Requires : The following expertise: Vexing II. A skill of type: Vexing. Only
      highest class levels greater than or equal to 42. A base wisdom of at least
      18.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Vexing IV (VEXING4) -


      Expertise: Vexing IV
      Requires : The following expertise: Vexing III. A skill of type: Vexing. Only
      highest class levels greater than or equal to 47. A base wisdom of at least
      19.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Vexing IV
      Requires : The following expertise: Vexing III. A skill of type: Vexing. Only
      highest class levels greater than or equal to 47. A base wisdom of at least
      19.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Vexing V (VEXING5) -


      Expertise: Vexing V
      Requires : The following expertise: Vexing IV. A skill of type: Vexing. Only
      highest class levels greater than or equal to 52. A base wisdom of at least
      20.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Vexing V
      Requires : The following expertise: Vexing IV. A skill of type: Vexing. Only
      highest class levels greater than or equal to 52. A base wisdom of at least
      20.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Vexing VI (VEXING6) -


      Expertise: Vexing VI
      Requires : The following expertise: Vexing V. A skill of type: Vexing. Only
      highest class levels greater than or equal to 57. A base wisdom of at least
      21.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Vexing VI
      Requires : The following expertise: Vexing V. A skill of type: Vexing. Only
      highest class levels greater than or equal to 57. A base wisdom of at least
      21.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Vexing VII (VEXING7) -


      Expertise: Vexing VII
      Requires : The following expertise: Vexing VI. A skill of type: Vexing. Only
      highest class levels greater than or equal to 62. A base wisdom of at least
      22.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Vexing VII
      Requires : The following expertise: Vexing VI. A skill of type: Vexing. Only
      highest class levels greater than or equal to 62. A base wisdom of at least
      22.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Vexing VIII (VEXING8) -


      Expertise: Vexing VIII
      Requires : The following expertise: Vexing VII. A skill of type: Vexing. Only
      highest class levels greater than or equal to 67. A base wisdom of at least
      23.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Vexing VIII
      Requires : The following expertise: Vexing VII. A skill of type: Vexing. Only
      highest class levels greater than or equal to 67. A base wisdom of at least
      23.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Vexing IX (VEXING9) -


      Expertise: Vexing IX
      Requires : The following expertise: Vexing VIII. A skill of type: Vexing.
      Only highest class levels greater than or equal to 72. A base wisdom of at
      least 24.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Vexing IX
      Requires : The following expertise: Vexing VIII. A skill of type: Vexing.
      Only highest class levels greater than or equal to 72. A base wisdom of at
      least 24.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Vexing X (VEXING10) -


      Expertise: Vexing X
      Requires : The following expertise: Vexing IX. A skill of type: Vexing. Only
      highest class levels greater than or equal to 77. A base wisdom of at least
      25.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Vexing X
      Requires : The following expertise: Vexing IX. A skill of type: Vexing. Only
      highest class levels greater than or equal to 77. A base wisdom of at least
      25.
      The ability to cast vexing-domain prayers at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Vice-Gripping I (VICEGRIP1) -


      Expertise: Vice-Gripping I
      Requires : A skill of type: Grappling. Only highest class levels greater than
      or equal to 29. A base dexterity of at least 13.
      The ability to grapple with greater power and ability.

      +

       
      Expertise: Vice-Gripping I
      Requires : A skill of type: Grappling. Only highest class levels greater than
      or equal to 29. A base dexterity of at least 13.
      The ability to grapple with greater power and ability.


      Vice-Gripping II (VICEGRIP2) -


      Expertise: Vice-Gripping II
      Requires : The following expertise: Vice-Gripping I. A skill of type:
      Grappling. Only highest class levels greater than or equal to 34. A base
      dexterity of at least 14.
      The ability to grapple with greater power and ability.

      +

       
      Expertise: Vice-Gripping II
      Requires : The following expertise: Vice-Gripping I. A skill of type:
      Grappling. Only highest class levels greater than or equal to 34. A base
      dexterity of at least 14.
      The ability to grapple with greater power and ability.


      Vice-Gripping III (VICEGRIP3) -


      Expertise: Vice-Gripping III
      Requires : The following expertise: Vice-Gripping II. A skill of type:
      Grappling. Only highest class levels greater than or equal to 39. A base
      dexterity of at least 15.
      The ability to grapple with greater power and ability.

      +

       
      Expertise: Vice-Gripping III
      Requires : The following expertise: Vice-Gripping II. A skill of type:
      Grappling. Only highest class levels greater than or equal to 39. A base
      dexterity of at least 15.
      The ability to grapple with greater power and ability.


      Vice-Gripping IV (VICEGRIP4) -


      Expertise: Vice-Gripping IV
      Requires : The following expertise: Vice-Gripping III. A skill of type:
      Grappling. Only highest class levels greater than or equal to 44. A base
      dexterity of at least 16.
      The ability to grapple with greater power and ability.

      +

       
      Expertise: Vice-Gripping IV
      Requires : The following expertise: Vice-Gripping III. A skill of type:
      Grappling. Only highest class levels greater than or equal to 44. A base
      dexterity of at least 16.
      The ability to grapple with greater power and ability.


      Vice-Gripping V (VICEGRIP5) -


      Expertise: Vice-Gripping V
      Requires : The following expertise: Vice-Gripping IV. A skill of type:
      Grappling. Only highest class levels greater than or equal to 49. A base
      dexterity of at least 17.
      The ability to grapple with greater power and ability.

      +

       
      Expertise: Vice-Gripping V
      Requires : The following expertise: Vice-Gripping IV. A skill of type:
      Grappling. Only highest class levels greater than or equal to 49. A base
      dexterity of at least 17.
      The ability to grapple with greater power and ability.


      Vice-Gripping VI (VICEGRIP6) -


      Expertise: Vice-Gripping VI
      Requires : The following expertise: Vice-Gripping V. A skill of type:
      Grappling. Only highest class levels greater than or equal to 54. A base
      dexterity of at least 18.
      The ability to grapple with greater power and ability.

      +

       
      Expertise: Vice-Gripping VI
      Requires : The following expertise: Vice-Gripping V. A skill of type:
      Grappling. Only highest class levels greater than or equal to 54. A base
      dexterity of at least 18.
      The ability to grapple with greater power and ability.


      Vice-Gripping VII (VICEGRIP7) -


      Expertise: Vice-Gripping VII
      Requires : The following expertise: Vice-Gripping VI. A skill of type:
      Grappling. Only highest class levels greater than or equal to 59. A base
      dexterity of at least 19.
      The ability to grapple with greater power and ability.

      +

       
      Expertise: Vice-Gripping VII
      Requires : The following expertise: Vice-Gripping VI. A skill of type:
      Grappling. Only highest class levels greater than or equal to 59. A base
      dexterity of at least 19.
      The ability to grapple with greater power and ability.


      Vice-Gripping VIII (VICEGRIP8) -


      Expertise: Vice-Gripping VIII
      Requires : The following expertise: Vice-Gripping VII. A skill of type:
      Grappling. Only highest class levels greater than or equal to 64. A base
      dexterity of at least 20.
      The ability to grapple with greater power and ability.

      +

       
      Expertise: Vice-Gripping VIII
      Requires : The following expertise: Vice-Gripping VII. A skill of type:
      Grappling. Only highest class levels greater than or equal to 64. A base
      dexterity of at least 20.
      The ability to grapple with greater power and ability.


      Vice-Gripping IX (VICEGRIP9) -


      Expertise: Vice-Gripping IX
      Requires : The following expertise: Vice-Gripping VIII. A skill of type:
      Grappling. Only highest class levels greater than or equal to 69. A base
      dexterity of at least 21.
      The ability to grapple with greater power and ability.

      +

       
      Expertise: Vice-Gripping IX
      Requires : The following expertise: Vice-Gripping VIII. A skill of type:
      Grappling. Only highest class levels greater than or equal to 69. A base
      dexterity of at least 21.
      The ability to grapple with greater power and ability.


      Vice-Gripping X (VICEGRIP10) -


      Expertise: Vice-Gripping X
      Requires : The following expertise: Vice-Gripping IX. A skill of type:
      Grappling. Only highest class levels greater than or equal to 74. A base
      dexterity of at least 22.
      The ability to grapple with greater power and ability.

      +

       
      Expertise: Vice-Gripping X
      Requires : The following expertise: Vice-Gripping IX. A skill of type:
      Grappling. Only highest class levels greater than or equal to 74. A base
      dexterity of at least 22.
      The ability to grapple with greater power and ability.


      Vigilantly I (ALERT1) -


      Expertise: Vigilantly I
      Requires : A skill of type: Alert. Only highest class levels greater than or
      equal to 20. A base wisdom of at least 13.
      The ability to handle more difficult cases of thiefly detection.

      +

       
      Expertise: Vigilantly I
      Requires : A skill of type: Alert. Only highest class levels greater than or
      equal to 20. A base wisdom of at least 13.
      The ability to handle more difficult cases of thiefly detection.


      Vigilantly II (ALERT2) -


      Expertise: Vigilantly II
      Requires : The following expertise: Vigilantly I. A skill of type: Alert.
      Only highest class levels greater than or equal to 25. A base wisdom of at
      least 14.
      The ability to handle more difficult cases of thiefly detection.

      +

       
      Expertise: Vigilantly II
      Requires : The following expertise: Vigilantly I. A skill of type: Alert.
      Only highest class levels greater than or equal to 25. A base wisdom of at
      least 14.
      The ability to handle more difficult cases of thiefly detection.


      Vigilantly III (ALERT3) -


      Expertise: Vigilantly III
      Requires : The following expertise: Vigilantly II. A skill of type: Alert.
      Only highest class levels greater than or equal to 30. A base wisdom of at
      least 15.
      The ability to handle more difficult cases of thiefly detection.

      +

       
      Expertise: Vigilantly III
      Requires : The following expertise: Vigilantly II. A skill of type: Alert.
      Only highest class levels greater than or equal to 30. A base wisdom of at
      least 15.
      The ability to handle more difficult cases of thiefly detection.


      Vigilantly IV (ALERT4) -


      Expertise: Vigilantly IV
      Requires : The following expertise: Vigilantly III. A skill of type: Alert.
      Only highest class levels greater than or equal to 35. A base wisdom of at
      least 16.
      The ability to handle more difficult cases of thiefly detection.

      +

       
      Expertise: Vigilantly IV
      Requires : The following expertise: Vigilantly III. A skill of type: Alert.
      Only highest class levels greater than or equal to 35. A base wisdom of at
      least 16.
      The ability to handle more difficult cases of thiefly detection.


      Vigilantly V (ALERT5) -


      Expertise: Vigilantly V
      Requires : The following expertise: Vigilantly IV. A skill of type: Alert.
      Only highest class levels greater than or equal to 40. A base wisdom of at
      least 17.
      The ability to handle more difficult cases of thiefly detection.

      +

       
      Expertise: Vigilantly V
      Requires : The following expertise: Vigilantly IV. A skill of type: Alert.
      Only highest class levels greater than or equal to 40. A base wisdom of at
      least 17.
      The ability to handle more difficult cases of thiefly detection.


      Vigilantly VI (ALERT6) -


      Expertise: Vigilantly VI
      Requires : The following expertise: Vigilantly V. A skill of type: Alert.
      Only highest class levels greater than or equal to 45. A base wisdom of at
      least 18.
      The ability to handle more difficult cases of thiefly detection.

      +

       
      Expertise: Vigilantly VI
      Requires : The following expertise: Vigilantly V. A skill of type: Alert.
      Only highest class levels greater than or equal to 45. A base wisdom of at
      least 18.
      The ability to handle more difficult cases of thiefly detection.


      Vigilantly VII (ALERT7) -


      Expertise: Vigilantly VII
      Requires : The following expertise: Vigilantly VI. A skill of type: Alert.
      Only highest class levels greater than or equal to 50. A base wisdom of at
      least 19.
      The ability to handle more difficult cases of thiefly detection.

      +

       
      Expertise: Vigilantly VII
      Requires : The following expertise: Vigilantly VI. A skill of type: Alert.
      Only highest class levels greater than or equal to 50. A base wisdom of at
      least 19.
      The ability to handle more difficult cases of thiefly detection.


      Vigilantly VIII (ALERT8) -


      Expertise: Vigilantly VIII
      Requires : The following expertise: Vigilantly VII. A skill of type: Alert.
      Only highest class levels greater than or equal to 55. A base wisdom of at
      least 20.
      The ability to handle more difficult cases of thiefly detection.

      +

       
      Expertise: Vigilantly VIII
      Requires : The following expertise: Vigilantly VII. A skill of type: Alert.
      Only highest class levels greater than or equal to 55. A base wisdom of at
      least 20.
      The ability to handle more difficult cases of thiefly detection.


      Vigilantly IX (ALERT9) -


      Expertise: Vigilantly IX
      Requires : The following expertise: Vigilantly VIII. A skill of type: Alert.
      Only highest class levels greater than or equal to 60. A base wisdom of at
      least 21.
      The ability to handle more difficult cases of thiefly detection.

      +

       
      Expertise: Vigilantly IX
      Requires : The following expertise: Vigilantly VIII. A skill of type: Alert.
      Only highest class levels greater than or equal to 60. A base wisdom of at
      least 21.
      The ability to handle more difficult cases of thiefly detection.


      Vigilantly X (ALERT10) -


      Expertise: Vigilantly X
      Requires : The following expertise: Vigilantly IX. A skill of type: Alert.
      Only highest class levels greater than or equal to 65. A base wisdom of at
      least 22.
      The ability to handle more difficult cases of thiefly detection.

      +

       
      Expertise: Vigilantly X
      Requires : The following expertise: Vigilantly IX. A skill of type: Alert.
      Only highest class levels greater than or equal to 65. A base wisdom of at
      least 22.
      The ability to handle more difficult cases of thiefly detection.

      +
      Vigorous Cooking I (VIGOCOOK1) +

       
      Expertise: Vigorous Cooking I
      Requires : One of the following skills: Cooking, Master Cooking. Only highest
      class levels greater than or equal to 18. A base constitution of at least 9.

      The ability to cook foods that fortify movement.

      +
      Vigorous Cooking II (VIGOCOOK2) +

       
      Expertise: Vigorous Cooking II
      Requires : The following expertise: Vigorous Cooking I. One of the following
      skills: Cooking, Master Cooking. Only highest class levels greater than or
      equal to 25. A base constitution of at least 10.
      The ability to cook foods that fortify movement.

      +
      Vigorous Cooking III (VIGOCOOK3) +

       
      Expertise: Vigorous Cooking III
      Requires : The following expertise: Vigorous Cooking II. One of the following
      skills: Cooking, Master Cooking. Only highest class levels greater than or
      equal to 32. A base constitution of at least 11.
      The ability to cook foods that fortify movement.

      +
      Vigorous Cooking IV (VIGOCOOK4) +

       
      Expertise: Vigorous Cooking IV
      Requires : The following expertise: Vigorous Cooking III. One of the following
      skills: Cooking, Master Cooking. Only highest class levels greater than or
      equal to 39. A base constitution of at least 12.
      The ability to cook foods that fortify movement.

      +
      Vigorous Cooking V (VIGOCOOK5) +

       
      Expertise: Vigorous Cooking V
      Requires : The following expertise: Vigorous Cooking IV. One of the following
      skills: Cooking, Master Cooking. Only highest class levels greater than or
      equal to 46. A base constitution of at least 13.
      The ability to cook foods that fortify movement.

      +
      Vigorous Cooking VI (VIGOCOOK6) +

       
      Expertise: Vigorous Cooking VI
      Requires : The following expertise: Vigorous Cooking V. One of the following
      skills: Cooking, Master Cooking. Only highest class levels greater than or
      equal to 53. A base constitution of at least 14.
      The ability to cook foods that fortify movement.

      +
      Vigorous Cooking VII (VIGOCOOK7) +

       
      Expertise: Vigorous Cooking VII
      Requires : The following expertise: Vigorous Cooking VI. One of the following
      skills: Cooking, Master Cooking. Only highest class levels greater than or
      equal to 60. A base constitution of at least 15.
      The ability to cook foods that fortify movement.

      +
      Vigorous Cooking VIII (VIGOCOOK8) +

       
      Expertise: Vigorous Cooking VIII
      Requires : The following expertise: Vigorous Cooking VII. One of the following
      skills: Cooking, Master Cooking. Only highest class levels greater than or
      equal to 67. A base constitution of at least 16.
      The ability to cook foods that fortify movement.

      +
      Vigorous Cooking IX (VIGOCOOK9) +

       
      Expertise: Vigorous Cooking IX
      Requires : The following expertise: Vigorous Cooking VIII. One of the
      following skills: Cooking, Master Cooking. Only highest class levels greater
      than or equal to 74. A base constitution of at least 17.
      The ability to cook foods that fortify movement.

      +
      Vigorous Cooking X (VIGOCOOK10) +

       
      Expertise: Vigorous Cooking X
      Requires : The following expertise: Vigorous Cooking IX. One of the following
      skills: Cooking, Master Cooking. Only highest class levels greater than or
      equal to 81. A base constitution of at least 18.
      The ability to cook foods that fortify movement.


      Water Controlling I (WATERCNTRL1) -


      Expertise: Water Controlling I
      Requires : A skill of type: Water control. Only highest class levels greater
      than or equal to 30. A base dexterity of at least 13.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Controlling I
      Requires : A skill of type: Water control. Only highest class levels greater
      than or equal to 30. A base dexterity of at least 13.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Controlling II (WATERCNTRL2) -


      Expertise: Water Controlling II
      Requires : The following expertise: Water Controlling I. A skill of type:
      Water control. Only highest class levels greater than or equal to 35. A base
      dexterity of at least 14.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Controlling II
      Requires : The following expertise: Water Controlling I. A skill of type:
      Water control. Only highest class levels greater than or equal to 35. A base
      dexterity of at least 14.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Controlling III (WATERCNTRL3) -


      Expertise: Water Controlling III
      Requires : The following expertise: Water Controlling II. A skill of type:
      Water control. Only highest class levels greater than or equal to 40. A base
      dexterity of at least 15.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Controlling III
      Requires : The following expertise: Water Controlling II. A skill of type:
      Water control. Only highest class levels greater than or equal to 40. A base
      dexterity of at least 15.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Controlling IV (WATERCNTRL4) -


      Expertise: Water Controlling IV
      Requires : The following expertise: Water Controlling III. A skill of type:
      Water control. Only highest class levels greater than or equal to 45. A base
      dexterity of at least 16.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Controlling IV
      Requires : The following expertise: Water Controlling III. A skill of type:
      Water control. Only highest class levels greater than or equal to 45. A base
      dexterity of at least 16.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Controlling V (WATERCNTRL5) -


      Expertise: Water Controlling V
      Requires : The following expertise: Water Controlling IV. A skill of type:
      Water control. Only highest class levels greater than or equal to 50. A base
      dexterity of at least 17.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Controlling V
      Requires : The following expertise: Water Controlling IV. A skill of type:
      Water control. Only highest class levels greater than or equal to 50. A base
      dexterity of at least 17.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Controlling VI (WATERCNTRL6) -


      Expertise: Water Controlling VI
      Requires : The following expertise: Water Controlling V. A skill of type:
      Water control. Only highest class levels greater than or equal to 55. A base
      dexterity of at least 18.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Controlling VI
      Requires : The following expertise: Water Controlling V. A skill of type:
      Water control. Only highest class levels greater than or equal to 55. A base
      dexterity of at least 18.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Controlling VII (WATERCNTRL7) -


      Expertise: Water Controlling VII
      Requires : The following expertise: Water Controlling VI. A skill of type:
      Water control. Only highest class levels greater than or equal to 60. A base
      dexterity of at least 19.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Controlling VII
      Requires : The following expertise: Water Controlling VI. A skill of type:
      Water control. Only highest class levels greater than or equal to 60. A base
      dexterity of at least 19.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Controlling VIII (WATERCNTRL8) -


      Expertise: Water Controlling VIII
      Requires : The following expertise: Water Controlling VII. A skill of type:
      Water control. Only highest class levels greater than or equal to 65. A base
      dexterity of at least 20.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Controlling VIII
      Requires : The following expertise: Water Controlling VII. A skill of type:
      Water control. Only highest class levels greater than or equal to 65. A base
      dexterity of at least 20.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Controlling IX (WATERCNTRL9) -


      Expertise: Water Controlling IX
      Requires : The following expertise: Water Controlling VIII. A skill of type:
      Water control. Only highest class levels greater than or equal to 70. A base
      dexterity of at least 21.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Controlling IX
      Requires : The following expertise: Water Controlling VIII. A skill of type:
      Water control. Only highest class levels greater than or equal to 70. A base
      dexterity of at least 21.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Controlling X (WATERCNTRL10) -


      Expertise: Water Controlling X
      Requires : The following expertise: Water Controlling IX. A skill of type:
      Water control. Only highest class levels greater than or equal to 75. A base
      dexterity of at least 22.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Controlling X
      Requires : The following expertise: Water Controlling IX. A skill of type:
      Water control. Only highest class levels greater than or equal to 75. A base
      dexterity of at least 22.
      The ability to cast water control chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Lore I (WATER1) -


      Expertise: Water Lore I
      Requires : A skill of type: Water lore. Only highest class levels greater than
      or equal to 30. A base dexterity of at least 13.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Lore I
      Requires : A skill of type: Water lore. Only highest class levels greater than
      or equal to 30. A base dexterity of at least 13.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Lore II (WATER2) -


      Expertise: Water Lore II
      Requires : The following expertise: Water Lore I. A skill of type: Water lore.
      Only highest class levels greater than or equal to 35. A base dexterity of at
      least 14.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Lore II
      Requires : The following expertise: Water Lore I. A skill of type: Water lore.
      Only highest class levels greater than or equal to 35. A base dexterity of at
      least 14.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Lore III (WATER3) -


      Expertise: Water Lore III
      Requires : The following expertise: Water Lore II. A skill of type: Water
      lore. Only highest class levels greater than or equal to 40. A base dexterity
      of at least 15.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Lore III
      Requires : The following expertise: Water Lore II. A skill of type: Water
      lore. Only highest class levels greater than or equal to 40. A base dexterity
      of at least 15.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Lore IV (WATER4) -


      Expertise: Water Lore IV
      Requires : The following expertise: Water Lore III. A skill of type: Water
      lore. Only highest class levels greater than or equal to 45. A base dexterity
      of at least 16.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Lore IV
      Requires : The following expertise: Water Lore III. A skill of type: Water
      lore. Only highest class levels greater than or equal to 45. A base dexterity
      of at least 16.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Lore V (WATER5) -


      Expertise: Water Lore V
      Requires : The following expertise: Water Lore IV. A skill of type: Water
      lore. Only highest class levels greater than or equal to 50. A base dexterity
      of at least 17.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Lore V
      Requires : The following expertise: Water Lore IV. A skill of type: Water
      lore. Only highest class levels greater than or equal to 50. A base dexterity
      of at least 17.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Lore VI (WATER6) -


      Expertise: Water Lore VI
      Requires : The following expertise: Water Lore V. A skill of type: Water lore.
      Only highest class levels greater than or equal to 55. A base dexterity of at
      least 18.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Lore VI
      Requires : The following expertise: Water Lore V. A skill of type: Water lore.
      Only highest class levels greater than or equal to 55. A base dexterity of at
      least 18.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Lore VII (WATER7) -


      Expertise: Water Lore VII
      Requires : The following expertise: Water Lore VI. A skill of type: Water
      lore. Only highest class levels greater than or equal to 60. A base dexterity
      of at least 19.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Lore VII
      Requires : The following expertise: Water Lore VI. A skill of type: Water
      lore. Only highest class levels greater than or equal to 60. A base dexterity
      of at least 19.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Lore VIII (WATER8) -


      Expertise: Water Lore VIII
      Requires : The following expertise: Water Lore VII. A skill of type: Water
      lore. Only highest class levels greater than or equal to 65. A base dexterity
      of at least 20.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Lore VIII
      Requires : The following expertise: Water Lore VII. A skill of type: Water
      lore. Only highest class levels greater than or equal to 65. A base dexterity
      of at least 20.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Lore IX (WATER9) -


      Expertise: Water Lore IX
      Requires : The following expertise: Water Lore VIII. A skill of type: Water
      lore. Only highest class levels greater than or equal to 70. A base dexterity
      of at least 21.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Lore IX
      Requires : The following expertise: Water Lore VIII. A skill of type: Water
      lore. Only highest class levels greater than or equal to 70. A base dexterity
      of at least 21.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Water Lore X (WATER10) -


      Expertise: Water Lore X
      Requires : The following expertise: Water Lore IX. A skill of type: Water
      lore. Only highest class levels greater than or equal to 75. A base dexterity
      of at least 22.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Water Lore X
      Requires : The following expertise: Water Lore IX. A skill of type: Water
      lore. Only highest class levels greater than or equal to 75. A base dexterity
      of at least 22.
      The ability to cast water magic chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Weather Mastering I (WEATHER1) -


      Expertise: Weather Mastering I
      Requires : A skill of type: Weather mastery. Only highest class levels greater
      than or equal to 30. A base intelligence of at least 13.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Weather Mastering I
      Requires : A skill of type: Weather mastery. Only highest class levels greater
      than or equal to 30. A base intelligence of at least 13.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Weather Mastering II (WEATHER2) -


      Expertise: Weather Mastering II
      Requires : The following expertise: Weather Mastering I. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 35. A
      base intelligence of at least 14.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Weather Mastering II
      Requires : The following expertise: Weather Mastering I. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 35. A
      base intelligence of at least 14.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Weather Mastering III (WEATHER3) -


      Expertise: Weather Mastering III
      Requires : The following expertise: Weather Mastering II. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 40. A
      base intelligence of at least 15.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Weather Mastering III
      Requires : The following expertise: Weather Mastering II. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 40. A
      base intelligence of at least 15.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Weather Mastering IV (WEATHER4) -


      Expertise: Weather Mastering IV
      Requires : The following expertise: Weather Mastering III. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 45. A
      base intelligence of at least 16.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Weather Mastering IV
      Requires : The following expertise: Weather Mastering III. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 45. A
      base intelligence of at least 16.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Weather Mastering V (WEATHER5) -


      Expertise: Weather Mastering V
      Requires : The following expertise: Weather Mastering IV. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 50. A
      base intelligence of at least 17.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Weather Mastering V
      Requires : The following expertise: Weather Mastering IV. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 50. A
      base intelligence of at least 17.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Weather Mastering VI (WEATHER6) -


      Expertise: Weather Mastering VI
      Requires : The following expertise: Weather Mastering V. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 55. A
      base intelligence of at least 18.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Weather Mastering VI
      Requires : The following expertise: Weather Mastering V. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 55. A
      base intelligence of at least 18.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Weather Mastering VII (WEATHER7) -


      Expertise: Weather Mastering VII
      Requires : The following expertise: Weather Mastering VI. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 60. A
      base intelligence of at least 19.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Weather Mastering VII
      Requires : The following expertise: Weather Mastering VI. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 60. A
      base intelligence of at least 19.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Weather Mastering VIII (WEATHER8) -


      Expertise: Weather Mastering VIII
      Requires : The following expertise: Weather Mastering VII. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 65. A
      base intelligence of at least 20.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Weather Mastering VIII
      Requires : The following expertise: Weather Mastering VII. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 65. A
      base intelligence of at least 20.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Weather Mastering IX (WEATHER9) -


      Expertise: Weather Mastering IX
      Requires : The following expertise: Weather Mastering VIII. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 70. A
      base intelligence of at least 21.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Weather Mastering IX
      Requires : The following expertise: Weather Mastering VIII. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 70. A
      base intelligence of at least 21.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Weather Mastering X (WEATHER10) -


      Expertise: Weather Mastering X
      Requires : The following expertise: Weather Mastering IX. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 75. A
      base intelligence of at least 22.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.

      +

       
      Expertise: Weather Mastering X
      Requires : The following expertise: Weather Mastering IX. A skill of type:
      Weather mastery. Only highest class levels greater than or equal to 75. A
      base intelligence of at least 22.
      The ability to cast weather altering chants at a higher power level, producing
      longer and more malicious/beneficial magic, while also reducing mana cost.


      Wise Crafting I (EXPCRAFT1) -


      Expertise: Wise Crafting I
      Requires : One of the following skills: Alchemy, Clan Crafting, Herbalism, Song
      Write, Duplicate, Enchant Armor, Enchant Arrows, Enchant Wand, Enchant Weapon,
      Find Familiar, Magic Item, Scribe, Wish, Dissertating. Only highest class
      levels greater than or equal to 31. A base charisma of at least 13.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.

      +

       
      Expertise: Wise Crafting I
      Requires : One of the following skills: Alchemy, Clan Crafting, Herbalism, Song
      Write, Fabricate, Duplicate, Enchant Armor, Enchant Arrows, Enchant Wand,
      Enchant Weapon, Find Familiar, Magic Item, Scribe, Wish, Dissertating. Only
      highest class levels greater than or equal to 31. A base charisma of at least
      13.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.


      Wise Crafting II (EXPCRAFT2) -


      Expertise: Wise Crafting II
      Requires : The following expertise: Wise Crafting I. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Duplicate, Enchant
      Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar, Magic Item,
      Scribe, Wish, Dissertating. Only highest class levels greater than or equal to
      36. A base charisma of at least 14.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.

      +

       
      Expertise: Wise Crafting II
      Requires : The following expertise: Wise Crafting I. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Fabricate, Duplicate,
      Enchant Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar,
      Magic Item, Scribe, Wish, Dissertating. Only highest class levels greater than
      or equal to 36. A base charisma of at least 14.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.


      Wise Crafting III (EXPCRAFT3) -


      Expertise: Wise Crafting III
      Requires : The following expertise: Wise Crafting II. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Duplicate, Enchant
      Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar, Magic Item,
      Scribe, Wish, Dissertating. Only highest class levels greater than or equal to
      41. A base charisma of at least 15.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.

      +

       
      Expertise: Wise Crafting III
      Requires : The following expertise: Wise Crafting II. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Fabricate, Duplicate,
      Enchant Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar,
      Magic Item, Scribe, Wish, Dissertating. Only highest class levels greater than
      or equal to 41. A base charisma of at least 15.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.


      Wise Crafting IV (EXPCRAFT4) -


      Expertise: Wise Crafting IV
      Requires : The following expertise: Wise Crafting III. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Duplicate, Enchant
      Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar, Magic Item,
      Scribe, Wish, Dissertating. Only highest class levels greater than or equal to
      46. A base charisma of at least 16.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.

      +

       
      Expertise: Wise Crafting IV
      Requires : The following expertise: Wise Crafting III. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Fabricate, Duplicate,
      Enchant Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar,
      Magic Item, Scribe, Wish, Dissertating. Only highest class levels greater than
      or equal to 46. A base charisma of at least 16.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.


      Wise Crafting V (EXPCRAFT5) -


      Expertise: Wise Crafting V
      Requires : The following expertise: Wise Crafting IV. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Duplicate, Enchant
      Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar, Magic Item,
      Scribe, Wish, Dissertating. Only highest class levels greater than or equal to
      51. A base charisma of at least 17.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.

      +

       
      Expertise: Wise Crafting V
      Requires : The following expertise: Wise Crafting IV. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Fabricate, Duplicate,
      Enchant Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar,
      Magic Item, Scribe, Wish, Dissertating. Only highest class levels greater than
      or equal to 51. A base charisma of at least 17.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.


      Wise Crafting VI (EXPCRAFT6) -


      Expertise: Wise Crafting VI
      Requires : The following expertise: Wise Crafting V. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Duplicate, Enchant
      Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar, Magic Item,
      Scribe, Wish, Dissertating. Only highest class levels greater than or equal to
      56. A base charisma of at least 18.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.

      +

       
      Expertise: Wise Crafting VI
      Requires : The following expertise: Wise Crafting V. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Fabricate, Duplicate,
      Enchant Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar,
      Magic Item, Scribe, Wish, Dissertating. Only highest class levels greater than
      or equal to 56. A base charisma of at least 18.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.


      Wise Crafting VII (EXPCRAFT7) -


      Expertise: Wise Crafting VII
      Requires : The following expertise: Wise Crafting VI. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Duplicate, Enchant
      Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar, Magic Item,
      Scribe, Wish, Dissertating. Only highest class levels greater than or equal to
      61. A base charisma of at least 19.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.

      +

       
      Expertise: Wise Crafting VII
      Requires : The following expertise: Wise Crafting VI. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Fabricate, Duplicate,
      Enchant Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar,
      Magic Item, Scribe, Wish, Dissertating. Only highest class levels greater than
      or equal to 61. A base charisma of at least 19.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.


      Wise Crafting VIII (EXPCRAFT8) -


      Expertise: Wise Crafting VIII
      Requires : The following expertise: Wise Crafting VII. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Duplicate, Enchant
      Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar, Magic Item,
      Scribe, Wish, Dissertating. Only highest class levels greater than or equal to
      66. A base charisma of at least 20.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.

      +

       
      Expertise: Wise Crafting VIII
      Requires : The following expertise: Wise Crafting VII. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Fabricate, Duplicate,
      Enchant Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar,
      Magic Item, Scribe, Wish, Dissertating. Only highest class levels greater than
      or equal to 66. A base charisma of at least 20.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.


      Wise Crafting IX (EXPCRAFT9) -


      Expertise: Wise Crafting IX
      Requires : The following expertise: Wise Crafting VIII. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Duplicate, Enchant
      Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar, Magic Item,
      Scribe, Wish, Dissertating. Only highest class levels greater than or equal to
      71. A base charisma of at least 21.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.

      +

       
      Expertise: Wise Crafting IX
      Requires : The following expertise: Wise Crafting VIII. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Fabricate, Duplicate,
      Enchant Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar,
      Magic Item, Scribe, Wish, Dissertating. Only highest class levels greater than
      or equal to 71. A base charisma of at least 21.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.


      Wise Crafting X (EXPCRAFT10) -


      Expertise: Wise Crafting X
      Requires : The following expertise: Wise Crafting IX. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Duplicate, Enchant
      Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar, Magic Item,
      Scribe, Wish, Dissertating. Only highest class levels greater than or equal to
      76. A base charisma of at least 22.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.

      +
       
      Expertise: Wise Crafting X
      Requires : The following expertise: Wise Crafting IX. One of the following
      skills: Alchemy, Clan Crafting, Herbalism, Song Write, Fabricate, Duplicate,
      Enchant Armor, Enchant Arrows, Enchant Wand, Enchant Weapon, Find Familiar,
      Magic Item, Scribe, Wish, Dissertating. Only highest class levels greater than
      or equal to 76. A base charisma of at least 22.
      The ability to ameliorate the experience cost of certain spells and skills,
      especially concerning items.

      \ No newline at end of file diff --git a/guides/refs/skillsp.html b/guides/refs/skillsp.html index 4c9729644e0..0eab74c4cd8 100644 --- a/guides/refs/skillsp.html +++ b/guides/refs/skillsp.html @@ -519,7 +519,7 @@

      CoffeeMud 5.9

    • Major Infusion   -
    • Maladiction +
    • Malediction  
    • Marry @@ -534,6 +534,9 @@

      CoffeeMud 5.9

    • Mass Deafness   +
    • Mass Forgive +   +
    • Mass Freedom   @@ -835,541 +838,543 @@

      CoffeeMud 5.9


      Absorption (Prayer_Absorption) -


      Prayer : Absorption
      Domain : Vexing
      Available: Templar
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (70)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY ABSORPTION [CRIMINAL NAME]
      Example : pray absorption bob
      The cleric is able to absorb the knowledge of a random skill from the target.
      The target retains the skill, but the cleric will also know it for the duration
      of the absorption prayer.

      +

       
      Prayer : Absorption
      Domain : Vexing
      Available: Templar
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (70)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY ABSORPTION [CRIMINAL NAME]
      Example : pray absorption bob
      The cleric is able to absorb the knowledge of a random skill from the target.
      The target retains the skill, but the cleric will also know it for the duration
      of the absorption prayer.


      Acid Healing (Prayer_AcidHealing) -


      Prayer : Acid Healing
      Domain : Healing
      Available: Shaman
      Allows : Healing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ACID HEALING"
      Example : pray "acid healing"
      The caster places him or herself in a holy aura. The aura will convert any
      acid damage immediately into an equal amount of healing.

      +

       
      Prayer : Acid Healing
      Domain : Healing
      Available: Shaman
      Allows : Healing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ACID HEALING"
      Example : pray "acid healing"
      The caster places him or herself in a holy aura. The aura will convert any
      acid damage immediately into an equal amount of healing.


      Adoption (Prayer_Adoption) -


      Prayer : Adoption
      Domain : Blessing
      Available: Shaman
      Allows : Blessing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY ADOPTION [PARENT NAME] [CHILD NAME]
      Example : pray adoption gorg billy
      The cleric is able to bless the adoption of the child by the given parent. Both
      must be players, and must agree to the arrangement. Other than creating or
      adding to a family, and satisfying the requirements of some familial clans,
      this skill has no other effect.

      +

       
      Prayer : Adoption
      Domain : Blessing
      Available: Shaman
      Allows : Blessing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY ADOPTION [PARENT NAME] [CHILD NAME]
      Example : pray adoption gorg billy
      The cleric is able to bless the adoption of the child by the given parent. Both
      must be players, and must agree to the arrangement. Other than creating or
      adding to a family, and satisfying the requirements of some familial clans,
      this skill has no other effect.


      Airyform (Prayer_AiryForm) -


      Prayer : Airyform
      Domain : Holy protection
      Available: Missionary
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY AIRYFORM
      Example : pray airyform
      This prayer causes the caster to shimmer and become almost as air. In this
      condition, the caster takes only half damage from physical weapon sources.

      +

       
      Prayer : Airyform
      Domain : Holy protection
      Available: Missionary
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY AIRYFORM
      Example : pray airyform
      This prayer causes the caster to shimmer and become almost as air. In this
      condition, the caster takes only half damage from physical weapon sources.


      Anger (Prayer_Anger) -


      Prayer : Anger
      Domain : Evangelism
      Available: Several Classes
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY ANGER
      Example : pray anger
      In a room of peace, this prayer will cause all the inhabitants of a room to
      begin fighting another inhabitant, except the caster.

      +

       
      Prayer : Anger
      Domain : Evangelism
      Available: Several Classes
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY ANGER
      Example : pray anger
      In a room of peace, this prayer will cause all the inhabitants of a room to
      begin fighting another inhabitant, except the caster.


      Animate Dead (Prayer_AnimateDead) -


      Prayer : Animate Dead
      Domain : Death lore
      Available: Cleric Necromancer
      Allows : Death Lore I, Bone Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE DEAD" [TARGET NAME]
      Example : pray "animate dead" body
      Any dead body, except those of players, may be animated with this prayer. The
      body then rises as an undead creature.

      +

       
      Prayer : Animate Dead
      Domain : Death lore
      Available: Cleric Necromancer
      Allows : Death Lore I, Bone Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE DEAD" [TARGET NAME]
      Example : pray "animate dead" body
      Any dead body, except those of players, may be animated with this prayer. The
      body then rises as an undead creature.


      Animate Ghast (Prayer_AnimateGhast) -


      Prayer : Animate Ghast
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I, Ghoul Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE GHAST" [TARGET NAME]
      Example : pray "animate ghast" body
      Any dead body, of a mob or player level 7 or higher, may be animated with this
      prayer. The body then rises as a ghast. The ghast will have a strong
      paralyzation attack. Like most animated beings, a ghast can be force-leveled
      and healed only using special dark prayers, and can gain experience and levels
      in combat.

      +

       
      Prayer : Animate Ghast
      Domain : Death lore
      Available: Necromancer
      Allows : Ghoul Lore I, Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE GHAST" [TARGET NAME]
      Example : pray "animate ghast" body
      Any dead body, of a mob or player level 7 or higher, may be animated with this
      prayer. The body then rises as a ghast. The ghast will have a strong
      paralyzation attack. Like most animated beings, a ghast can be force-leveled
      and healed only using special dark prayers, and can gain experience and levels
      in combat.


      Animate Ghost (Prayer_AnimateGhost) -


      Prayer : Animate Ghost
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I, Spirit Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (68)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE GHOST" [TARGET NAME]
      Example : pray "animate ghost" body
      Any dead body, of a mob or player level 15 or higher, may be animated with this
      prayer. The body then rises as a ghost. The ghost will have a weak attack,
      but will be immune to most physical damage. Like most animated beings, a ghost
      can be force-leveled and healed only using special dark prayers, and can gain
      experience and levels in combat.

      +

       
      Prayer : Animate Ghost
      Domain : Death lore
      Available: Necromancer
      Allows : Spirit Lore I, Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (68)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE GHOST" [TARGET NAME]
      Example : pray "animate ghost" body
      Any dead body, of a mob or player level 15 or higher, may be animated with this
      prayer. The body then rises as a ghost. The ghost will have a weak attack,
      but will be immune to most physical damage. Like most animated beings, a ghost
      can be force-leveled and healed only using special dark prayers, and can gain
      experience and levels in combat.


      Animate Ghoul (Prayer_AnimateGhoul) -


      Prayer : Animate Ghoul
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I, Ghoul Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE GHOUL" [TARGET NAME]
      Example : pray "animate ghoul" body
      Any dead body, of a mob or player level 5 or higher, may be animated with this
      prayer. The body then rises as a ghoul. The ghoul will have a weak
      paralyzation attack. Like most animated beings, a ghoul can be force-leveled
      and healed only using special dark prayers, and can gain experience and levels
      in combat.

      +

       
      Prayer : Animate Ghoul
      Domain : Death lore
      Available: Necromancer
      Allows : Ghoul Lore I, Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE GHOUL" [TARGET NAME]
      Example : pray "animate ghoul" body
      Any dead body, of a mob or player level 5 or higher, may be animated with this
      prayer. The body then rises as a ghoul. The ghoul will have a weak
      paralyzation attack. Like most animated beings, a ghoul can be force-leveled
      and healed only using special dark prayers, and can gain experience and levels
      in combat.


      Animate Mummy (Prayer_AnimateMummy) -


      Prayer : Animate Mummy
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I, Bone Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (71)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE MUMMY" [TARGET NAME]
      Example : pray "animate mummy" body
      Any dead body, of a mob or player level 20 or higher, may be animated with this
      prayer. The body then rises as a mummy. The mummy will have the deadly mummy
      rot attack. Like most animated beings, a mummy can be force-leveled and
      healed only using special dark prayers, and can gain experience and levels in
      combat.

      +

       
      Prayer : Animate Mummy
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I, Bone Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (71)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE MUMMY" [TARGET NAME]
      Example : pray "animate mummy" body
      Any dead body, of a mob or player level 20 or higher, may be animated with this
      prayer. The body then rises as a mummy. The mummy will have the deadly mummy
      rot attack. Like most animated beings, a mummy can be force-leveled and
      healed only using special dark prayers, and can gain experience and levels in
      combat.


      Animate Skeleton (Prayer_AnimateSkeleton) -


      Prayer : Animate Skeleton
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I, Bone Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE SKELETON" [TARGET NAME]
      Example : pray "animate skeleton" body
      Any dead body, of a mob or player, may be animated with this prayer. The body
      then rises as a skeleton. The skeleton will take half damage from slashing and
      piercing attacks. Like most animated beings, a skeleton can be force-leveled
      and healed only using special dark prayers, and can gain experience and levels
      in combat.

      +

       
      Prayer : Animate Skeleton
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I, Bone Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE SKELETON" [TARGET NAME]
      Example : pray "animate skeleton" body
      Any dead body, of a mob or player, may be animated with this prayer. The body
      then rises as a skeleton. The skeleton will take half damage from slashing and
      piercing attacks. Like most animated beings, a skeleton can be force-leveled
      and healed only using special dark prayers, and can gain experience and levels
      in combat.


      Animate Spectre (Prayer_AnimateSpectre) -


      Prayer : Animate Spectre
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I, Spirit Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE SPECTRE" [TARGET NAME]
      Example : pray "animate spectre" body
      Any dead body, of a mob or player level 10 or higher, may be animated with this
      prayer. The body then rises as a spectre. The spectre will have a weak energy
      drain attack. Like most animated beings, a spectre can be force-leveled and
      healed only using special dark prayers, and can gain experience and levels in
      combat.

      +

       
      Prayer : Animate Spectre
      Domain : Death lore
      Available: Necromancer
      Allows : Spirit Lore I, Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE SPECTRE" [TARGET NAME]
      Example : pray "animate spectre" body
      Any dead body, of a mob or player level 10 or higher, may be animated with this
      prayer. The body then rises as a spectre. The spectre will have a weak energy
      drain attack. Like most animated beings, a spectre can be force-leveled and
      healed only using special dark prayers, and can gain experience and levels in
      combat.


      Animate Vampire (Prayer_AnimateVampire) -


      Prayer : Animate Vampire
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I, Vampire Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (75)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE VAMPIRE" [TARGET NAME]
      Example : pray "animate vampire" body
      Any dead body, of a mob or player level 25 or higher, may be animated with this
      prayer. The body then rises as a vampire. The vampire will be immune to
      almost every physical attack form, and have a strong energy drain attack. Like
      most animated beings, a vampire can be force-leveled and healed only using
      special dark prayers, and can gain experience and levels in combat.

      +

       
      Prayer : Animate Vampire
      Domain : Death lore
      Available: Necromancer
      Allows : Vampire Lore I, Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (75)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE VAMPIRE" [TARGET NAME]
      Example : pray "animate vampire" body
      Any dead body, of a mob or player level 25 or higher, may be animated with this
      prayer. The body then rises as a vampire. The vampire will be immune to
      almost every physical attack form, and have a strong energy drain attack. Like
      most animated beings, a vampire can be force-leveled and healed only using
      special dark prayers, and can gain experience and levels in combat.


      Animate Zombie (Prayer_AnimateZombie) -


      Prayer : Animate Zombie
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE ZOMBIE" [TARGET NAME]
      Example : pray "animate zombie" body
      Any dead body, of a mob or player level 3 or higher, may be animated with this
      prayer. The body then rises as a zombie. The zombie will be really scary.
      Like most animated beings, a zombie can be force-leveled and healed only using
      special dark prayers, and can gain experience and levels in combat.

      +

       
      Prayer : Animate Zombie
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANIMATE ZOMBIE" [TARGET NAME]
      Example : pray "animate zombie" body
      Any dead body, of a mob or player level 3 or higher, may be animated with this
      prayer. The body then rises as a zombie. The zombie will be really scary.
      Like most animated beings, a zombie can be force-leveled and healed only using
      special dark prayers, and can gain experience and levels in combat.


      Annul (Prayer_Annul) -


      Prayer : Annul
      Domain : Neutralization
      Available: Numerous Classes
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY ANNUL [TARGET NAME]
      Example : pray annul bob
      This prayer breaks the marriage in which the target has entered. Any jointly
      owned property reverts to the previous owners. The target must not be wearing
      his or her wedding band for this prayer to work.

      +

       
      Prayer : Annul
      Domain : Neutralization
      Available: Numerous Classes
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY ANNUL [TARGET NAME]
      Example : pray annul bob
      This prayer breaks the marriage in which the target has entered. Any jointly
      owned property reverts to the previous owners. The target must not be wearing
      his or her wedding band for this prayer to work.


      Anti Undead Field (Prayer_AntiUndeadField) -


      Prayer : Anti Undead Field
      Domain : Holy protection
      Available: Cleric
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (58)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANTI UNDEAD FIELD"
      Example : pray "anti undead field"
      The caster becomes protected by an anti-undead field into which an aggressive
      undead creature may not advance. The field will repel the undead and keep them
      at bay, but will collapse under continuous assault.

      +

       
      Prayer : Anti Undead Field
      Domain : Holy protection
      Available: Cleric
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (58)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ANTI UNDEAD FIELD"
      Example : pray "anti undead field"
      The caster becomes protected by an anti-undead field into which an aggressive
      undead creature may not advance. The field will repel the undead and keep them
      at bay, but will collapse under continuous assault.


      Atonement (Prayer_Atonement) -


      Prayer : Atonement
      Domain : Evangelism
      Available: Healer Purist
      Allows : Evangelising I
      Alignment: pure goodness, good
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ATONEMENT" [TARGET NAME]
      Example : pray "atonement" orc
      This prayer grants atonement to the target for his/her evil acts and slides
      them ever closer to the point of being truly good.

      +

       
      Prayer : Atonement
      Domain : Evangelism
      Available: Healer Purist
      Allows : Evangelising I
      Alignment: pure goodness, good
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ATONEMENT" [TARGET NAME]
      Example : pray "atonement" orc
      This prayer grants atonement to the target for his/her evil acts and slides
      them ever closer to the point of being truly good.


      Aura of Fear (Prayer_AuraFear) -


      Prayer : Aura of Fear
      Domain : Communing
      Available: Necromancer
      Allows : Communing I
      Alignment: pure evil, evil
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Items Creatures Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "AURA OF FEAR" [TARGET]
      Example : pray "aura of fear" orc
      The Cleric can cause an aura of fear to surround any target. All but the
      cleric and the target will become irrationally fearful of the target. This
      will make some cringe and some flee.

      +

       
      Prayer : Aura of Fear
      Domain : Communing
      Available: Necromancer
      Allows : Communing I
      Alignment: pure evil, evil
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Items Creatures Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "AURA OF FEAR" [TARGET]
      Example : pray "aura of fear" orc
      The Cleric can cause an aura of fear to surround any target. All but the
      cleric and the target will become irrationally fearful of the target. This
      will make some cringe and some flee.


      Aura of Harm (Prayer_AuraHarm) -


      Prayer : Aura of Harm
      Domain : Vexing
      Available: Doomsayer
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (64)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Causes the those in the same room as the cleric to suffer periodic damage,
      unless they are following the cleric.

      +

       
      Prayer : Aura of Harm
      Domain : Vexing
      Available: Doomsayer
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (64)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Causes the those in the same room as the cleric to suffer periodic damage,
      unless they are following the cleric.


      Aura of Healing (Prayer_AuraHeal) -


      Prayer : Aura of Healing
      Domain : Healing
      Available: Healer
      Allows : Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Creates an aura of healing binding the area to the Cleric. This causes those
      in the same room as the cleric to gain periodic healing, unless they are in
      combat against the cleric or one of his followers. The cleric must remain in
      the casting room for the prayer to remain effective.

      +

       
      Prayer : Aura of Healing
      Domain : Healing
      Available: Healer
      Allows : Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Creates an aura of healing binding the area to the Cleric. This causes those
      in the same room as the cleric to gain periodic healing, unless they are in
      combat against the cleric or one of his followers. The cleric must remain in
      the casting room for the prayer to remain effective.


      Aura of Intolerance (Prayer_AuraIntolerance) -


      Prayer : Aura of Intolerance
      Domain : Communing
      Available: Purist
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (80)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "AURA OF INTOLERANCE"
      Example : pray "aura of intolerance"
      The Cleric becomes totally intolerant of nonbelief in his or her god, and
      especially of those who believe in other gods. The unfaithful in your presence
      suffer mental anguish from your aura, while those you engage in combat against
      suffer extra damage.

      +

       
      Prayer : Aura of Intolerance
      Domain : Communing
      Available: Purist
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (80)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "AURA OF INTOLERANCE"
      Example : pray "aura of intolerance"
      The Cleric becomes totally intolerant of nonbelief in his or her god, and
      especially of those who believe in other gods. The unfaithful in your presence
      suffer mental anguish from your aura, while those you engage in combat against
      suffer extra damage.


      Aura of the Divine Edict (Prayer_AuraDivineEdict) -


      Prayer : Aura of the Divine Edict
      Domain : Evangelism
      Available: Purist
      Allows : Evangelising I
      Alignment: pure goodness, good
      Use Cost : Mana (all)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "AURA OF THE DIVINE EDICT"
      Example : pray "aura of the divine edict"
      The Cleric becomes gains the total authority of his or her god, being able to
      command all who are below him or her in level to obey by use of the YELL
      command. However, with the edict comes an aura of peace as well, preventing
      all fighting in the cleric`s presence.

      +

       
      Prayer : Aura of the Divine Edict
      Domain : Evangelism
      Available: Purist
      Allows : Evangelising I
      Alignment: pure goodness, good
      Use Cost : Mana (all)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "AURA OF THE DIVINE EDICT"
      Example : pray "aura of the divine edict"
      The Cleric becomes gains the total authority of his or her god, being able to
      command all who are below him or her in level to obey by use of the YELL
      command. However, with the edict comes an aura of peace as well, preventing
      all fighting in the cleric`s presence.


      Avatar (Prayer_Avatar) -


      Prayer : Avatar
      Domain : Communing
      Available: Templar
      Allows : Communing I
      Alignment: pure evil, evil
      Use Cost : Mana (80)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY AVATAR
      Example : pray avatar
      Causes the Cleric to become a most ferocious and powerful avatar of his or her
      god, gaining attack, armor, and hit point bonuses for the duration.

      +

       
      Prayer : Avatar
      Domain : Communing
      Available: Templar
      Allows : Communing I
      Alignment: pure evil, evil
      Use Cost : Mana (80)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY AVATAR
      Example : pray avatar
      Causes the Cleric to become a most ferocious and powerful avatar of his or her
      god, gaining attack, armor, and hit point bonuses for the duration.


      Awaken (Prayer_Awaken) -


      Prayer : Awaken
      Domain : Restoration
      Available: Cleric
      Allows : Restoring I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (66)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY AWAKEN
      Example : pray awaken
      The cleric is able to awaken everyone in the room, dispelling any sleep-causing
      effects at the same time.

      +

       
      Prayer : Awaken
      Domain : Restoration
      Available: Cleric
      Allows : Restoring I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (66)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY AWAKEN
      Example : pray awaken
      The cleric is able to awaken everyone in the room, dispelling any sleep-causing
      effects at the same time.


      Behemoth (Prayer_Behemoth) -


      Prayer : Behemoth
      Domain : Corruption
      Available: Templar
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY BEHEMOTH
      Example : pray behemoth
      This prayer causes the cleric to grow to a creature 3 times their normal size,
      with enhanced strength, but which is also somewhat easier to hit. Because the
      size and weight increase in such a strange manner, the ability to handle
      encumbrance will not increase.

      +

       
      Prayer : Behemoth
      Domain : Corruption
      Available: Templar
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY BEHEMOTH
      Example : pray behemoth
      This prayer causes the cleric to grow to a creature 3 times their normal size,
      with enhanced strength, but which is also somewhat easier to hit. Because the
      size and weight increase in such a strange manner, the ability to handle
      encumbrance will not increase.


      Benediction (Prayer_Benediction) -


      Prayer : Benediction
      Domain : Communing
      Available: Healer
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BENEDICTION" [TARGET NAME]
      Example : pray "benediction" bob
      This prayer causes the target to receive a bonus to their prime requisite
      stat(s) for their current class.

      +

       
      Prayer : Benediction
      Domain : Communing
      Available: Healer
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BENEDICTION" [TARGET NAME]
      Example : pray "benediction" bob
      This prayer causes the target to receive a bonus to their prime requisite
      stat(s) for their current class.


      Birds Eye (Prayer_BirdsEye) -


      Prayer : Birds Eye
      Domain : Communing
      Available: Missionary
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (55)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BIRDS EYE"
      Example : pray "birds eye"
      With this prayer, the cleric becomes aware through divine revelation the places
      in his or her immediate area.

      +

       
      Prayer : Birds Eye
      Domain : Communing
      Available: Missionary
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (55)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BIRDS EYE"
      Example : pray "birds eye"
      With this prayer, the cleric becomes aware through divine revelation the places
      in his or her immediate area.


      Blade Barrier (Prayer_BladeBarrier) -


      Prayer : Blade Barrier
      Domain : Creation
      Available: Cleric Paladin
      Allows : Creating I
      Alignment: pure goodness, good
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BLADE BARRIER"
      Example : pray blade
      Causes a shield of blades to begin spinning around the caster. Anyone engaging
      in melee combat, or who tries to touch the caster may be struck by the blades
      for additional damage.

      +

       
      Prayer : Blade Barrier
      Domain : Creation
      Available: Cleric Paladin
      Allows : Creating I
      Alignment: pure goodness, good
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BLADE BARRIER"
      Example : pray blade
      Causes a shield of blades to begin spinning around the caster. Anyone engaging
      in melee combat, or who tries to touch the caster may be struck by the blades
      for additional damage.


      Bless (Prayer_Bless) -


      Prayer : Bless
      Domain : Blessing
      Available: Paladin Several Classes
      Allows : Blessing I, Bless Item, Holy Aura
      Alignment: pure goodness, good
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY BLESS [TARGET NAME]
      Example : pray bless bob
      The target of this spell becomes blessed by the caster's deity, making them
      harder to hit in combat. Also dispels any temporary curses on the target, as
      well as holy aura and holy word.

      +

       
      Prayer : Bless
      Domain : Blessing
      Available: Paladin Several Classes
      Allows : Bless Item, Blessing I, Holy Aura
      Alignment: pure goodness, good
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY BLESS [TARGET NAME]
      Example : pray bless bob
      The target of this spell becomes blessed by the caster's deity, making them
      harder to hit in combat. Also dispels any temporary curses on the target, as
      well as holy aura and holy word.


      Bless Item (Prayer_BlessItem) -


      Prayer : Bless Item
      Domain : Blessing
      Available: Several Classes
      Requires : 'Bless'
      Allows : Blessing I
      Alignment: pure goodness, good
      Use Cost : Mana (72)
      Quality : Always Beneficial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BLESS ITEM" [TARGET NAME]
      Example : pray "bless item" sword
      The item affected by this spell gains the blessing of the caster's deity.
      Weapons gain additional hitting and damage abilities, while armor gains some
      additional temporary strength. Also dispells any temporary curses on the item.
      The target item may be specified if it available to the caster. If a person is
      specified as the target, a random item possessed by that person will be
      affected.

      +

       
      Prayer : Bless Item
      Domain : Blessing
      Available: Several Classes
      Requires : 'Bless'
      Allows : Blessing I
      Alignment: pure goodness, good
      Use Cost : Mana (72)
      Quality : Always Beneficial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BLESS ITEM" [TARGET NAME]
      Example : pray "bless item" sword
      The item affected by this spell gains the blessing of the caster's deity.
      Weapons gain additional hitting and damage abilities, while armor gains some
      additional temporary strength. Also dispells any temporary curses on the item.
      The target item may be specified if it available to the caster. If a person is
      specified as the target, a random item possessed by that person will be
      affected.


      Blessed Hearth (Prayer_BlessedHearth) -


      Prayer : Blessed Hearth
      Domain : Warding
      Available: Healer
      Allows : Divine Warding I
      Alignment: pure goodness, good
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BLESSED HEARTH"
      Example : pray "blessed hearth"
      The prayer consecrates the room in which it is cast against harm against the
      owners of the room, or those who follow the owners. All damage to the owner
      will be greatly lessened when in the room, and all undead harming magic is
      negated.

      +

       
      Prayer : Blessed Hearth
      Domain : Warding
      Available: Healer
      Allows : Divine Warding I
      Alignment: pure goodness, good
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BLESSED HEARTH"
      Example : pray "blessed hearth"
      The prayer consecrates the room in which it is cast against harm against the
      owners of the room, or those who follow the owners. All damage to the owner
      will be greatly lessened when in the room, and all undead harming magic is
      negated.


      Blindness (Prayer_Blindness) -


      Prayer : Blindness
      Domain : Corruption
      Available: Several Classes
      Allows : Mass Blindness, Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY BLINDNESS [TARGET NAME]
      Example : pray blind orc
      The mob affected by this spell is unable to see.

      +

       
      Prayer : Blindness
      Domain : Corruption
      Available: Several Classes
      Allows : Mass Blindness, Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR

      Skill : Blindness
      Use Cost : Mana (50)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : DISEASE
      Usage : PRAY BLINDNESS [TARGET NAME]
      Example : pray blind orc
      The mob affected by this spell is unable to see.


      Blindsight (Prayer_Blindsight) -


      Prayer : Blindsight
      Domain : Communing
      Available: Numerous Classes
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (67)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY BLINDSIGHT
      Example : pray blindsight
      The mob affected by this spell is able to see in dark places, and has any
      blindness from a previous spell affect restored.

      +

       
      Prayer : Blindsight
      Domain : Communing
      Available: Numerous Classes
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (67)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY BLINDSIGHT
      Example : pray blindsight
      The mob affected by this spell is able to see in dark places, and has any
      blindness from a previous spell affect restored.


      Bloat Bomb (Prayer_Bloatbomb) -


      Prayer : Bloat Bomb
      Domain : Vexing
      Available: Cleric
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (536870912)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY BLOATBOMB [TARGET NAME]
      Example : pray bloatbomb orc
      This prayer instantly kills the target, if the target is sufficiently lower
      level than the caster. The targets corpse then becomes a bloated acid bomb.
      Anyone trying to loot or pick up the corpse will cause it to explode its acid
      over everyone in the room.

      +

       
      Prayer : Bloat Bomb
      Domain : Vexing
      Available: Cleric
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (536870912)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY BLOATBOMB [TARGET NAME]
      Example : pray bloatbomb orc
      This prayer instantly kills the target, if the target is sufficiently lower
      level than the caster. The targets corpse then becomes a bloated acid bomb.
      Anyone trying to loot or pick up the corpse will cause it to explode its acid
      over everyone in the room.


      Blood Curse (Prayer_BloodMoon) -


      Prayer : Blood Curse
      Domain : Cursing
      Available: Several Classes
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BLOOD CURSE" [TARGET NAME]
      Example : pray "blood curse" bob
      The caster causes a evil burning curse to be inflicted inside the target. Any
      melee blows that strike the target do 50% more damage when they hit the target.

      +

       
      Prayer : Blood Curse
      Domain : Cursing
      Available: Several Classes
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BLOOD CURSE" [TARGET NAME]
      Example : pray "blood curse" bob
      The caster causes a evil burning curse to be inflicted inside the target. Any
      melee blows that strike the target do 50% more damage when they hit the target.


      Blood Hearth (Prayer_BloodHearth) -


      Prayer : Blood Hearth
      Domain : Corruption
      Available: Templar
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (all)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BLOOD HEARTH"
      Example : pray "blood hearth"
      The prayer desecrates the room in which it is cast in favor of the owners of
      the room, or those who follow the owners. All damage done by the owner will be
      greatly enhanced when in the room.

      +

       
      Prayer : Blood Hearth
      Domain : Corruption
      Available: Templar
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (all)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BLOOD HEARTH"
      Example : pray "blood hearth"
      The prayer desecrates the room in which it is cast in favor of the owners of
      the room, or those who follow the owners. All damage done by the owner will be
      greatly enhanced when in the room.


      Bone Moon (Prayer_BoneMoon) -


      Prayer : Bone Moon
      Domain : Moon altering
      Available: Templar
      Allows : Moon Enchanting I
      Alignment: pure evil, evil
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BONE MOON"
      Example : pray "bone moon"
      The caster causes a evil curse to rise over the room. Any dead bodies found
      there will animate into skeletons of increasing power!

      +

       
      Prayer : Bone Moon
      Domain : Moon altering
      Available: Templar
      Allows : Moon Enchanting I
      Alignment: pure evil, evil
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BONE MOON"
      Example : pray "bone moon"
      The caster causes a evil curse to rise over the room. Any dead bodies found
      there will animate into skeletons of increasing power!


      Brightening Aura (Prayer_BrighteningAura) -


      Prayer : Brightening Aura
      Domain : Healing
      Available: Healer
      Allows : Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BRIGHTENING AURA" [TARGET NAME]
      Example : pray "brightening aura" orc
      Surrounds the target with a brightening aura that enhances healing received
      from healing spells.

      +

       
      Prayer : Brightening Aura
      Domain : Healing
      Available: Healer
      Allows : Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "BRIGHTENING AURA" [TARGET NAME]
      Example : pray "brightening aura" orc
      Surrounds the target with a brightening aura that enhances healing received
      from healing spells.


      Bury (Prayer_Bury) -


      Prayer : Bury
      Domain : Death lore
      Available: Several Classes
      Allows : Death Lore I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY BURY [TARGET NAME]
      Example : pray bury body
      The caster burys a dead body in accordance with the will of his or her deity.
      Doing so causes the dead body to disappear, and gives the caster an extra 5
      experience points (or less).

      +

       
      Prayer : Bury
      Domain : Death lore
      Available: Several Classes
      Allows : Death Lore I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY BURY [TARGET NAME]
      Example : pray bury body
      The caster burys a dead body in accordance with the will of his or her deity.
      Doing so causes the dead body to disappear, and gives the caster an extra 5
      experience points (or less).


      Call Companion (Chant_CallCompanion) -


      Prayer : Call Companion
      Domain : Animal affinity
      Available: Several Classes
      Allows : Animal Affinity I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT CALL COMPANION
      Example : chant call companion
      This prayer will cause one of the druid's absent animal group members to be
      drawn towards the druid's present location.

      +

       
      Prayer : Call Companion
      Domain : Animal affinity
      Available: Several Classes
      Allows : Animal Affinity I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CHANT, CH
      Usage : CHANT CALL COMPANION
      Example : chant call companion
      This prayer will cause one of the druid's absent animal group members to be
      drawn towards the druid's present location.


      Call Undead (Prayer_CallUndead) -


      Prayer : Call Undead
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY CALL UNDEAD
      Example : pray call undead
      This prayer will cause one of the clerics absent undead group members to be
      drawn towards the clerics present location.

      +

       
      Prayer : Call Undead
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY CALL UNDEAD
      Example : pray call undead
      This prayer will cause one of the clerics absent undead group members to be
      drawn towards the clerics present location.


      Calm (Prayer_Calm) -


      Prayer : Calm
      Domain : Neutralization
      Available: Paladin Several Classes
      Allows : Neutralizing I
      Alignment: pure goodness, good
      Use Cost : Mana (66)
      Quality : Always Beneficial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY CALM
      Example : pray calm
      All fighting in the same room as the caster immediately ceases.

      +

       
      Prayer : Calm
      Domain : Neutralization
      Available: Paladin Several Classes
      Allows : Neutralizing I
      Alignment: pure goodness, good
      Use Cost : Mana (66)
      Quality : Always Beneficial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY CALM
      Example : pray calm
      All fighting in the same room as the caster immediately ceases.


      Cause Critical Wounds (Prayer_CauseCritical) -


      Prayer : Cause Critical Wounds
      Domain : Vexing
      Available: Cleric Templar
      Requires : 'Cause Serious Wounds'
      Allows : Vexing I, Harm
      Alignment: pure evil, evil
      Use Cost : Mana (64)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CAUSE CRITICAL" [TARGET NAME]
      Example : pray "cause critical" orc
      Causes of critical blast of unholy damage to be inflicted on the target.

      +

       
      Prayer : Cause Critical Wounds
      Domain : Vexing
      Available: Cleric Templar
      Requires : 'Cause Serious Wounds'
      Allows : Vexing I, Harm
      Alignment: pure evil, evil
      Use Cost : Mana (64)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CAUSE CRITICAL" [TARGET NAME]
      Example : pray "cause critical" orc
      Causes of critical blast of unholy damage to be inflicted on the target.


      Cause Exhaustion (Prayer_CauseExhaustion) -


      Prayer : Cause Exhaustion
      Domain : Vexing
      Available: Necromancer Templar
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CAUSE EXHAUSTION" [TARGET NAME]
      Example : pray "cause exhaustion" bob
      Creates fatigue, and removes a moderate amount of movement. See also Cause
      Fatigue and Enervate.

      +

       
      Prayer : Cause Exhaustion
      Domain : Vexing
      Available: Necromancer Templar
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CAUSE EXHAUSTION" [TARGET NAME]
      Example : pray "cause exhaustion" bob
      Creates fatigue, and removes a moderate amount of movement. See also Cause
      Fatigue and Enervate.


      Cause Fatigue (Prayer_CauseFatigue) -


      Prayer : Cause Fatigue
      Domain : Vexing
      Available: Doomsayer Necromancer Templar
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (52)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CAUSE FATIGUE" [TARGET NAME]
      Example : pray "cause fatigue" bob
      Worsens fatigue, and removes a small amount of movement. See also Cause
      Exhaustion and Enervate.

      +

       
      Prayer : Cause Fatigue
      Domain : Vexing
      Available: Doomsayer Necromancer Templar
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (52)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CAUSE FATIGUE" [TARGET NAME]
      Example : pray "cause fatigue" bob
      Worsens fatigue, and removes a small amount of movement. See also Cause
      Exhaustion and Enervate.


      Cause Light Wounds (Prayer_CauseLight) -


      Prayer : Cause Light Wounds
      Domain : Vexing
      Available: Several Classes
      Allows : Vexing I, Cause Serious Wounds
      Alignment: pure evil, evil
      Use Cost : Mana (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CAUSE LIGHT" [TARGET NAME]
      Example : pray "cause light" orc
      Causes of light blast of unholy damage to be inflicted on the target.

      +

       
      Prayer : Cause Light Wounds
      Domain : Vexing
      Available: Several Classes
      Allows : Vexing I, Cause Serious Wounds
      Alignment: pure evil, evil
      Use Cost : Mana (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CAUSE LIGHT" [TARGET NAME]
      Example : pray "cause light" orc
      Causes of light blast of unholy damage to be inflicted on the target.


      Cause Serious Wounds (Prayer_CauseSerious) -


      Prayer : Cause Serious Wounds
      Domain : Vexing
      Available: Cleric Templar
      Requires : 'Cause Light Wounds'
      Allows : Vexing I, Cause Critical Wounds
      Alignment: pure evil, evil
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CAUSE SERIOUS" [TARGET NAME]
      Example : pray "cause serious" orc
      Causes of serious blast of unholy damage to be inflicted on the target.

      +

       
      Prayer : Cause Serious Wounds
      Domain : Vexing
      Available: Cleric Templar
      Requires : 'Cause Light Wounds'
      Allows : Cause Critical Wounds, Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CAUSE SERIOUS" [TARGET NAME]
      Example : pray "cause serious" orc
      Causes of serious blast of unholy damage to be inflicted on the target.


      Chain Strike (Prayer_ChainStrike) -


      Prayer : Chain Strike
      Domain : Creation
      Available: Missionary
      Allows : Airelist I, Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PRAY, PR
      Usage : PRAY "CHAIN STRIKE"
      Example : pray "chain strike"
      This caster summons down a long arching stroke of lightning, which will hit a
      combatant of the caster (or a non-group member if not in combat), and begin
      bouncing from enemy to enemy until the stroke is depleated.

      +

       
      Prayer : Chain Strike
      Domain : Creation
      Available: Missionary
      Allows : Creating I, Airelist I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : PRAY, PR
      Usage : PRAY "CHAIN STRIKE"
      Example : pray "chain strike"
      This caster summons down a long arching stroke of lightning, which will hit a
      combatant of the caster (or a non-group member if not in combat), and begin
      bouncing from enemy to enemy until the stroke is depleated.


      Change Weather (Prayer_Weather) -


      Prayer : Change Weather
      Domain : Creation
      Available: Missionary
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CHANGE WEATHER"
      Example : pray "change weather"
      This prayer asks the casters god to change the weather outside.

      +

       
      Prayer : Change Weather
      Domain : Creation
      Available: Missionary
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CHANGE WEATHER"
      Example : pray "change weather"
      This prayer asks the casters god to change the weather outside.


      Christen (Prayer_Christen) -


      Prayer : Christen
      Domain : Evangelism
      Available: Cleric
      Allows : Evangelising I
      Alignment: pure goodness, good
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY CHRISTEN [TARGET NAME]
      Example : pray christen baby bob
      This prayer is the only means of giving a mud born child a name, and thereby
      ensuring that it will grow up to be a player. The Cleric, by this prayer,
      endows the baby with both name and spirit, therefore it must be cast before the
      child learns to walk.

      +

       
      Prayer : Christen
      Domain : Evangelism
      Available: Cleric
      Allows : Evangelising I
      Alignment: pure goodness, good
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY CHRISTEN [TARGET NAME]
      Example : pray christen baby bob
      This prayer is the only means of giving a mud born child a name, and thereby
      ensuring that it will grow up to be a player. The Cleric, by this prayer,
      endows the baby with both name and spirit, therefore it must be cast before the
      child learns to walk.


      Cleanliness (Prayer_Cleanliness) -


      Prayer : Cleanliness
      Domain : Neutralization
      Available: Shaman
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (64)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CLEANLINESS" [TARGET NAME]
      Example : pray "cleanliness" bob
      Brings the target closer to divinity by removing dirt, grime, and stink from
      the target player.

      +

       
      Prayer : Cleanliness
      Domain : Neutralization
      Available: Shaman
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (64)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CLEANLINESS" [TARGET NAME]
      Example : pray "cleanliness" bob
      Brings the target closer to divinity by removing dirt, grime, and stink from
      the target player.


      Condemnation (Prayer_Condemnation) -


      Prayer : Condemnation
      Domain : Evangelism
      Available: Doomsayer
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY CONDEMNATION [TARGET NAME]
      Example : pray condemnation orc
      This unholy spell is applicable only against targets who are already wanted in
      the casting area for a crime. Unlike forgive, the caster must be in the same
      room as the target as well. This prayer will cause the target to receive a
      slightly worse sentence for their crime then they would otherwise.

      +

       
      Prayer : Condemnation
      Domain : Evangelism
      Available: Doomsayer
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY CONDEMNATION [TARGET NAME]
      Example : pray condemnation orc
      This unholy spell is applicable only against targets who are already wanted in
      the casting area for a crime. Unlike forgive, the caster must be in the same
      room as the target as well. This prayer will cause the target to receive a
      slightly worse sentence for their crime then they would otherwise.


      Consecrate Land (Prayer_ConsecrateLand) -


      Prayer : Consecrate Land
      Domain : Warding
      Available: Healer
      Allows : Divine Warding I
      Alignment: pure goodness, good
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CONSECRATE LAND"
      Example : pray "consecrate land"
      This prayer consecrates the land on which it is cast, making evil prayers
      unable to function here. The prayer is permanent when cast on the cleric`s
      property, or the property of one he/she follows.

      +

       
      Prayer : Consecrate Land
      Domain : Warding
      Available: Healer
      Allows : Divine Warding I
      Alignment: pure goodness, good
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CONSECRATE LAND"
      Example : pray "consecrate land"
      This prayer consecrates the land on which it is cast, making evil prayers
      unable to function here. The prayer is permanent when cast on the cleric`s
      property, or the property of one he/she follows.


      Contagion (Prayer_Contagion) -


      Prayer : Contagion
      Domain : Corruption
      Available: Cleric
      Allows : Corrupting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (80)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY CONTAGION [TARGET NAME]
      Example : pray contagion orc
      This wicked spell makes all other wicked spells contagious. If a creature is
      under the effects of another malicious spell or prayer, contagion will make it
      possible that others may catch this spell like a disease.

      +

       
      Prayer : Contagion
      Domain : Corruption
      Available: Cleric
      Allows : Corrupting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (80)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY CONTAGION [TARGET NAME]
      Example : pray contagion orc
      This wicked spell makes all other wicked spells contagious. If a creature is
      under the effects of another malicious spell or prayer, contagion will make it
      possible that others may catch this spell like a disease.


      Conviction (Prayer_Conviction) -


      Prayer : Conviction
      Domain : Communing
      Available: Purist
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (66)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CONVICTION" [TARGET NAME]
      Example : pray "conviction" orc
      This prayer fills the target with religious conviction. So long as the target
      worships the same god as the cleric, they will receive bonuses to attack,
      damage, and armor.

      +

       
      Prayer : Conviction
      Domain : Communing
      Available: Purist
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (66)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CONVICTION" [TARGET NAME]
      Example : pray "conviction" orc
      This prayer fills the target with religious conviction. So long as the target
      worships the same god as the cleric, they will receive bonuses to attack,
      damage, and armor.


      Corpse Walk (Prayer_CorpseWalk) -


      Prayer : Corpse Walk
      Domain : Death lore
      Available: Cleric
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (536870912)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY [CORPSE WALK] [corpse name]
      Example : pray "corpse walk" body of joe
      This spell teleports the cleric and his or her followers to the corpse given by
      the name of this spell. The magic will tend to prefer local corpses to those
      far away, and the corpses of players to those of mobs.

      +

       
      Prayer : Corpse Walk
      Domain : Death lore
      Available: Cleric
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (536870912)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY [CORPSE WALK] [corpse name]
      Example : pray "corpse walk" body of joe
      This spell teleports the cleric and his or her followers to the corpse given by
      the name of this spell. The magic will tend to prefer local corpses to those
      far away, and the corpses of players to those of mobs.


      Corruption (Prayer_Corruption) -


      Prayer : Corruption
      Domain : Evangelism
      Available: Templar
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CORRUPTION" [TARGET NAME]
      Example : pray "corruption" orc
      This prayer corrupts the target and slides them ever closer to the point of
      being truly evil.

      +

       
      Prayer : Corruption
      Domain : Evangelism
      Available: Templar
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CORRUPTION" [TARGET NAME]
      Example : pray "corruption" orc
      This prayer corrupts the target and slides them ever closer to the point of
      being truly evil.


      Create Food (Prayer_CreateFood) -


      Prayer : Create Food
      Domain : Creation
      Available: Several Classes
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (55)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CREATE FOOD"
      Example : pray "create food"
      Causes a bit of food to fall near to the caster from out of nowhere.

      +

       
      Prayer : Create Food
      Domain : Creation
      Available: Several Classes
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (55)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CREATE FOOD"
      Example : pray "create food"
      Causes a bit of food to fall near to the caster from out of nowhere.


      Create Idol (Prayer_CreateIdol) -


      Prayer : Create Idol
      Domain : Cursing
      Available: Templar
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CREATE IDOL"
      Example : pray "create idol"
      This prayer creates an idol to the clerics god out of natural resources grown
      out of the ground around the caster. If no good resources are available, the
      prayer will always fail. The idol is extremely cursed, and a hazard to anyone
      who possesses it.

      +

       
      Prayer : Create Idol
      Domain : Cursing
      Available: Templar
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CREATE IDOL"
      Example : pray "create idol"
      This prayer creates an idol to the clerics god out of natural resources grown
      out of the ground around the caster. If no good resources are available, the
      prayer will always fail. The idol is extremely cursed, and a hazard to anyone
      who possesses it.


      Create Water (Prayer_CreateWater) -


      Prayer : Create Water
      Domain : Creation
      Available: Purist Several Classes
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CREATE WATER" [TARGET CONTAINER]
      Example : pray "create water" waterskin
      Causes the targeted container to fill up with fresh water. The container must
      be capable of holding liquids, and must be empty of any non-water liquids
      first.

      +

       
      Prayer : Create Water
      Domain : Creation
      Available: Purist Several Classes
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CREATE WATER" [TARGET CONTAINER]
      Example : pray "create water" waterskin
      Causes the targeted container to fill up with fresh water. The container must
      be capable of holding liquids, and must be empty of any non-water liquids
      first.


      Cure Blindness (Prayer_CureBlindness) -


      Prayer : Cure Blindness
      Domain : Restoration
      Available: Paladin Several Classes
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (67)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE BLINDNESS" [TARGET NAME]
      Example : pray "cure blindness" bob
      Cures all manner of blind afflictions on the target.

      +

       
      Prayer : Cure Blindness
      Domain : Restoration
      Available: Paladin Several Classes
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (67)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE BLINDNESS" [TARGET NAME]
      Example : pray "cure blindness" bob
      Cures all manner of blind afflictions on the target.


      Cure Cannibalism (Prayer_CureCannibalism) -


      Prayer : Cure Cannibalism
      Domain : Restoration
      Available: Healer
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (66)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE CANNIBALISM" [TARGET NAME]
      Example : pray "cure cannibalism" bob
      Cures the curse of cannibalism from the target.

      +

       
      Prayer : Cure Cannibalism
      Domain : Restoration
      Available: Healer
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (66)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE CANNIBALISM" [TARGET NAME]
      Example : pray "cure cannibalism" bob
      Cures the curse of cannibalism from the target.


      Cure Critical Wounds (Prayer_CureCritical) -


      Prayer : Cure Critical Wounds
      Domain : Healing
      Available: Paladin Several Classes
      Requires : 'Cure Serious Wounds'
      Allows : Heal, Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE CRITICAL" [TARGET NAME]
      Example : pray "cure critical" bob
      Delivers critical healing to the target.

      +

       
      Prayer : Cure Critical Wounds
      Domain : Healing
      Available: Paladin Several Classes
      Requires : 'Cure Serious Wounds'
      Allows : Heal, Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE CRITICAL" [TARGET NAME]
      Example : pray "cure critical" bob
      Delivers critical healing to the target.


      Cure Deafness (Prayer_CureDeafness) -


      Prayer : Cure Deafness
      Domain : Restoration
      Available: Paladin Several Classes
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE DEAFNESS" [TARGET NAME]
      Example : pray "cure deafness" bob
      Delivers the target from any deafening spells or affects.

      +

       
      Prayer : Cure Deafness
      Domain : Restoration
      Available: Paladin Several Classes
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE DEAFNESS" [TARGET NAME]
      Example : pray "cure deafness" bob
      Delivers the target from any deafening spells or affects.


      Cure Disease (Prayer_CureDisease) -


      Prayer : Cure Disease
      Domain : Restoration
      Available: Paladin Several Classes
      Allows : Mass Cure Disease, Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (62)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE DISEASE" [TARGET NAME]
      Example : pray "cure disease" bob
      Cures all manner of disease and disease like affects.

      +

       
      Prayer : Cure Disease
      Domain : Restoration
      Available: Paladin Several Classes
      Allows : Restoring I, Mass Cure Disease
      Alignment: pure goodness, good
      Use Cost : Mana (62)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE DISEASE" [TARGET NAME]
      Example : pray "cure disease" bob
      Cures all manner of disease and disease like affects.


      Cure Exhaustion (Prayer_CureExhaustion) -


      Prayer : Cure Exhaustion
      Domain : Restoration
      Available: Healer Oracle
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE EXHAUSTION" [TARGET NAME]
      Example : pray "cure exhaustion" bob
      Eliminates fatigue, and restores a moderate amount of movement. See also Cure
      Fatigue and Invigorate.

      +

       
      Prayer : Cure Exhaustion
      Domain : Restoration
      Available: Healer Oracle
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE EXHAUSTION" [TARGET NAME]
      Example : pray "cure exhaustion" bob
      Eliminates fatigue, and restores a moderate amount of movement. See also Cure
      Fatigue and Invigorate.


      Cure Fatigue (Prayer_CureFatigue) -


      Prayer : Cure Fatigue
      Domain : Restoration
      Available: Healer Oracle Paladin Purist
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (54)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE FATIGUE" [TARGET NAME]
      Example : pray "cure fatigue" bob
      Delivers invigoration to the fatigued, and restores a small amount of movement.
      See also Cure Exhaustion and Invigorate.

      +

       
      Prayer : Cure Fatigue
      Domain : Restoration
      Available: Healer Oracle Paladin Purist
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (54)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE FATIGUE" [TARGET NAME]
      Example : pray "cure fatigue" bob
      Delivers invigoration to the fatigued, and restores a small amount of movement.
      See also Cure Exhaustion and Invigorate.


      Cure Light Wounds (Prayer_CureLight) -


      Prayer : Cure Light Wounds
      Domain : Healing
      Available: Charlatan Paladin Several Classes
      Allows : Cure Serious Wounds, Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE LIGHT" [TARGET NAME]
      Example : pray "cure light" bob
      Delivers light healing to the target.

      +

       
      Prayer : Cure Light Wounds
      Domain : Healing
      Available: Charlatan Paladin Several Classes
      Allows : Healing I, Cure Serious Wounds
      Alignment: pure goodness, good
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE LIGHT" [TARGET NAME]
      Example : pray "cure light" bob
      Delivers light healing to the target.


      Cure Serious Wounds (Prayer_CureSerious) -


      Prayer : Cure Serious Wounds
      Domain : Healing
      Available: Paladin Several Classes
      Requires : 'Cure Light Wounds'
      Allows : Healing I, Cure Critical Wounds
      Alignment: pure goodness, good
      Use Cost : Mana (56)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE SERIOUS" [TARGET NAME]
      Example : pray "cure serious" bob
      Delivers serious healing to the target.

      +

       
      Prayer : Cure Serious Wounds
      Domain : Healing
      Available: Paladin Several Classes
      Requires : 'Cure Light Wounds'
      Allows : Healing I, Cure Critical Wounds
      Alignment: pure goodness, good
      Use Cost : Mana (56)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE SERIOUS" [TARGET NAME]
      Example : pray "cure serious" bob
      Delivers serious healing to the target.


      Cure Vampirism (Prayer_CureVampirism) -


      Prayer : Cure Vampirism
      Domain : Restoration
      Available: Healer
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE VAMPIRISM" [TARGET NAME]
      Example : pray "cure vampirism" bob
      Cures the curse of vampirism from the target.

      +

       
      Prayer : Cure Vampirism
      Domain : Restoration
      Available: Healer
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURE VAMPIRISM" [TARGET NAME]
      Example : pray "cure vampirism" bob
      Cures the curse of vampirism from the target.


      Curse (Prayer_Curse) -


      Prayer : Curse
      Domain : Cursing
      Available: Pirate Several Classes
      Allows : Cursing I, Great Curse, Curse Item, Mass Paralyze
      Alignment: pure evil, evil
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY CURSE [TARGET NAME]
      Example : pray curse orc
      The target of this spell becomes cursed by the caster's deity, making them
      easier to hit in combat. Also dispels any temporary blessings, great curse, or
      unholy word on the creature.

      +

       
      Prayer : Curse
      Domain : Cursing
      Available: Pirate Several Classes
      Allows : Mass Paralyze, Cursing I, Curse Item, Great Curse
      Alignment: pure evil, evil
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY CURSE [TARGET NAME]
      Example : pray curse orc
      The target of this spell becomes cursed by the caster's deity, making them
      easier to hit in combat. Also dispels any temporary blessings, great curse, or
      unholy word on the creature.


      Curse Flames (Prayer_CurseFlames) -


      Prayer : Curse Flames
      Domain : Cursing
      Available: Doomsayer
      Allows : Cursing I, Ignalist I
      Alignment: pure evil, evil
      Use Cost : Mana (52)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 5
      Commands : PRAY, PR
      Usage : PRAY "CURSE FLAMES" [TARGET NAME]
      Example : pray "curse flames" orc
      The target of this spell becomes the target of all flaming and burning objects
      either in the room, or on the posession of the target.

      +

       
      Prayer : Curse Flames
      Domain : Cursing
      Available: Doomsayer
      Allows : Cursing I, Ignalist I
      Alignment: pure evil, evil
      Use Cost : Mana (52)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 5
      Commands : PRAY, PR
      Usage : PRAY "CURSE FLAMES" [TARGET NAME]
      Example : pray "curse flames" orc
      The target of this spell becomes the target of a flaming or burning object
      either in the room, or in possession of the target.


      Curse Item (Prayer_CurseItem) -


      Prayer : Curse Item
      Domain : Cursing
      Available: Several Classes
      Requires : 'Curse'
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURSE ITEM" [TARGET NAME]
      Example : pray "curse item" sword
      The item affected by this spell gains the curses of the caster's deity.
      Weapons lose some of their hitting and damage abilities, while armor loses some
      of its strength. Also dispels any temporary blessings on the item. The target
      item may be specified if it available to the caster. If a monster is specified
      as the target, a random item possessed by the monster will be affected.

      +

       
      Prayer : Curse Item
      Domain : Cursing
      Available: Several Classes
      Requires : 'Curse'
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURSE ITEM" [TARGET NAME]
      Example : pray "curse item" sword
      The item affected by this spell gains the curses of the caster's deity.
      Weapons lose some of their hitting and damage abilities, while armor loses some
      of its strength. Also dispels any temporary blessings on the item. The target
      item may be specified if it available to the caster. If a monster is specified
      as the target, a random item possessed by the monster will be affected.


      Curse Luck (Prayer_CurseLuck) -


      Prayer : Curse Luck
      Domain : Cursing
      Available: Doomsayer
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURSE LUCK" [TARGET NAME]
      Example : pray "curse luck" orc
      This wicked spell makes the target fail their next three saving throws against
      any magic, trap, disease, poison, or similar affect.

      +

       
      Prayer : Curse Luck
      Domain : Cursing
      Available: Doomsayer
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURSE LUCK" [TARGET NAME]
      Example : pray "curse luck" orc
      This wicked spell makes the target fail their next three saving throws against
      any magic, trap, disease, poison, or similar affect.


      Curse Metal (Prayer_CurseMetal) -


      Prayer : Curse Metal
      Domain : Cursing
      Available: Doomsayer
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURSE METAL" [TARGET NAME]
      Example : pray "curse metal" orc
      Any and all metal objects being held or worn by the target are filled with
      unholy heat. It then becomes very likely that these objects will be removed
      and dropped by the target.

      +

       
      Prayer : Curse Metal
      Domain : Cursing
      Available: Doomsayer
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURSE METAL" [TARGET NAME]
      Example : pray "curse metal" orc
      Any and all metal objects being held or worn by the target are filled with
      unholy heat. It then becomes very likely that these objects will be removed
      and dropped by the target.


      Curse Mind (Prayer_CurseMind) -


      Prayer : Curse Mind
      Domain : Cursing
      Available: Doomsayer
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURSE MIND" [TARGET NAME]
      Example : pray "curse mind" orc
      The mind of the target of this spell is cursed, making them more susceptible to
      mind-influencing attacks. It also causes confusion, making them attack
      randomly in combat.

      +

       
      Prayer : Curse Mind
      Domain : Cursing
      Available: Doomsayer
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURSE MIND" [TARGET NAME]
      Example : pray "curse mind" orc
      The mind of the target of this spell is cursed, making them more susceptible to
      mind-influencing attacks. It also causes confusion, making them attack
      randomly in combat.


      Curse Minds (Prayer_CurseMinds) -


      Prayer : Curse Minds
      Domain : Cursing
      Available: Doomsayer
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURSE MINDS"
      Example : pray "curse minds"
      The mind of all the targets of this spell are cursed, making them more
      susceptible to mind-influencing attacks. It also causes confusion, making them
      attack randomly in combat. This spell targets all enemy combatants, or all
      non-group members when not in combat.

      +

       
      Prayer : Curse Minds
      Domain : Cursing
      Available: Doomsayer
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "CURSE MINDS"
      Example : pray "curse minds"
      The mind of all the targets of this spell are cursed, making them more
      susceptible to mind-influencing attacks. It also causes confusion, making them
      attack randomly in combat. This spell targets all enemy combatants, or all
      non-group members when not in combat.


      Daily Bread (Prayer_DailyBread) -


      Prayer : Daily Bread
      Domain : Evangelism
      Available: Doomsayer
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (100)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DAILY BREAD" [TARGET NAME]
      Example : pray "daily bread" bob
      The target of this prayer becomes compelled to turn over any food they might
      have to the cleric.

      +

       
      Prayer : Daily Bread
      Domain : Evangelism
      Available: Doomsayer
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (100)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DAILY BREAD" [TARGET NAME]
      Example : pray "daily bread" bob
      The target of this prayer becomes compelled to turn over any food they might
      have to the cleric.


      Dark Senses (Prayer_DarkSenses) -


      Prayer : Dark Senses
      Domain : Communing
      Available: Necromancer
      Allows : Communing I
      Alignment: pure evil, evil
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DARK SENSES" [TARGET NAME]
      Example : pray "dark senses" bob
      Makes the target capable of seeing in the dark.

      +

       
      Prayer : Dark Senses
      Domain : Communing
      Available: Necromancer
      Allows : Communing I
      Alignment: pure evil, evil
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DARK SENSES" [TARGET NAME]
      Example : pray "dark senses" bob
      Makes the target capable of seeing in the dark.


      Darkening Aura (Prayer_DarkeningAura) -


      Prayer : Darkening Aura
      Domain : Corruption
      Available: Doomsayer
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (53)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DARKENING AURA" [TARGET NAME]
      Example : pray "darkening aura" orc
      Surrounds the target with a darkening aura that enhances damage received from
      unholy magic.

      +

       
      Prayer : Darkening Aura
      Domain : Corruption
      Available: Doomsayer
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (53)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DARKENING AURA" [TARGET NAME]
      Example : pray "darkening aura" orc
      Surrounds the target with a darkening aura that enhances damage received from
      unholy magic.


      Deafness (Prayer_Deafness) -


      Prayer : Deafness
      Domain : Corruption
      Available: Several Classes
      Allows : Mass Deafness, Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DEAFNESS" [TARGET NAME]
      Example : pray "deafness" bob
      Makes the target completely deaf.

      +

       
      Prayer : Deafness
      Domain : Corruption
      Available: Several Classes
      Allows : Corrupting I, Mass Deafness
      Alignment: pure evil, evil
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR

      Skill : Deafness
      Use Cost : Mana (50)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : DISEASE
      Usage : PRAY "DEAFNESS" [TARGET NAME]
      Example : pray "deafness" bob
      Makes the target completely deaf.


      Death Guard (Prayer_DeathGuard) -


      Prayer : Death Guard
      Domain : Healing
      Available: Cleric
      Allows : Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (52)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DEATH GUARD" [TARGET NAME]
      Example : pray "death guard" bob
      The target of this prayer comes under the guardianship of the cleric and his or
      her God. When the target falls below 30% hit points, or 130% of their wimpy
      setting, the cleric will automatically cast one of their basic healing spells:
      Heal, Cure Critical, Cure Serious, or Cure Light Wounds.

      +

       
      Prayer : Death Guard
      Domain : Healing
      Available: Cleric
      Allows : Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (52)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DEATH GUARD" [TARGET NAME]
      Example : pray "death guard" bob
      The target of this prayer comes under the guardianship of the cleric and his or
      her God. When the target falls below 30% hit points, or 130% of their wimpy
      setting, the cleric will automatically cast one of their basic healing spells:
      Heal, Cure Critical, Cure Serious, or Cure Light Wounds.


      Death Knell (Prayer_DeathKnell) -


      Prayer : Death Knell
      Domain : Cursing
      Available: Cleric
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DEATH KNELL" [TARGET NAME]
      Example : pray "death knell" bob
      The target of this prayer comes under a curse that will cause them to instantly
      die should they fall below 10% health.

      +

       
      Prayer : Death Knell
      Domain : Cursing
      Available: Cleric
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DEATH KNELL" [TARGET NAME]
      Example : pray "death knell" bob
      The target of this prayer comes under a curse that will cause them to instantly
      die should they fall below 10% health.


      Deathfinger (Prayer_Deathfinger) -


      Prayer : Deathfinger
      Domain : Vexing
      Available: Cleric
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (150)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY DEATHFINGER [TARGET NAME]
      Example : pray deathfinger orc
      The caster points the evil finger of their deity at a target, delivering a
      devastating and almost deadly blow.

      +

       
      Prayer : Deathfinger
      Domain : Vexing
      Available: Cleric
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (150)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY DEATHFINGER [TARGET NAME]
      Example : pray deathfinger orc
      The caster points the evil finger of their deity at a target, delivering a
      devastating and almost deadly blow.


      Deaths Door (Prayer_DeathsDoor) -


      Prayer : Deaths Door
      Domain : Holy protection
      Available: Healer
      Allows : Protecting I, Divine Constitution
      Alignment: pure goodness, good
      Use Cost : Mana (69)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DEATHS DOOR" [TARGET NAME]
      Example : pray "deaths door" bob
      The target of this prayer becomes protected from death. Should death occur,
      the target will be miraculously brought back to their recall room and restored
      to perfect health.

      +

       
      Prayer : Deaths Door
      Domain : Holy protection
      Available: Healer
      Allows : Protecting I, Divine Constitution
      Alignment: pure goodness, good
      Use Cost : Mana (69)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DEATHS DOOR" [TARGET NAME]
      Example : pray "deaths door" bob
      The target of this prayer becomes protected from death. Should death occur,
      the target will be miraculously brought back to their recall room and restored
      to perfect health.


      Demonic Consumption (Prayer_DemonicConsumption) -


      Prayer : Demonic Consumption
      Domain : Vexing
      Available: Doomsayer
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DEMONIC CONSUMPTION" [TARGET NAME]
      Example : pray "demonic consumption" body
      Example : pray "demonic consumption" orc
      The caster attempts to cause the target item or mob to be consumed by unholy
      forces. This has the effect of destroying items, and killing creatures.

      +

       
      Prayer : Demonic Consumption
      Domain : Vexing
      Available: Doomsayer
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DEMONIC CONSUMPTION" [TARGET NAME]
      Example : pray "demonic consumption" body
      Example : pray "demonic consumption" orc
      The caster attempts to cause the target item or mob to be consumed by unholy
      forces. This has the effect of destroying items, and killing creatures.


      Demonshield (Prayer_Demonshield) -


      Prayer : Demonshield
      Domain : Holy protection
      Available: Doomsayer
      Allows : Protecting I, Ignalist I
      Alignment: pure evil, evil
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY DEMONSHIELD [TARGET NAME]
      Example : pray demonshield bob
      The caster causes a shield of demonic flames to erupt around the target,
      protecting them from the attacks of non-evil creatures. Non-evil creatures
      will be burnt by the shield during melee combat and other touch attempts.

      +

       
      Prayer : Demonshield
      Domain : Holy protection
      Available: Doomsayer
      Allows : Protecting I, Ignalist I
      Alignment: pure evil, evil
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY DEMONSHIELD [TARGET NAME]
      Example : pray demonshield bob
      The caster causes a shield of demonic flames to erupt around the target,
      protecting them from the attacks of non-evil creatures. Non-evil creatures
      will be burnt by the shield during melee combat and other touch attempts.


      Desecrate (Prayer_Desecrate) -


      Prayer : Desecrate
      Domain : Death lore
      Available: Several Classes
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY DESECRATE [TARGET NAME]
      Example : pray desecrate body
      The caster desecrates a dead body before his or her deity. Doing so causes the
      dead body to disappear, and gives the caster an extra 5 experience points (or
      less).

      +

       
      Prayer : Desecrate
      Domain : Death lore
      Available: Several Classes
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY DESECRATE [TARGET NAME]
      Example : pray desecrate body
      The caster desecrates a dead body before his or her deity. Doing so causes the
      dead body to disappear, and gives the caster an extra 5 experience points (or
      less).


      Desecrate Land (Prayer_DesecrateLand) -


      Prayer : Desecrate Land
      Domain : Warding
      Available: Templar
      Allows : Divine Warding I
      Alignment: pure evil, evil
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DESECRATE LAND"
      Example : pray "desecrate land"
      This prayer desecrates the land on which it is cast, making good prayers unable
      to function here. The prayer is permanent when cast on the cleric property, or
      the property of one his/she follows.

      +

       
      Prayer : Desecrate Land
      Domain : Warding
      Available: Templar
      Allows : Divine Warding I
      Alignment: pure evil, evil
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DESECRATE LAND"
      Example : pray "desecrate land"
      This prayer desecrates the land on which it is cast, making good prayers unable
      to function here. The prayer is permanent when cast on the cleric property, or
      the property of one his/she follows.


      Designation (Prayer_Designation) -


      Prayer : Designation
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (69)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY DESIGNATION [TARGET] [NEW NAME]
      Example : pray designation zombie "bob"
      This prayer allows the cleric to give a new designation/name to one of his/her
      undead.

      +

       
      Prayer : Designation
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (69)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY DESIGNATION [TARGET] [NEW NAME]
      Example : pray designation zombie "bob"
      This prayer allows the cleric to give a new designation/name to one of his/her
      undead.


      Devourer Curse (Prayer_DevourerCurse) -


      Prayer : Devourer Curse
      Domain : Cursing
      Available: Cleric
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DEVOURER CURSE" [TARGET NAME]
      Example : pray "devourer curse" orc
      The caster causes the target to have the face of a devourer demon, reducing
      their charisma to almost nothing as they become a target of loathing and
      hatred.

      +

       
      Prayer : Devourer Curse
      Domain : Cursing
      Available: Cleric
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DEVOURER CURSE" [TARGET NAME]
      Example : pray "devourer curse" orc
      The caster causes the target to have the face of a devourer demon, reducing
      their charisma to almost nothing as they become a target of loathing and
      hatred.


      Disown (Prayer_Disown) -


      Prayer : Disown
      Domain : Corruption
      Available: Cleric
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DISOWN" [TARGET NAME]
      Example : pray "disown" bob
      The target baby or toddler mob in the clerics group loses any christening they
      might have, along with parentage, and the protection of childhood. Toddlers
      remain mundane creatures forever, while babies grow only into young mundane
      mobs.

      +

       
      Prayer : Disown
      Domain : Corruption
      Available: Cleric
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DISOWN" [TARGET NAME]
      Example : pray "disown" bob
      The target baby or toddler mob in the clerics group loses any christening they
      might have, along with parentage, and the protection of childhood. Toddlers
      remain mundane creatures forever, while babies grow only into young mundane
      mobs.


      Dispel Evil (Prayer_DispelEvil) -


      Prayer : Dispel Evil
      Domain : Neutralization
      Available: Cleric Healer Paladin
      Allows : Neutralizing I
      Alignment: pure goodness, good
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DISPEL EVIL" [TARGET NAME]
      Example : pray "dispel evil" orc
      The target becomes exercised of their evil. This hurts evil creatures.

      +

       
      Prayer : Dispel Evil
      Domain : Neutralization
      Available: Cleric Healer Paladin
      Allows : Neutralizing I
      Alignment: pure goodness, good
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DISPEL EVIL" [TARGET NAME]
      Example : pray "dispel evil" orc
      The target becomes exercised of their evil. This hurts evil creatures.


      Dispel Good (Prayer_DispelGood) -


      Prayer : Dispel Good
      Domain : Neutralization
      Available: Cleric Templar
      Allows : Neutralizing I
      Alignment: pure evil, evil
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DISPEL GOOD" [TARGET NAME]
      Example : pray "dispel good" bob
      The target becomes exercised of their goodness. This hurts good creatures.

      +

       
      Prayer : Dispel Good
      Domain : Neutralization
      Available: Cleric Templar
      Allows : Neutralizing I
      Alignment: pure evil, evil
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DISPEL GOOD" [TARGET NAME]
      Example : pray "dispel good" bob
      The target becomes exercised of their goodness. This hurts good creatures.


      Dispel Undead (Prayer_DispelUndead) -


      Prayer : Dispel Undead
      Domain : Neutralization
      Available: Healer
      Allows : Neutralizing I
      Alignment: pure goodness, good
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DISPEL UNDEAD" [TARGET NAME]
      Example : pray "dispel undead" orc
      The target becomes exercised of their undeadness. This hurts undead creatures.

      +

       
      Prayer : Dispel Undead
      Domain : Neutralization
      Available: Healer
      Allows : Neutralizing I
      Alignment: pure goodness, good
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DISPEL UNDEAD" [TARGET NAME]
      Example : pray "dispel undead" orc
      The target becomes exercised of their undeadness. This hurts undead creatures.


      Divine Constitution (Prayer_DivineConstitution) -


      Prayer : Divine Constitution
      Domain : Healing
      Available: Healer
      Requires : 'Holy Aura', 'Deaths Door', and 'Heal'
      Allows : Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DIVINE CONSTITUTION" [TARGET NAME]
      Example : pray "divine constitution" bob
      The target becomes covered in divine constitution. In addition to gaining a
      point of constitution, there will be a chance that any healing spell from the
      same cleric who cast this spell will grant additional points of constitution
      and additional points of maximum hit points for the duration of the prayer.
      The bonus occurs only if the target is damaged, and receives a healing prayer
      which would put them over their current max hit points.

      +

       
      Prayer : Divine Constitution
      Domain : Healing
      Available: Healer
      Requires : 'Holy Aura', 'Deaths Door', and 'Heal'
      Allows : Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DIVINE CONSTITUTION" [TARGET NAME]
      Example : pray "divine constitution" bob
      The target becomes covered in divine constitution. In addition to gaining a
      point of constitution, there will be a chance that any healing spell from the
      same cleric who cast this spell will grant additional points of constitution
      and additional points of maximum hit points for the duration of the prayer.
      The bonus occurs only if the target is damaged, and receives a healing prayer
      which would put them over their current max hit points.


      Divine Guidance (Prayer_DivineGuidance) -


      Prayer : Divine Guidance
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DIVINE GUIDANCE" [TARGET NAME]
      Example : pray "divine guidance" bob
      The caster prays for the target to receive divine guidance. Their very next
      attack will be guided by the caster's deity, receiving a bonus to both attack
      and damage. The guidance ends after the first attack.

      +

       
      Prayer : Divine Guidance
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DIVINE GUIDANCE" [TARGET NAME]
      Example : pray "divine guidance" bob
      The caster prays for the target to receive divine guidance. Their very next
      attack will be guided by the caster's deity, receiving a bonus to both attack
      and damage. The guidance ends after the first attack.


      Divine Luck (Prayer_DivineLuck) -


      Prayer : Divine Luck
      Domain : Holy protection
      Available: Missionary
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DIVINE LUCK"
      Example : pray "divine luck"
      The caster gains the luck of the gods, hitting more easily, doing more damage
      in combat, and having better saving throws.

      +

       
      Prayer : Divine Luck
      Domain : Holy protection
      Available: Missionary
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DIVINE LUCK"
      Example : pray "divine luck"
      The caster gains the luck of the gods, hitting more easily, doing more damage
      in combat, and having better saving throws.


      Divine Perspective (Prayer_DivinePerspective) -


      Prayer : Divine Perspective
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY DIVINEPERSPECTIVE
      Example : pray divine perspective
      This prayer allows the cleric, for a short time, to see the universe through
      the eyes of his or her deity. Since deities watch all their followers, this
      can be a very interesting and enlightening experience.

      +

       
      Prayer : Divine Perspective
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY DIVINEPERSPECTIVE
      Example : pray divine perspective
      This prayer allows the cleric, for a short time, to see the universe through
      the eyes of his or her deity. Since deities watch all their followers, this
      can be a very interesting and enlightening experience.


      Divine Resistance (Prayer_DivineResistance) -


      Prayer : Divine Resistance
      Domain : Holy protection
      Available: Healer
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (74)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DIVINE RESISTANCE" [TARGET NAME]
      Example : pray "divine resistance" bob
      The target becomes protected by divine resistance, which completely blocks
      three harmful affects that would require a saving throw, such as spells, traps,
      diseases, poisons, etc.

      +

       
      Prayer : Divine Resistance
      Domain : Holy protection
      Available: Healer
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (74)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DIVINE RESISTANCE" [TARGET NAME]
      Example : pray "divine resistance" bob
      The target becomes protected by divine resistance, which completely blocks
      three harmful affects that would require a saving throw, such as spells, traps,
      diseases, poisons, etc.


      Divorce (Prayer_Divorce) -


      Prayer : Divorce
      Domain : Corruption
      Available: Several Classes
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY DIVORCE [TARGET NAME]
      Example : pray divorce bob
      This prayer breaks the marriage in which the target has entered. Any jointly
      owned property or bank accounts will go to the wife. The target must not be
      wearing his or her wedding band for this prayer to work.

      +

       
      Prayer : Divorce
      Domain : Corruption
      Available: Several Classes
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY DIVORCE [TARGET NAME]
      Example : pray divorce bob
      This prayer breaks the marriage in which the target has entered. Any jointly
      owned property or bank accounts will go to the wife. The target must not be
      wearing his or her wedding band for this prayer to work.


      Doom Aura (Prayer_DoomAura) -


      Prayer : Doom Aura
      Domain : Corruption
      Available: Doomsayer
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DOOM AURA"
      Example : pray "doom aura"
      Causes an aura of dread and doom to surround the caster. Anyone engaging in
      melee combat, or who tries to touch the caster may be occasionally harmed by
      the aura for additional damage.

      +

       
      Prayer : Doom Aura
      Domain : Corruption
      Available: Doomsayer
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DOOM AURA"
      Example : pray "doom aura"
      Causes an aura of dread and doom to surround the caster. Anyone engaging in
      melee combat, or who tries to touch the caster may be occasionally harmed by
      the aura for additional damage.


      Doomspout (Prayer_Doomspout) -


      Prayer : Doomspout
      Domain : Evangelism
      Available: Doomsayer
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY DOOMSPOUT [TARGET NAME]
      Example : pray doomspout orc
      Inflicts the target with a horrendous mental disease that sucks away the
      targets intellect, and forces them to spout messages of doom.

      +

       
      Prayer : Doomspout
      Domain : Evangelism
      Available: Doomsayer
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY DOOMSPOUT [TARGET NAME]
      Example : pray doomspout orc
      Inflicts the target with a horrendous mental disease that sucks away the
      targets intellect, and forces them to spout messages of doom.


      Drain (Prayer_Drain) -


      Prayer : Drain
      Domain : Vexing
      Available: Cleric Templar
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY DRAIN [TARGET NAME]
      Example : pray drain orc
      Causes some of the life force of the target to be transferred to the cleric.
      When this spell is cast, the target takes damage, while the cleric gains some
      of the targets health.

      +

       
      Prayer : Drain
      Domain : Vexing
      Available: Cleric Templar
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY DRAIN [TARGET NAME]
      Example : pray drain orc
      Causes some of the life force of the target to be transferred to the cleric.
      When this spell is cast, the target takes damage, while the cleric gains some
      of the targets health.


      Dream Feast (Prayer_DreamFeast) -


      Prayer : Dream Feast
      Domain : Restoration
      Available: Cleric
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (68)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DREAM FEAST" [TARGET NAME]
      Example : pray "dream feast" bob
      This spell puts a blessing from the casters god upon the target. When the
      target next sleeps, and they sleep for a sufficient amount of time, they will
      have dreams of feasts. Upon having the dream and waking, they will find all
      hunger and thirst has been satisfied.

      +

       
      Prayer : Dream Feast
      Domain : Restoration
      Available: Cleric
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (68)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DREAM FEAST" [TARGET NAME]
      Example : pray "dream feast" bob
      This spell puts a blessing from the casters god upon the target. When the
      target next sleeps, and they sleep for a sufficient amount of time, they will
      have dreams of feasts. Upon having the dream and waking, they will find all
      hunger and thirst has been satisfied.


      Drunken Stupor (Prayer_DrunkenStupor) -


      Prayer : Drunken Stupor
      Domain : Cursing
      Available: Shaman
      Allows : Cursing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DRUNKEN STUPOR" [TARGET NAME]
      Example : pray "drunken stupor" orc
      This prayer causes the target to become inebriated. In this state, they will
      behave erratically, and attack randomly in combat.

      +

       
      Prayer : Drunken Stupor
      Domain : Cursing
      Available: Shaman
      Allows : Cursing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "DRUNKEN STUPOR" [TARGET NAME]
      Example : pray "drunken stupor" orc
      This prayer causes the target to become inebriated. In this state, they will
      behave erratically, and attack randomly in combat.


      Earth to Mud (Prayer_EarthMud) -


      Prayer : Earth to Mud
      Domain : Creation
      Available: Shaman
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "EARTH TO MUD"
      Example : pray "earth to mud"
      The caster turns the rock or sandy ground into mushy mud. This makes the room
      extremely costly in movement to walk through, or fight in.

      +

       
      Prayer : Earth to Mud
      Domain : Creation
      Available: Shaman
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "EARTH TO MUD"
      Example : pray "earth to mud"
      The caster turns the rock or sandy ground into mushy mud. This makes the room
      extremely costly in movement to walk through, or fight in.


      Earthshield (Prayer_Earthshield) -


      Prayer : Earthshield
      Domain : Holy protection
      Available: Shaman
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY EARTHSHIELD
      Example : pray "earthshield"
      This prayer will cause the cleric to be surrounded by a earthy shield. In this
      shield, the cleric will be much harder to hit, though he or she will also find
      it more difficult to move.

      +

       
      Prayer : Earthshield
      Domain : Holy protection
      Available: Shaman
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY EARTHSHIELD
      Example : pray "earthshield"
      This prayer will cause the cleric to be surrounded by a earthy shield. In this
      shield, the cleric will be much harder to hit, though he or she will also find
      it more difficult to move.


      Electric Healing (Prayer_ElectricHealing) -


      Prayer : Electric Healing
      Domain : Healing
      Available: Missionary
      Allows : Healing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ELECTRIC HEALING"
      Example : pray "electric healing"
      The caster places him or herself in a holy aura. The aura will convert any
      electricity damage immediately into an equal amount of healing.

      +

       
      Prayer : Electric Healing
      Domain : Healing
      Available: Missionary
      Allows : Healing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ELECTRIC HEALING"
      Example : pray "electric healing"
      The caster places him or herself in a holy aura. The aura will convert any
      electricity damage immediately into an equal amount of healing.


      Electric Strike (Prayer_ElectricStrike) -


      Prayer : Electric Strike
      Domain : Creation
      Available: Missionary
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ELECTRIC STRIKE" [TARGET NAME]
      Example : pray "electric strike" bob
      Causes the caster's hands to deal out a strong spray of electricity upon the
      target, which will probably hurt them.

      +

       
      Prayer : Electric Strike
      Domain : Creation
      Available: Missionary
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ELECTRIC STRIKE" [TARGET NAME]
      Example : pray "electric strike" bob
      Causes the caster's hands to deal out a strong spray of electricity upon the
      target, which will probably hurt them.


      Elemental Aid (Prayer_SummonElemental) -


      Prayer : Elemental Aid
      Domain : Creation
      Available: Several Classes
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ELEMENTAL AID"
      Example : pray "elemental aid"
      This powerful prayer will cause a powerful elemental, equal in strength to near
      the Clerics level, to appear and follow the cleric.

      +

       
      Prayer : Elemental Aid
      Domain : Creation
      Available: Several Classes
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ELEMENTAL AID"
      Example : pray "elemental aid"
      This powerful prayer will cause a powerful elemental, equal in strength to near
      the Clerics level, to appear and follow the cleric.


      Ember (Prayer_Ember) -


      Prayer : Ember
      Domain : Creation
      Available: Doomsayer
      Allows : Creating I, Ignalist I
      Alignment: pure evil, evil
      Use Cost : Mana (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY EMBER [TARGET NAME]
      Example : pray ember bob
      The caster causes a small flaming ember to appear and attack the target.

      +

       
      Prayer : Ember
      Domain : Creation
      Available: Doomsayer
      Allows : Creating I, Ignalist I
      Alignment: pure evil, evil
      Use Cost : Mana (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY EMBER [TARGET NAME]
      Example : pray ember bob
      The caster causes a small flaming ember to appear and attack the target.


      Enervate (Prayer_Enervate) -


      Prayer : Enervate
      Domain : Corruption
      Available: Templar
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ENERVATE" [TARGET NAME]
      Example : pray enervate bob
      Creates fatigue, and removes the largest amount of movement. See also Cause
      Fatigue and Cause Exhaustion.

      +

       
      Prayer : Enervate
      Domain : Corruption
      Available: Templar
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ENERVATE" [TARGET NAME]
      Example : pray enervate bob
      Creates fatigue, and removes the largest amount of movement. See also Cause
      Fatigue and Cause Exhaustion.


      Etherealness (Prayer_Etherealness) -


      Prayer : Etherealness
      Domain : Neutralization
      Available: Missionary
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (66)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ETHEREALNESS"
      Example : pray "ETHEREALNESS"
      The caster places him or herself in an ethereal state. In this state, the
      caster will float, and is able to walk through walls. However, the caster is
      unable to manipulate most matter through will, and cannot carry equipment
      through doors.

      +

       
      Prayer : Etherealness
      Domain : Neutralization
      Available: Missionary
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (66)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ETHEREALNESS"
      Example : pray "ETHEREALNESS"
      The caster places him or herself in an ethereal state. In this state, the
      caster will float, and is able to walk through walls. However, the caster is
      unable to manipulate most matter through will, and cannot carry equipment
      through doors.


      Extinguish (Prayer_Extinguish) -


      Prayer : Extinguish
      Domain : Neutralization
      Available: Purist
      Allows : Neutralizing I
      Alignment: pure goodness, good
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY EXTINGUISH [TARGET NAME]
      Example : pray extinguish orc
      This powerful prayer will extinguish any torches, or fire-based spells on the
      target. It will also damage fire elementals.

      +

       
      Prayer : Extinguish
      Domain : Neutralization
      Available: Purist
      Allows : Neutralizing I
      Alignment: pure goodness, good
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY EXTINGUISH [TARGET NAME]
      Example : pray extinguish orc
      This powerful prayer will extinguish any torches, or fire-based spells on the
      target. It will also damage fire elementals.


      Faithless (Prayer_Faithless) -


      Prayer : Faithless
      Domain : Evangelism
      Available: Doomsayer
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (100)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY FAITHLESS [TARGET NAME]
      Example : pray faithless orc
      The caster compells the target to rebuke their god. This prayer has no effect
      on other clerics.

      +

       
      Prayer : Faithless
      Domain : Evangelism
      Available: Doomsayer
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (100)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY FAITHLESS [TARGET NAME]
      Example : pray faithless orc
      The caster compells the target to rebuke their god. This prayer has no effect
      on other clerics.


      Feed The Dead (Prayer_FeedTheDead) -


      Prayer : Feed The Dead
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (53)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "FEED THE DEAD" [TARGET NAME] [AMOUNT OF EXP]
      Example : pray "feed the dead" bob 100
      This prayer transfers the given amount of experience from the caster to the
      target undead creature. This amount is multiplied when the target mob is much
      lower level than the caster. This also creates a chance that the undead
      follower will become Loyal to the player who casts it.

      +

       
      Prayer : Feed The Dead
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (53)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "FEED THE DEAD" [TARGET NAME] [AMOUNT OF EXP]
      Example : pray "feed the dead" bob 100
      This prayer transfers the given amount of experience from the caster to the
      target undead creature. This amount is multiplied when the target mob is much
      lower level than the caster. This also creates a chance that the undead
      follower will become Loyal to the player who casts it.


      Feign Life (Prayer_FeignLife) -


      Prayer : Feign Life
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "FEIGN LIFE" [TARGET NAME]
      Example : pray "feign life" bob
      The caster causes the target to appear as a living human, instead of whatever
      they might be presently.

      +

       
      Prayer : Feign Life
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "FEIGN LIFE" [TARGET NAME]
      Example : pray "feign life" bob
      The caster causes the target to appear as a living human, instead of whatever
      they might be presently.


      Fertilize (Prayer_Fertilize) -


      Prayer : Fertilize
      Domain : Creation
      Available: Shaman
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY FERTILIZE
      Example : pray fertilize
      The caster blesses the land, making yields from Foraging and Farming double for
      a whole day per level of the caster.

      +

       
      Prayer : Fertilize
      Domain : Creation
      Available: Shaman
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY FERTILIZE
      Example : pray fertilize
      The caster blesses the land, making yields from Foraging and Farming double for
      a whole day per level of the caster.


      Fidelity (Prayer_Fidelity) -


      Prayer : Fidelity
      Domain : Warding
      Available: Healer Purist
      Allows : Divine Warding I
      Alignment: pure goodness, good
      Use Cost : Mana (53)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY FIDELITY [TARGET]
      Example : pray "fidelity" orc
      This prayer makes the target unable to mate with anyone but their husband or
      bride, if they are married. It has no effect on the unmarried.

      +

       
      Prayer : Fidelity
      Domain : Warding
      Available: Healer Purist
      Allows : Divine Warding I
      Alignment: pure goodness, good
      Use Cost : Mana (53)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY FIDELITY [TARGET]
      Example : pray "fidelity" orc
      This prayer makes the target unable to mate with anyone but their husband or
      bride, if they are married. It has no effect on the unmarried.


      Fire Healing (Prayer_FireHealing) -


      Prayer : Fire Healing
      Domain : Healing
      Available: Doomsayer
      Allows : Healing I
      Alignment: pure evil, evil
      Use Cost : Mana (80)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "FIRE HEALING"
      Example : pray "fire healing"
      The caster places him or herself in a holy aura. The aura will convert any
      fire damage immediately into an equal amount of healing.

      +

       
      Prayer : Fire Healing
      Domain : Healing
      Available: Doomsayer
      Allows : Healing I
      Alignment: pure evil, evil
      Use Cost : Mana (80)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "FIRE HEALING"
      Example : pray "fire healing"
      The caster places him or herself in a holy aura. The aura will convert any
      fire damage immediately into an equal amount of healing.


      Flame Weapon (Prayer_FlameWeapon) -


      Prayer : Flame Weapon
      Domain : Creation
      Available: Doomsayer
      Allows : Creating I, Ignalist I
      Alignment: pure evil, evil
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "FLAME WEAPON" [TARGET WEAPON]
      Example : pray "flame weapon" sword
      The caster causes flames to consume the weapon, making the weapon more
      dangerous in combat, and causing it to hit more often. It also causes the
      weapon to do extra fire damage in combat. Any wooden or vegetative weapons
      enchanced with this spell will be destroyed after the spell has expired.

      +

       
      Prayer : Flame Weapon
      Domain : Creation
      Available: Doomsayer
      Allows : Creating I, Ignalist I
      Alignment: pure evil, evil
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "FLAME WEAPON" [TARGET WEAPON]
      Example : pray "flame weapon" sword
      The caster causes flames to consume the weapon, making the weapon more
      dangerous in combat, and causing it to hit more often. It also causes the
      weapon to do extra fire damage in combat. Any wooden or vegetative weapons
      enchanced with this spell will be destroyed after the spell has expired.


      Flesh Rock (Prayer_FleshRock) -


      Prayer : Flesh Rock
      Domain : Corruption
      Available: Shaman
      Allows : Corrupting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "FLESH ROCK" [TARGET NAME]
      Example : pray "flesh rock" orc
      The caster turns the target into a statue of jagged rock.

      +

       
      Prayer : Flesh Rock
      Domain : Corruption
      Available: Shaman
      Allows : Corrupting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "FLESH ROCK" [TARGET NAME]
      Example : pray "flesh rock" orc
      The caster turns the target into a statue of jagged rock.


      Forgive (Prayer_Forgive) -


      Prayer : Forgive
      Domain : Evangelism
      Available: Healer
      Allows : Evangelising I
      Alignment: pure goodness, good
      Use Cost : Mana (58)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY FORGIVE [CRIMINAL NAME]
      Example : pray forgive bob
      The cleric asks the deities to create feelings of forgiveness from the law
      towards a criminal who has a warrant out for their arrest. The person need not
      be in the same room as the caster, though the caster must be in the area in
      which the criminal is wanted for a crime.

      +

       
      Prayer : Forgive
      Domain : Evangelism
      Available: Healer
      Allows : Evangelising I, Mass Forgive
      Alignment: pure goodness, good
      Use Cost : Mana (58)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY FORGIVE [CRIMINAL NAME]
      Example : pray forgive bob
      The cleric asks the deities to create feelings of forgiveness from the law
      towards a criminal who has a warrant out for their arrest. The person need not
      be in the same room as the caster, though the caster must be in the area in
      which the criminal is wanted for a crime. This prayer is so powerful that it
      can also forgive some of the consequences of crime, such as Banishment, Public
      Shaming, or the Prisoner`s Geas.


      Fortress (Prayer_Fortress) -


      Prayer : Fortress
      Domain : Holy protection
      Available: Doomsayer
      Allows : Protecting I
      Alignment: pure evil, evil
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY FORTRESS [TARGET NAME]
      Example : pray fortress bob
      The caster causes an unholy protective field to surround the target. Any melee
      blows that strike the target are softened by the field, so that less damage is
      actually done.

      +

       
      Prayer : Fortress
      Domain : Holy protection
      Available: Doomsayer
      Allows : Protecting I
      Alignment: pure evil, evil
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY FORTRESS [TARGET NAME]
      Example : pray fortress bob
      The caster causes an unholy protective field to surround the target. Any melee
      blows that strike the target are softened by the field, so that less damage is
      actually done.


      Fountain of Life (Prayer_FountainLife) -


      Prayer : Fountain of Life
      Domain : Creation
      Available: Purist
      Allows : Creating I
      Alignment: pure goodness, good
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "FOUNTAIN OF LIFE"
      Example : pray "fountain of life"
      The caster causes a beautiful fountain to begin flowing. The fountain will
      give periodic healing, disease cures, and other health benefits when drank
      from.

      +

       
      Prayer : Fountain of Life
      Domain : Creation
      Available: Purist
      Allows : Creating I
      Alignment: pure goodness, good
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "FOUNTAIN OF LIFE"
      Example : pray "fountain of life"
      The caster causes a beautiful fountain to begin flowing. The fountain will
      give periodic healing, disease cures, and other health benefits when drank
      from.


      Freedom (Prayer_Freedom) -


      Prayer : Freedom
      Domain : Restoration
      Available: Oracle Paladin Several Classes
      Allows : Restoring I, Mass Freedom
      Alignment: pure goodness, good
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY FREEDOM [TARGET NAME]
      Example : pray freedom bob
      Any binding and entangling spells or affects on the target are immediately
      dispelled.

      +

       
      Prayer : Freedom
      Domain : Restoration
      Available: Oracle Paladin Several Classes
      Allows : Mass Freedom, Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY FREEDOM [TARGET NAME]
      Example : pray freedom bob
      Any binding and entangling spells or affects on the target are immediately
      dispelled.


      Freeze Metal (Prayer_FreezeMetal) -


      Prayer : Freeze Metal
      Domain : Cursing
      Available: Purist
      Allows : Cursing I, Aqualist I
      Alignment: pure goodness, good
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "FREEZE METAL" [TARGET NAME]
      Example : pray "freeze metal" bob
      This spell causes the metal objects being worn or wielded by the target to
      begin freezing and biting at their skin, and freeze to whatever they are
      touching.

      +

       
      Prayer : Freeze Metal
      Domain : Cursing
      Available: Purist
      Allows : Cursing I, Aqualist I
      Alignment: pure goodness, good
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "FREEZE METAL" [TARGET NAME]
      Example : pray "freeze metal" bob
      This spell causes the metal objects being worn or wielded by the target to
      begin freezing and biting at their skin, and freeze to whatever they are
      touching.


      Gateway (Prayer_Gateway) -


      Prayer : Gateway
      Domain : Creation
      Available: Missionary
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (71)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY GATEWAY [PLACE/ROOM NAME]
      Example : pray gateway junction
      This prayer opens a divine gateway to the specific room or place named in the
      spell. The 'place name' must be contained in the short description shown of
      the place. The gateway will only stay open for a short time, and may be
      entered using the "ENTER" command.

      +

       
      Prayer : Gateway
      Domain : Creation
      Available: Missionary
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (71)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY GATEWAY [PLACE/ROOM NAME]
      Example : pray gateway junction
      This prayer opens a divine gateway to the specific room or place named in the
      spell. The 'place name' must be contained in the short description shown of
      the place. The gateway will only stay open for a short time, and may be
      entered using the "ENTER" command.


      Gills (Prayer_Gills) -


      Prayer : Gills
      Domain : Holy protection
      Available: Purist
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (59)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY GILLS
      Example : pray gills
      The gods bestow upon the caster water breathing gills, with which me or she may
      breathe comfortably under water.

      +

       
      Prayer : Gills
      Domain : Holy protection
      Available: Purist
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (59)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY GILLS
      Example : pray gills
      The gods bestow upon the caster water breathing gills, with which me or she may
      breathe comfortably under water.


      Godlight (Prayer_GodLight) -


      Prayer : Godlight
      Domain : Creation
      Available: Healer
      Allows : Creating I
      Alignment: pure goodness, good
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY GODLIGHT [TARGET NAME]
      Example : pray godlight bob
      Causes the caster's deity to shine a bright beam of godly light at the target.
      When no target is specified, and the caster is not in combat, this spell can
      also be used to light up a room.

      +

       
      Prayer : Godlight
      Domain : Creation
      Available: Healer
      Allows : Creating I
      Alignment: pure goodness, good
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY GODLIGHT [TARGET NAME]
      Example : pray godlight bob
      Causes the caster's deity to shine a bright beam of godly light at the target.
      When no target is specified, and the caster is not in combat, this spell can
      also be used to light up a room.


      Godstrike (Prayer_Godstrike) -


      Prayer : Godstrike
      Domain : Vexing
      Available: Several Classes
      Allows : Vexing I
      Alignment: pure goodness, good
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY GODSTRIKE [TARGET NAME]
      Example : pray godstrike bob
      Causes the caster's deity to strike evil creatures, doing them great harm.

      +

       
      Prayer : Godstrike
      Domain : Vexing
      Available: Several Classes
      Allows : Vexing I
      Alignment: pure goodness, good
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY GODSTRIKE [TARGET NAME]
      Example : pray godstrike bob
      Causes the caster's deity to strike evil creatures, doing them great harm.


      Great Curse (Prayer_GreatCurse) -


      Prayer : Great Curse
      Domain : Cursing
      Available: Several Classes
      Requires : 'Curse'
      Allows : Cursing I, Unholy Word
      Alignment: pure evil, evil
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "GREAT CURSE" [TARGET NAME]
      Example : pray "great curse" orc
      The target of this spell becomes heavily cursed by the caster's deity, making
      them easier to hit in combat. Also dispels any temporary blessings, sanctuary,
      curse, unholy word, or holy aura on the creature.

      +

       
      Prayer : Great Curse
      Domain : Cursing
      Available: Several Classes
      Requires : 'Curse'
      Allows : Cursing I, Unholy Word
      Alignment: pure evil, evil
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "GREAT CURSE" [TARGET NAME]
      Example : pray "great curse" orc
      The target of this spell becomes heavily cursed by the caster's deity, making
      them easier to hit in combat. Also dispels any temporary blessings, sanctuary,
      curse, unholy word, or holy aura on the creature.


      Guardian Hearth (Prayer_GuardianHearth) -


      Prayer : Guardian Hearth
      Domain : Warding
      Available: Shaman
      Allows : Divine Warding I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "GUARDIAN HEARTH"
      Example : pray "guardian hearth"
      The prayer consecrates the room in which it is cast against harm against the
      owners of the room, or those who follow the owners. Any harm which would
      normally require a saving throw (spells, traps, poison, disease, etc) is
      negated against the owners or their followers when in the room. Note that this
      prayer does not cure existing harm, but prevents harmful attacks.

      +

       
      Prayer : Guardian Hearth
      Domain : Warding
      Available: Shaman
      Allows : Divine Warding I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "GUARDIAN HEARTH"
      Example : pray "guardian hearth"
      The prayer consecrates the room in which it is cast against harm against the
      owners of the room, or those who follow the owners. Any harm which would
      normally require a saving throw (spells, traps, poison, disease, etc) is
      negated against the owners or their followers when in the room. Note that this
      prayer does not cure existing harm, but prevents harmful attacks.


      Hammer of Light (Prayer_LightHammer) -


      Prayer : Hammer of Light
      Domain : Vexing
      Available: Paladin
      Allows : Vexing I
      Alignment: pure goodness, good
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HAMMER OF LIGHT" [TARGET NAME]
      Example : pray "hammer of light: orc
      Causes the caster's deity to hit evil creatures with a holy hammer of light,
      damaging them.

      +

       
      Prayer : Hammer of Light
      Domain : Vexing
      Available: Paladin
      Allows : Vexing I
      Alignment: pure goodness, good
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HAMMER OF LIGHT" [TARGET NAME]
      Example : pray "hammer of light: orc
      Causes the caster's deity to hit evil creatures with a holy hammer of light,
      damaging them.


      Harm (Prayer_Harm) -


      Prayer : Harm
      Domain : Vexing
      Available: Cleric Templar
      Requires : 'Cause Critical Wounds'
      Allows : Vexing I, Mass Harm
      Alignment: pure evil, evil
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY HARM [TARGET NAME]
      Example : pray harm orc
      Causes a DEVASTATING blast of unholy damage to be inflicted on the target.

      +

       
      Prayer : Harm
      Domain : Vexing
      Available: Cleric Templar
      Requires : 'Cause Critical Wounds'
      Allows : Mass Harm, Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY HARM [TARGET NAME]
      Example : pray harm orc
      Causes a DEVASTATING blast of unholy damage to be inflicted on the target.


      Haunted (Prayer_Haunted) -


      Prayer : Haunted
      Domain : Death lore
      Available: Templar
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HAUNTED"
      Example : pray "haunted"
      The caster causes a evil curse to rise over the room. Any dead bodies found
      there will animate into poltergeists of increasing power!

      +

       
      Prayer : Haunted
      Domain : Death lore
      Available: Templar
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HAUNTED"
      Example : pray "haunted"
      The caster causes a evil curse to rise over the room. Any dead bodies found
      there will animate into poltergeists of increasing power!


      Heal (Prayer_Heal) -


      Prayer : Heal
      Domain : Healing
      Available: Paladin Several Classes
      Requires : 'Cure Critical Wounds'
      Allows : Healing I, Mass Heal, Divine Constitution
      Alignment: pure goodness, good
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY HEAL [TARGET NAME]
      Example : pray heal bob
      Delivers MASSIVE healing to the target.

      +

       
      Prayer : Heal
      Domain : Healing
      Available: Paladin Several Classes
      Requires : 'Cure Critical Wounds'
      Allows : Mass Heal, Divine Constitution, Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY HEAL [TARGET NAME]
      Example : pray heal bob
      Delivers MASSIVE healing to the target.


      Heal Mount (Prayer_HealMount) -


      Prayer : Heal Mount
      Domain : Healing
      Available: Paladin
      Allows : Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (60)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HEAL MOUNT"
      Example : pray "heal mount"
      Delivers massive healing to the mount that the caster is currently riding.

      +

       
      Prayer : Heal Mount
      Domain : Healing
      Available: Paladin
      Allows : Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (60)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HEAL MOUNT"
      Example : pray "heal mount"
      Delivers massive healing to the mount that the caster is currently riding.


      Heal Undead (Prayer_HealUndead) -


      Prayer : Heal Undead
      Domain : Healing
      Available: Necromancer
      Allows : Healing I
      Alignment: pure evil, evil
      Use Cost : Mana (64)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HEAL UNDEAD" [TARGET NAME]
      Example : pray heal ghoul
      Delivers healing to the target undead creature.

      +

       
      Prayer : Heal Undead
      Domain : Healing
      Available: Necromancer
      Allows : Healing I
      Alignment: pure evil, evil
      Use Cost : Mana (64)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HEAL UNDEAD" [TARGET NAME]
      Example : pray heal ghoul
      Delivers healing to the target undead creature.


      Hellfire (Prayer_Hellfire) -


      Prayer : Hellfire
      Domain : Vexing
      Available: Several Classes
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY HELLFIRE [TARGET NAME]
      Example : pray hellfire bob
      Causes the caster's deity to blast good creatures, doing them great harm.

      +

       
      Prayer : Hellfire
      Domain : Vexing
      Available: Several Classes
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY HELLFIRE [TARGET NAME]
      Example : pray hellfire bob
      Causes the caster's deity to blast good creatures, doing them great harm.


      Heresy (Prayer_Heresy) -


      Prayer : Heresy
      Domain : Evangelism
      Available: Templar
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (100)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY HERESY [TARGET NAME]
      Example : pray heresy orc
      This wicked prayer will accuse the target of heresy against his or her god. If
      the area they are in has a legal system, this has the effect of putting the
      person in trouble with the law. The consequences of heresy grow more severe as
      the cleric gains more experience levels in the prayer.

      +

       
      Prayer : Heresy
      Domain : Evangelism
      Available: Templar
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (100)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY HERESY [TARGET NAME]
      Example : pray heresy orc
      This wicked prayer will accuse the target of heresy against his or her god. If
      the area they are in has a legal system, this has the effect of putting the
      person in trouble with the law. The consequences of heresy grow more severe as
      the cleric gains more experience levels in the prayer.


      Hold Undead (Prayer_HoldUndead) -


      Prayer : Hold Undead
      Domain : Neutralization
      Available: Cleric
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HOLD UNDEAD"
      Example : pray hold undead
      The caster invokes a very temporary divine hold upon undead enemies, preventing
      them from moving for a short time.

      +

       
      Prayer : Hold Undead
      Domain : Neutralization
      Available: Cleric
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HOLD UNDEAD"
      Example : pray hold undead
      The caster invokes a very temporary divine hold upon undead enemies, preventing
      them from moving for a short time.


      Holy Aura (Prayer_HolyAura) -


      Prayer : Holy Aura
      Domain : Blessing
      Available: Paladin Several Classes
      Requires : 'Bless'
      Allows : Blessing I, Holy Word, Divine Constitution
      Alignment: pure goodness, good
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HOLY AURA" [TARGET NAME]
      Example : pray "holy aura" bob
      The target of this spell is embraced by the caster's deity in a holy aura,
      making them harder to hit in combat, and giving aid against enemies in combat.
      Also dispels any temporary curses on the target, including great curse, and
      replaces bless and holy word.

      +

       
      Prayer : Holy Aura
      Domain : Blessing
      Available: Paladin Several Classes
      Requires : 'Bless'
      Allows : Divine Constitution, Blessing I, Holy Word
      Alignment: pure goodness, good
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HOLY AURA" [TARGET NAME]
      Example : pray "holy aura" bob
      The target of this spell is embraced by the caster's deity in a holy aura,
      making them harder to hit in combat, and giving aid against enemies in combat.
      Also dispels any temporary curses on the target, including great curse, and
      replaces bless and holy word.


      Holy Day (Prayer_HolyDay) -


      Prayer : Holy Day
      Domain : Evangelism
      Available: Shaman
      Allows : Evangelising I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (all)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HOLY DAY" [TARGET NAME]
      Example : pray "holy day"
      This powerful prayer causes a holy day to be declared throughout the entire
      area of the cleric. For the entire rest of the day, noone in the area may use
      a common skill, buy or sell, or otherwise "work".

      +

       
      Prayer : Holy Day
      Domain : Evangelism
      Available: Shaman
      Allows : Evangelising I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (all)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HOLY DAY" [TARGET NAME]
      Example : pray "holy day"
      This powerful prayer causes a holy day to be declared throughout the entire
      area of the cleric. For the entire rest of the day, noone in the area may use
      a common skill, buy or sell, or otherwise "work".


      Holy Shield (Prayer_HolyShield) -


      Prayer : Holy Shield
      Domain : Holy protection
      Available: Healer
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HOLY SHIELD" [TARGET NAME]
      Example : pray "holy shield" bob
      The target becomes protected by the holy shield, which completely fends off the
      affects of unholy harm magic, like the Cause prayers.

      +

       
      Prayer : Holy Shield
      Domain : Holy protection
      Available: Healer
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HOLY SHIELD" [TARGET NAME]
      Example : pray "holy shield" bob
      The target becomes protected by the holy shield, which completely fends off the
      affects of unholy harm magic, like the Cause prayers.


      Holy Wind (Prayer_HolyWind) -


      Prayer : Holy Wind
      Domain : Creation
      Available: Missionary
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (64)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 4
      Commands : PRAY, PR
      Usage : PRAY "HOLY WIND"
      Example : pray "holy wind"
      Causes the caster's deity to blast enemies with a great gust of holy wind,
      blowing them back, and perhaps even down.

      +

       
      Prayer : Holy Wind
      Domain : Creation
      Available: Missionary
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (64)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 4
      Commands : PRAY, PR
      Usage : PRAY "HOLY WIND"
      Example : pray "holy wind"
      Causes the caster's deity to blast enemies with a great gust of holy wind,
      blowing them back, and perhaps even down.


      Holy Word (Prayer_HolyWord) -


      Prayer : Holy Word
      Domain : Blessing
      Available: Several Classes
      Requires : 'Holy Aura'
      Allows : Blessing I
      Alignment: pure goodness, good
      Use Cost : Mana (74)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HOLY WORD"
      Example : pray "holy word"
      Everyone hearing the holy word is affected by this spell. Evil creatures
      become easier to hit, and become weaker in combat. Good creatures gain an aura
      of protection, and gain strength in combat. The holy word also dispels any
      temporary curses, including great curse, and unholy word. It also replaces
      bless and holy aura.

      +

       
      Prayer : Holy Word
      Domain : Blessing
      Available: Several Classes
      Requires : 'Holy Aura'
      Allows : Blessing I
      Alignment: pure goodness, good
      Use Cost : Mana (74)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HOLY WORD"
      Example : pray "holy word"
      Everyone hearing the holy word is affected by this spell. Evil creatures
      become easier to hit, and become weaker in combat. Good creatures gain an aura
      of protection, and gain strength in combat. The holy word also dispels any
      temporary curses, including great curse, and unholy word. It also replaces
      bless and holy aura.


      Hunt Evil (Prayer_HuntEvil) -


      Prayer : Hunt Evil
      Domain : Neutralization
      Available: Purist
      Allows : Neutralizing I
      Alignment: pure goodness, good
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HUNT EVIL"
      Example : pray "hunt evil"
      The cleric through this prayer goes on the hunt for evil, that it might be
      vanquished. As soon as this prayer is cast, the trail to an evil being becomes
      known to him or her.

      +

       
      Prayer : Hunt Evil
      Domain : Neutralization
      Available: Purist
      Allows : Neutralizing I
      Alignment: pure goodness, good
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HUNT EVIL"
      Example : pray "hunt evil"
      The cleric through this prayer goes on the hunt for evil, that it might be
      vanquished. As soon as this prayer is cast, the trail to an evil being becomes
      known to him or her.


      Hunt Good (Prayer_HuntGood) -


      Prayer : Hunt Good
      Domain : Neutralization
      Available: Templar
      Allows : Neutralizing I
      Alignment: pure evil, evil
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HUNT GOOD"
      Example : pray "hunt good"
      The cleric through this prayer goes on the hunt for good, that it might be
      vanquished. As soon as this prayer is cast, the trail to a good being becomes
      known to him or her.

      +

       
      Prayer : Hunt Good
      Domain : Neutralization
      Available: Templar
      Allows : Neutralizing I
      Alignment: pure evil, evil
      Use Cost : Mana (57)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "HUNT GOOD"
      Example : pray "hunt good"
      The cleric through this prayer goes on the hunt for good, that it might be
      vanquished. As soon as this prayer is cast, the trail to a good being becomes
      known to him or her.


      Ice Healing (Prayer_IceHealing) -


      Prayer : Ice Healing
      Domain : Healing
      Available: Purist
      Allows : Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ICE HEALING"
      Example : pray "ice healing"
      The caster places him or herself in a holy aura. The aura will convert any ice
      or water damage immediately into an equal amount of healing.

      +

       
      Prayer : Ice Healing
      Domain : Healing
      Available: Purist
      Allows : Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ICE HEALING"
      Example : pray "ice healing"
      The caster places him or herself in a holy aura. The aura will convert any ice
      or water damage immediately into an equal amount of healing.


      Incite Dead (Prayer_InciteDead) -


      Prayer : Incite Dead
      Domain : Death lore
      Available: Cleric
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "INCITE DEAD"
      Example : pray "incite dead"
      This prayer causes all non-enemy undead in the room to be incited to attack
      anyone not under the clerics protection. This could mean the undead attacking
      each other!

      +

       
      Prayer : Incite Dead
      Domain : Death lore
      Available: Cleric
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "INCITE DEAD"
      Example : pray "incite dead"
      This prayer causes all non-enemy undead in the room to be incited to attack
      anyone not under the clerics protection. This could mean the undead attacking
      each other!


      Inflict Cannibalism (Prayer_Cannibalism) -


      Prayer : Inflict Cannibalism
      Domain : Cursing
      Available: Doomsayer
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "INFLICT CANNIBALISM" [TARGET NAME]
      Example : pray "inflict cannibalism" orc
      This horrid curse causes the target to develop an insatiable hunger for the
      flesh of their own race. Normal food and drink will no longer satiate, only the
      meat from the bodies of their kind.

      +

       
      Prayer : Inflict Cannibalism
      Domain : Cursing
      Available: Doomsayer
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "INFLICT CANNIBALISM" [TARGET NAME]
      Example : pray "inflict cannibalism" orc
      This horrid curse causes the target to develop an insatiable hunger for the
      flesh of their own race. Normal food and drink will no longer satiate, only the
      meat from the bodies of their kind.


      Inflict Vampirism (Prayer_Vampirism) -


      Prayer : Inflict Vampirism
      Domain : Cursing
      Available: Necromancer
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "INFLICT VAMPIRISM" [TARGET NAME]
      Example : pray "inflict vampirism" orc
      This horrid curse causes the target to develop an insatiable hunger for blood.
      Normal food and drink will no longer satiate -- only pure blood. This
      infliction, also has all the affects of the minor vampirism disease, namely
      sensitivity to light, and inability to swim.

      +

       
      Prayer : Inflict Vampirism
      Domain : Cursing
      Available: Necromancer
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "INFLICT VAMPIRISM" [TARGET NAME]
      Example : pray "inflict vampirism" orc
      This horrid curse causes the target to develop an insatiable hunger for blood.
      Normal food and drink will no longer satiate -- only pure blood. This
      infliction, also has all the affects of the minor vampirism disease, namely
      sensitivity to light, and inability to swim.


      Infuse Balance (Prayer_InfuseBalance) -


      Prayer : Infuse Balance
      Domain : Evangelism
      Available: Cleric Missionary Shaman
      Allows : Evangelising I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "INFUSE BALANCE" [TARGET NAME]
      Example : pray "infuse balance" bob
      The target becomes covered by a blanket of balance, which overcomes any other
      magic which may be creating auras of good or evil. This prayer may be cast
      over a room by specifying "room" or "here" as the target. In this case, if
      there is not already a balanced room of the clerics deity in the same area,
      this will create one. Creating a balanced room gives a place to have sermons
      for those who have been converted to the clerics faith. See help on SERVICES.

      +

       
      Prayer : Infuse Balance
      Domain : Evangelism
      Available: Cleric Missionary Shaman
      Allows : Evangelising I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "INFUSE BALANCE" [TARGET NAME]
      Example : pray "infuse balance" bob
      The target becomes covered by a blanket of balance, which overcomes any other
      magic which may be creating auras of good or evil. This prayer may be cast
      over a room by specifying "room" or "here" as the target. In this case, if
      there is not already a balanced room of the clerics deity in the same area,
      this will create one. Creating a balanced room gives a place to have sermons
      for those who have been converted to the clerics faith. See help on SERVICES.


      Infuse Holiness (Prayer_InfuseHoliness) -


      Prayer : Infuse Holiness
      Domain : Evangelism
      Available: Cleric Healer Oracle Purist
      Allows : Evangelising I
      Alignment: pure goodness, good
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "INFUSE HOLINESS" [TARGET NAME]
      Example : pray "infuse holiness" bob
      The target becomes covered by a blanket of holiness, making it appear good to
      prayers or other means of detecting such. This prayer may be cast over a room
      by specifying "room" or "here" as the target. In this case, if there is not
      already a holy room of the clerics deity in the same area, this will create
      one. Creating a holy room gives a place to have services for those who have
      been converted to the clerics faith. See help on SERVICES.

      +

       
      Prayer : Infuse Holiness
      Domain : Evangelism
      Available: Cleric Healer Oracle Purist
      Allows : Evangelising I
      Alignment: pure goodness, good
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "INFUSE HOLINESS" [TARGET NAME]
      Example : pray "infuse holiness" bob
      The target becomes covered by a blanket of holiness, making it appear good to
      prayers or other means of detecting such. This prayer may be cast over a room
      by specifying "room" or "here" as the target. In this case, if there is not
      already a holy room of the clerics deity in the same area, this will create
      one. Creating a holy room gives a place to have services for those who have
      been converted to the clerics faith. See help on SERVICES.


      Infuse Unholiness (Prayer_InfuseUnholiness) -


      Prayer : Infuse Unholiness
      Domain : Evangelism
      Available: Cleric Doomsayer Necromancer Templar
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "INFUSE UNHOLINESS" [TARGET NAME]
      Example : pray "infuse unholiness" bob
      The target becomes covered by a blanket of unholiness, making it appear evil to
      prayers or other means of detecting such. This prayer may be cast over a room
      by specifying "room" or "here" as the target. In this case, if there is not
      already an uholy room of the clerics deity in the same area, this will create
      one. Creating an unholy room gives a place to have services for those who have
      been converted to the clerics faith. See help on SERVICES.

      +

       
      Prayer : Infuse Unholiness
      Domain : Evangelism
      Available: Cleric Doomsayer Necromancer Templar
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "INFUSE UNHOLINESS" [TARGET NAME]
      Example : pray "infuse unholiness" bob
      The target becomes covered by a blanket of unholiness, making it appear evil to
      prayers or other means of detecting such. This prayer may be cast over a room
      by specifying "room" or "here" as the target. In this case, if there is not
      already an uholy room of the clerics deity in the same area, this will create
      one. Creating an unholy room gives a place to have services for those who have
      been converted to the clerics faith. See help on SERVICES.


      Invigorate (Prayer_Invigorate) -


      Prayer : Invigorate
      Domain : Restoration
      Available: Healer
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (67)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "INVIGORATE" [TARGET NAME]
      Example : pray invigorate bob
      Eliminates fatigue, and restores the largest amount of movement. See also Cure
      Fatigue and Cure Exhaustion.

      +

       
      Prayer : Invigorate
      Domain : Restoration
      Available: Healer
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (67)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "INVIGORATE" [TARGET NAME]
      Example : pray invigorate bob
      Eliminates fatigue, and restores the largest amount of movement. See also Cure
      Fatigue and Cure Exhaustion.


      Invisibility to Undead (Prayer_UndeadInvisibility) -


      Prayer : Invisibility to Undead
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "INVISIBILITY TO UNDEAD"
      Example : pray "invisibility to undead"
      This prayer makes the caster invisible to undead creatures, making the caster
      harder to hit for undead creatures, and making it easier to avoid aggressive
      undead.

      +

       
      Prayer : Invisibility to Undead
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "INVISIBILITY TO UNDEAD"
      Example : pray "invisibility to undead"
      This prayer makes the caster invisible to undead creatures, making the caster
      harder to hit for undead creatures, and making it easier to avoid aggressive
      undead.


      Joyous Rapture (Prayer_JoyousRapture) -


      Prayer : Joyous Rapture
      Domain : Cursing
      Available: Cleric
      Allows : Cursing I
      Alignment: pure goodness, good
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "JOYOUS RAPTURE" [TARGET]
      Example : pray "joyous rapture" orc
      The caster prays that the target be filled with joy, or at least less hate.
      Their mood will change from a bad one to a normal one, or a more normal one to
      a happy one. They will also often forget to keep fighting.

      +

       
      Prayer : Joyous Rapture
      Domain : Cursing
      Available: Cleric
      Allows : Cursing I
      Alignment: pure goodness, good
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "JOYOUS RAPTURE" [TARGET]
      Example : pray "joyous rapture" orc
      The caster prays that the target be filled with joy, or at least less hate.
      Their mood will change from a bad one to a normal one, or a more normal one to
      a happy one. They will also often forget to keep fighting.


      Judgement (Prayer_Judgement) -


      Prayer : Judgement
      Domain : Cursing
      Available: Purist
      Allows : Cursing I
      Alignment: pure goodness, good
      Use Cost : Mana (all)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "JUDGEMENT" [TARGET]
      Example : pray "judgement" orc
      The caster prays that the target be put under a geas which they must fulfill
      before the spell expires, or die. It can not be cast on good targets, and the
      target must remain mobile.

      +

       
      Prayer : Judgement
      Domain : Cursing
      Available: Purist
      Allows : Cursing I
      Alignment: pure goodness, good
      Use Cost : Mana (all)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "JUDGEMENT" [TARGET]
      Example : pray "judgement" orc
      The caster prays that the target be put under a geas which they must fulfill
      before the spell expires, or die. It can not be cast on good targets, and the
      target must remain mobile.


      Linked Health (Prayer_LinkedHealth) -


      Prayer : Linked Health
      Domain : Healing
      Available: Several Classes
      Allows : Healing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "LINKED HEALTH" [TARGET NAME]
      Example : pray "linked health" orc
      The caster and the target become linked in their combat damage. Any damage
      that is taken by one is shared 50% with the other, so that neither takes full
      damage from any hit, but they both take some.

      +

       
      Prayer : Linked Health
      Domain : Healing
      Available: Several Classes
      Allows : Healing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "LINKED HEALTH" [TARGET NAME]
      Example : pray "linked health" orc
      The caster and the target become linked in their combat damage. Any damage
      that is taken by one is shared 50% with the other, so that neither takes full
      damage from any hit, but they both take some.


      Lower Law (Prayer_LowerLaw) -


      Prayer : Lower Law
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "LOWER_LAW"
      Example : pray "lower law"
      This prayer divinely reveals the moral, non-divine, "lower" law active in the
      area occupied by the caster.

      +

       
      Prayer : Lower Law
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "LOWER_LAW"
      Example : pray "lower law"
      This prayer divinely reveals the moral, non-divine, "lower" law active in the
      area occupied by the caster.


      Major Infusion (Prayer_MajorInfusion) -


      Prayer : Major Infusion
      Domain : Healing
      Available: Shaman
      Allows : Healing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (67)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MAJOR INFUSION" [TARGET NAME]
      Example : pray "major infusion" bob
      Restores the largest amount of mana to the target.

      -
      Maladiction (Prayer_Maladiction) -


      Prayer : Maladiction
      Domain : Cursing
      Available: Templar
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MALADICTION" [TARGET NAME]
      Example : pray "maladiction" bob
      This prayer causes the target to receive half experience gains, and double
      experience losses for the duration of the prayer.

      +

       
      Prayer : Major Infusion
      Domain : Healing
      Available: Shaman
      Allows : Healing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (67)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MAJOR INFUSION" [TARGET NAME]
      Example : pray "major infusion" bob
      Restores the largest amount of mana to the target.

      +
      Malediction (Prayer_Maladiction) +

       
      Prayer : Malediction
      Domain : Cursing
      Available: Templar
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MALEDICTION" [TARGET NAME]
      Example : pray "malediction" bob
      This prayer causes the target to receive half experience gains, and double
      experience losses for the duration of the prayer.


      Marry (Prayer_Marry) -


      Prayer : Marry
      Domain : Blessing
      Available: Several Classes
      Allows : Blessing I
      Alignment: pure goodness, good
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY MARRY [TARGET NAME 1] [TARGET NAME 2]
      Example : pray marry bob larry
      This prayer requires two targets, which must be in the same room as the cleric.
      This prayer also requires a fourth inhabitant in the room, to act as a
      witness. Both targets must also be wearing wedding bands (or something called a
      wedding band). Neither target may be married at the time, and neither must be a
      liege to any other. This prayer will then make them lieges of each other, thus
      marrying them. All real estate owned will then be owned by both, and each will
      have access to the bank accounts of the other. Marriages may be ended using
      either the Annul or Divorce Prayers. Only continuously wearing the wedding
      bands will protect each party from being forced into divorce or annulment by a
      mischievous cleric.

      +

       
      Prayer : Marry
      Domain : Blessing
      Available: Several Classes
      Allows : Blessing I
      Alignment: pure goodness, good
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY MARRY [TARGET NAME 1] [TARGET NAME 2]
      Example : pray marry bob larry
      This prayer requires two targets, which must be in the same room as the cleric.
      This prayer also requires a fourth inhabitant in the room, to act as a
      witness. Both targets must also be wearing wedding bands (or something called a
      wedding band). Neither target may be married at the time, and neither must be a
      liege to any other. This prayer will then make them lieges of each other, thus
      marrying them. All real estate owned will then be owned by both, and each will
      have access to the bank accounts of the other. Marriages may be ended using
      either the Annul or Divorce Prayers. Only continuously wearing the wedding
      bands will protect each party from being forced into divorce or annulment by a
      mischievous cleric.


      Mass Blindness (Prayer_MassBlindness) -


      Prayer : Mass Blindness
      Domain : Corruption
      Available: Doomsayer
      Requires : 'Blindness'
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS BLINDNESS"
      Example : pray "mass blindness"
      Causes blindness to afflict everyone in the same room as the caster, except the
      caster and his or her group.

      +

       
      Prayer : Mass Blindness
      Domain : Corruption
      Available: Doomsayer
      Requires : 'Blindness'
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS BLINDNESS"
      Example : pray "mass blindness"
      Causes blindness to afflict everyone in the same room as the caster, except the
      caster and his or her group.


      Mass Cure Disease (Prayer_MassCureDisease) -


      Prayer : Mass Cure Disease
      Domain : Restoration
      Available: Healer
      Requires : 'Cure Disease'
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS CURE DISEASE"
      Example : pray "mass cure disease"
      This powerful prayer will cure all disease in an entire area.

      +

       
      Prayer : Mass Cure Disease
      Domain : Restoration
      Available: Healer
      Requires : 'Cure Disease'
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS CURE DISEASE"
      Example : pray "mass cure disease"
      This powerful prayer will cure all disease in an entire area.


      Mass Deafness (Prayer_MassDeafness) -


      Prayer : Mass Deafness
      Domain : Corruption
      Available: Doomsayer
      Requires : 'Deafness'
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS DEAFNESS"
      Example : pray "mass deafness"
      Causes deafness to descend on everyone in the same room as the caster, except
      the caster and his or her group.

      +

       
      Prayer : Mass Deafness
      Domain : Corruption
      Available: Doomsayer
      Requires : 'Deafness'
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS DEAFNESS"
      Example : pray "mass deafness"
      Causes deafness to descend on everyone in the same room as the caster, except
      the caster and his or her group.

      +
      Mass Forgive (Prayer_MassForgive) +

       
      Prayer : Mass Forgive
      Domain : Evangelism
      Available: Healer
      Requires : 'Forgive' at 100%
      Allows : Evangelising I
      Alignment: pure goodness, good
      Use Cost : Mana (all)
      Quality : Sometimes Beneficial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS FORGIVE"
      Example : pray forgive bob
      The cleric asks the deities to create feelings of forgiveness from the law
      towards all criminal who have warrants out for their arrest. The criminals
      need not be in the same room as the caster, though the caster must be in the
      area in which the criminals are wanted for crimes.


      Mass Freedom (Prayer_MassFreedom) -


      Prayer : Mass Freedom
      Domain : Restoration
      Available: Healer Paladin Several Classes
      Requires : 'Freedom'
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (63)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS FREEDOM"
      Example : pray "mass freedom"
      All binding and entangling spells or affects on anyone in the room are
      immediately dispelled.

      +

       
      Prayer : Mass Freedom
      Domain : Restoration
      Available: Healer Paladin Several Classes
      Requires : 'Freedom'
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (63)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS FREEDOM"
      Example : pray "mass freedom"
      All binding and entangling spells or affects on anyone in the room are
      immediately dispelled.


      Mass Grave (Prayer_MassGrave) -


      Prayer : Mass Grave
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (80)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS GRAVE"
      Example : pray "mass grave"
      If cast at a location where unworked stone or soil is below the caster feet,
      this prayer will cause the caster and his or her group to be buried
      underground. Casting it again will unbury. While in the ground, the caster is
      protected from certain malicious magic. However, it is impossible to breathe
      air underground.

      +

       
      Prayer : Mass Grave
      Domain : Death lore
      Available: Necromancer
      Allows : Death Lore I
      Alignment: pure evil, evil
      Use Cost : Mana (80)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS GRAVE"
      Example : pray "mass grave"
      If cast at a location where unworked stone or soil is below the caster feet,
      this prayer will cause the caster and his or her group to be buried
      underground. Casting it again will unbury. While in the ground, the caster is
      protected from certain malicious magic. However, it is impossible to breathe
      air underground.


      Mass Harm (Prayer_MassHarm) -


      Prayer : Mass Harm
      Domain : Vexing
      Available: Cleric
      Requires : 'Harm'
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS HARM"
      Example : pray "mass harm"
      Causes a DEVESTATING blast of unholy damage to be inflicted on everyone in the
      same room as the caster, except the caster and his or her group.

      +

       
      Prayer : Mass Harm
      Domain : Vexing
      Available: Cleric
      Requires : 'Harm'
      Allows : Vexing I
      Alignment: pure evil, evil
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS HARM"
      Example : pray "mass harm"
      Causes a DEVESTATING blast of unholy damage to be inflicted on everyone in the
      same room as the caster, except the caster and his or her group.


      Mass Heal (Prayer_MassHeal) -


      Prayer : Mass Heal
      Domain : Healing
      Available: Several Classes
      Requires : 'Heal'
      Allows : Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (73)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS HEAL"
      Example : pray "mass heal"
      Delivers MASSIVE healing to everyone in the same room or group as the caster.

      +

       
      Prayer : Mass Heal
      Domain : Healing
      Available: Several Classes
      Requires : 'Heal'
      Allows : Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (73)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS HEAL"
      Example : pray "mass heal"
      Delivers MASSIVE healing to everyone in the same room or group as the caster.


      Mass Mobility (Prayer_MassMobility) -


      Prayer : Mass Mobility
      Domain : Restoration
      Available: Several Classes
      Requires : 'Protection Paralyzation'
      Allows : Restoring I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (70)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS MOBILITY"
      Example : pray "mass mobility"
      Everyone in the same room as the caster and the casters group obtain divine
      protection from immobilizing spells and affects, such as Hold or Paralyze, etc.
      This does not provide protection from entangling or binding spells, however.

      +

       
      Prayer : Mass Mobility
      Domain : Restoration
      Available: Several Classes
      Requires : 'Protection Paralyzation'
      Allows : Restoring I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (70)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS MOBILITY"
      Example : pray "mass mobility"
      Everyone in the same room as the caster and the casters group obtain divine
      protection from immobilizing spells and affects, such as Hold or Paralyze, etc.
      This does not provide protection from entangling or binding spells, however.


      Mass Paralyze (Prayer_MassParalyze) -


      Prayer : Mass Paralyze
      Domain : Corruption
      Available: Several Classes
      Requires : 'Paralyze'
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS PARALYZE"
      Example : pray "mass paralyze"
      Causes a paralyzing grip to descend on everyone in the same room as the caster,
      except the caster and his or her group.

      +

       
      Prayer : Mass Paralyze
      Domain : Corruption
      Available: Several Classes
      Requires : 'Paralyze'
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MASS PARALYZE"
      Example : pray "mass paralyze"
      Causes a paralyzing grip to descend on everyone in the same room as the caster,
      except the caster and his or her group.


      Mercy (Prayer_Mercy) -


      Song : Mercy
      Domain : Singing
      Available: Bard Jester
      Allows : Echoed Singing I, Resounding Singing I, Rejoicing Singing I
      Use Cost : Mana (62)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI

      Prayer : Mercy
      Domain : Warding
      Available: Cleric
      Allows : Divine Warding I
      Alignment: pure goodness, good
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY MERCY
      Example : pray mercy
      The cleric instills a blessing of mercy upon the room, preventing spells or
      swords from doing damage. This prayer is permanent when cast on property the
      cleric owns. It is not permanent on clan property, however.

      +

       
      Song : Mercy
      Domain : Singing
      Available: Bard Jester
      Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
      Use Cost : Mana (62)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 2
      Commands : SING, SI

      Prayer : Mercy
      Domain : Warding
      Available: Cleric
      Allows : Divine Warding I
      Alignment: pure goodness, good
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY MERCY
      Example : pray mercy
      The cleric instills a blessing of mercy upon the room, preventing spells or
      swords from doing damage. This prayer is permanent when cast on property the
      cleric owns. It is not permanent on clan property, however.


      Minor Infusion (Prayer_MinorInfusion) -


      Prayer : Minor Infusion
      Domain : Healing
      Available: Missionary Oracle Shaman
      Allows : Healing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (53)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MINOR INFUSION" [TARGET NAME]
      Example : pray "minor infusion" bob
      Restores a small amount of mana to the target.

      +

       
      Prayer : Minor Infusion
      Domain : Healing
      Available: Missionary Oracle Shaman
      Allows : Healing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (53)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MINOR INFUSION" [TARGET NAME]
      Example : pray "minor infusion" bob
      Restores a small amount of mana to the target.


      Moderate Infusion (Prayer_ModerateInfusion) -


      Prayer : Moderate Infusion
      Domain : Healing
      Available: Missionary Shaman
      Allows : Healing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MODERATE INFUSION" [TARGET NAME]
      Example : pray "moderate infusion" bob
      Restores a moderate amount of mana to the target.

      +

       
      Prayer : Moderate Infusion
      Domain : Healing
      Available: Missionary Shaman
      Allows : Healing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MODERATE INFUSION" [TARGET NAME]
      Example : pray "moderate infusion" bob
      Restores a moderate amount of mana to the target.


      Monolith (Prayer_Monolith) -


      Prayer : Monolith
      Domain : Creation
      Available: Missionary Purist
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (61)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Range 1 - Range 10
      Commands : PRAY, PR
      Usage : PRAY "MONOLITH"
      Example : pray "monolith"
      Causes an enormous monolith to be erected between the caster and his or her
      enemies. The type and affect of the monolith depends on the disposition of the
      caster, or may be random.

      +

       
      Prayer : Monolith
      Domain : Creation
      Available: Missionary Purist
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (61)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Range 1 - Range 10
      Commands : PRAY, PR
      Usage : PRAY "MONOLITH"
      Example : pray "monolith"
      Causes an enormous monolith to be erected between the caster and his or her
      enemies. The type and affect of the monolith depends on the disposition of the
      caster, or may be random.


      Moral Balance (Prayer_MoralBalance) -


      Prayer : Moral Balance
      Domain : Evangelism
      Available: Missionary Shaman
      Allows : Evangelising I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MORAL BALANCE" [TARGET NAME]
      Example : pray "moral balance" orc
      This prayer shows evil beings a little bit of the good in the world, and shows
      good beings some of the evil and corruption. The result is that the target
      edges closer and closer to being true neutral

      +

       
      Prayer : Moral Balance
      Domain : Evangelism
      Available: Missionary Shaman
      Allows : Evangelising I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "MORAL BALANCE" [TARGET NAME]
      Example : pray "moral balance" orc
      This prayer shows evil beings a little bit of the good in the world, and shows
      good beings some of the evil and corruption. The result is that the target
      edges closer and closer to being true neutral


      Neutralize Item (Prayer_Disenchant) -


      Spell : Disenchant
      Domain : Invocation/evocation
      Available: Arcanist Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C

      Prayer : Neutralize Item
      Domain : Neutralization
      Available: Numerous Classes
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "NEUTRALIZE ITEM" [TARGET NAME]
      Example : pray "neutralize item" sword
      Dispells all enchantments, and many special properties and qualities from an
      item, armor, or weapon. This may include alignment restrictions.

      +

       
      Spell : Disenchant
      Domain : Invocation/evocation
      Available: Arcanist Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C

      Prayer : Neutralize Item
      Domain : Neutralization
      Available: Numerous Classes
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "NEUTRALIZE ITEM" [TARGET NAME]
      Example : pray "neutralize item" sword
      Dispells all enchantments, and many special properties and qualities from an
      item, armor, or weapon. This may include alignment restrictions.


      Neutralize Land (Prayer_NeutralizeLand) -


      Prayer : Neutralize Land
      Domain : Neutralization
      Available: Shaman
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "NEUTRALIZE LAND"
      Example : pray "neutralize land"
      This prayer neutralizes the land on which it is cast, removing any spells,
      prayers, songs, or chants that might have been enchanted upon it.

      +

       
      Prayer : Neutralize Land
      Domain : Neutralization
      Available: Shaman
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "NEUTRALIZE LAND"
      Example : pray "neutralize land"
      This prayer neutralizes the land on which it is cast, removing any spells,
      prayers, songs, or chants that might have been enchanted upon it.


      Nourishing Food (Prayer_FortifyFood) -


      Prayer : Nourishing Food
      Domain : Blessing
      Available: Shaman
      Allows : Blessing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAYER "NOURISHING FOOD" [FOOD NAME]
      Example : prayer "nourishing food" "pot pie"
      This prayer will make any normally edible meal into an extremely nourishing and
      filling one.

      +

       
      Prayer : Nourishing Food
      Domain : Blessing
      Available: Shaman
      Allows : Blessing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAYER "NOURISHING FOOD" [FOOD NAME]
      Example : prayer "nourishing food" "pot pie"
      This prayer will make any normally edible meal into an extremely nourishing and
      filling one.


      Nullification (Prayer_Nullification) -


      Prayer : Nullification
      Domain : Neutralization
      Available: Numerous Classes
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (74)
      Quality : Sometimes Beneficial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY NULLIFICATION
      Example : pray nullification
      Causes all spells cast on everyone in the same room to be conditionally
      dispelled, depending on the level of the caster.

      +

       
      Prayer : Nullification
      Domain : Neutralization
      Available: Numerous Classes
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (74)
      Quality : Sometimes Beneficial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY NULLIFICATION
      Example : pray nullification
      Causes all spells cast on everyone in the same room to be conditionally
      dispelled, depending on the level of the caster.


      Omnipresence (Prayer_Omnipresence) -


      Prayer : Omnipresence
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (61)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "OMNIPRESENCE"
      Example : pray "omnipresence"
      This prayer causes the presence of the caster to be divinely expanded to
      numerous nearby locations. The number of surrounding locations expands as the
      caster gains levels.

      +

       
      Prayer : Omnipresence
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (61)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "OMNIPRESENCE"
      Example : pray "omnipresence"
      This prayer causes the presence of the caster to be divinely expanded to
      numerous nearby locations. The number of surrounding locations expands as the
      caster gains levels.


      Paralyze (Prayer_Paralyze) -


      Prayer : Paralyze
      Domain : Corruption
      Available: Several Classes
      Allows : Corrupting I, Mass Paralyze
      Alignment: pure evil, evil
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY PARALYZE [TARGET NAME]
      Example : pray paralyze orc
      Causes a paralyzing grip to descend on the target.

      +

       
      Prayer : Paralyze
      Domain : Corruption
      Available: Several Classes
      Allows : Mass Paralyze, Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY PARALYZE [TARGET NAME]
      Example : pray paralyze orc
      Causes a paralyzing grip to descend on the target.


      Peace Ritual (Prayer_PeaceRitual) -


      Prayer : Peace Ritual
      Domain : Neutralization
      Available: Healer
      Allows : Neutralizing I
      Alignment: pure goodness, good
      Use Cost : Mana (70)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PEACE RITUAL" [CLAN NAME]
      Example : pray "peace ritual" bad guys
      This prayer may only be cast by a cleric who belongs to a clan. If the clerics
      clan is presently at war with another clan, or if another clan is at war with
      the clerics, then this prayer will create a state of peace between them. This
      prayer takes a long time to cast, and partys of the target clan will be aware
      of the attempt. The prayer is easily disrupted.

      +

       
      Prayer : Peace Ritual
      Domain : Neutralization
      Available: Healer
      Allows : Neutralizing I
      Alignment: pure goodness, good
      Use Cost : Mana (70)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PEACE RITUAL" [CLAN NAME]
      Example : pray "peace ritual" bad guys
      This prayer may only be cast by a cleric who belongs to a clan. If the clerics
      clan is presently at war with another clan, or if another clan is at war with
      the clerics, then this prayer will create a state of peace between them. This
      prayer takes a long time to cast, and partys of the target clan will be aware
      of the attempt. The prayer is easily disrupted.


      Philosophy (Prayer_Philosophy) -


      Prayer : Philosophy
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PHILOSOPHY" [TARGET NAME]
      Example : pray "philosophy" bob
      The priest prays for some target and encourages him or her to ponder the
      mysteries of the universe. This pondering and any revelations that occur
      result in a temporary increase of wisdom for that MOB. The increase is based
      upon the character class.

      +

       
      Prayer : Philosophy
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PHILOSOPHY" [TARGET NAME]
      Example : pray "philosophy" bob
      The priest prays for some target and encourages him or her to ponder the
      mysteries of the universe. This pondering and any revelations that occur
      result in a temporary increase of wisdom for that MOB. The increase is based
      upon the character class.


      Piety Curse (Prayer_PietyCurse) -


      Prayer : Piety Curse
      Domain : Cursing
      Available: Purist
      Allows : Cursing I
      Alignment: pure goodness, good
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PIETY CURSE" [TARGET NAME]
      Example : pray "piety curse" bad guy
      This prayer puts the target under a piety curse. Any time they do anything
      negative, unseemly, or otherwise impious, they take damage. This includes
      attacking, saying bad things, or using bad socials.

      +

       
      Prayer : Piety Curse
      Domain : Cursing
      Available: Purist
      Allows : Cursing I
      Alignment: pure goodness, good
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PIETY CURSE" [TARGET NAME]
      Example : pray "piety curse" bad guy
      This prayer puts the target under a piety curse. Any time they do anything
      negative, unseemly, or otherwise impious, they take damage. This includes
      attacking, saying bad things, or using bad socials.


      Plague (Prayer_Plague) -


      Prayer : Plague
      Domain : Corruption
      Available: Several Classes
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY PLAGUE [TARGET NAME]
      Example : pray plague orc
      Inflicts the target with a horrendous disease.

      +

       
      Prayer : Plague
      Domain : Corruption
      Available: Several Classes
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY PLAGUE [TARGET NAME]
      Example : pray plague orc
      Inflicts the target with a horrendous disease.


      Planar Travel (Prayer_PlanarTravel) -


      Prayer : Planar Travel
      Domain : Conjuration
      Available: Cleric
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (966367641)
      Quality : Circumstantial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PLANAR TRAVEL" [PLANE NAME]
      Example : pray "planar travel" nirvana
      This prayer allows the cleric and his/her group to shift into another plane of
      existence for a period of time. Unless the cleric is perfectly proficient, the
      chances of actually reaching the intended plane is small. The caster should be
      ready for unusual environmental, including planes where there is no air to
      breathe. If perfectly successful, the new plane will appear identical to the
      area from which the spell was cast, except that the laws and rules of the plane
      will apply. To return home, the cleric should travel to the "Prime Material"
      plane.

      +

       
      Prayer : Planar Travel
      Domain : Conjuration
      Available: Cleric
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (966367641)
      Quality : Circumstantial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PLANAR TRAVEL" [PLANE NAME]
      Example : pray "planar travel" nirvana
      This prayer allows the cleric and his/her group to shift into another plane of
      existence for a period of time. Unless the cleric is perfectly proficient, the
      chances of actually reaching the intended plane is small. The caster should be
      ready for unusual environmental, including planes where there is no air to
      breathe. If perfectly successful, the new plane will appear identical to the
      area from which the spell was cast, except that the laws and rules of the plane
      will apply. To return home, the cleric should travel to the "Prime Material"
      plane.


      Position (Prayer_Position) -


      Prayer : Position
      Domain : Communing
      Available: Missionary
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY POSITION
      Example : pray position
      With this prayer, the cleric becomes aware through divine revelation the trail
      from the place he or she was the last time they cast the prayer to where they
      are now.

      +

       
      Prayer : Position
      Domain : Communing
      Available: Missionary
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY POSITION
      Example : pray position
      With this prayer, the cleric becomes aware through divine revelation the trail
      from the place he or she was the last time they cast the prayer to where they
      are now.


      Preserve Body (Prayer_PreserveBody) -


      Prayer : Preserve Body
      Domain : Neutralization
      Available: Necromancer
      Allows : Neutralizing I
      Alignment: pure evil, evil
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PRESERVE BODY" [TARGET NAME]
      Example : pray "preserve body" body of an orc
      This prayer causes a target body not to decay over time.

      +

       
      Prayer : Preserve Body
      Domain : Neutralization
      Available: Necromancer
      Allows : Neutralizing I
      Alignment: pure evil, evil
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PRESERVE BODY" [TARGET NAME]
      Example : pray "preserve body" body of an orc
      This prayer causes a target body not to decay over time.


      Prophecy (Prayer_Prophecy) -


      Prayer : Prophecy
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (66)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY PROPHECY
      Example : pray prophecy
      The caster goes into a deep divine trance for several moments. Engaging in
      other activities will break the trance. After the trance completes, the caster
      becomes aware of any timed quests that are currently underway but soon ending,
      or which are about to start.

      +

       
      Prayer : Prophecy
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (66)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY PROPHECY
      Example : pray prophecy
      The caster goes into a deep divine trance for several moments. Engaging in
      other activities will break the trance. After the trance completes, the caster
      becomes aware of any timed quests that are currently underway but soon ending,
      or which are about to start.


      Protect Health (Prayer_ProtectHealth) -


      Prayer : Protect Health
      Domain : Holy protection
      Available: Several Classes
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECT HEALTH"
      Example : pray "protect health"
      The caster gains divine immunity from poison, plague, and certain mind attacks,
      such as the charm spell, and some bard songs.

      +

       
      Prayer : Protect Health
      Domain : Holy protection
      Available: Several Classes
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECT HEALTH"
      Example : pray "protect health"
      The caster gains divine immunity from poison, plague, and certain mind attacks,
      such as the charm spell, and some bard songs.


      Protection Cold (Prayer_ProtCold) -


      Prayer : Protection Cold
      Domain : Holy protection
      Available: Purist
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (55)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION COLD"
      Example : pray "protection cold"
      The caster gains a level of protection from cold based attacks.

      +

       
      Prayer : Protection Cold
      Domain : Holy protection
      Available: Purist
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (55)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION COLD"
      Example : pray "protection cold"
      The caster gains a level of protection from cold based attacks.


      Protection Curses (Prayer_ProtCurses) -


      Prayer : Protection Curses
      Domain : Holy protection
      Available: Cleric
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION CURSES"
      Example : pray "protection curses"
      The caster gains a level of protection from curse magical attacks.

      +

       
      Prayer : Protection Curses
      Domain : Holy protection
      Available: Cleric
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION CURSES"
      Example : pray "protection curses"
      The caster gains a level of protection from curse magical attacks.


      Protection Disease (Prayer_ProtDisease) -


      Prayer : Protection Disease
      Domain : Holy protection
      Available: Numerous Classes
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION DISEASE"
      Example : pray "protection disease"
      The caster gains divine immunity from diseases and disease attacks.

      +

       
      Prayer : Protection Disease
      Domain : Holy protection
      Available: Numerous Classes
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION DISEASE"
      Example : pray "protection disease"
      The caster gains divine immunity from diseases and disease attacks.


      Protection Elements (Prayer_ProtectElements) -


      Prayer : Protection Elements
      Domain : Holy protection
      Available: Several Classes
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECT ELEMENTS"
      Example : pray "protect elements"
      The caster gains divine immunity from certain elemental attacks, including
      fire, water, cold, and gas.

      +

       
      Prayer : Protection Elements
      Domain : Holy protection
      Available: Several Classes
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECT ELEMENTS"
      Example : pray "protect elements"
      The caster gains divine immunity from certain elemental attacks, including
      fire, water, cold, and gas.


      Protection Evil (Prayer_ProtEvil) -


      Prayer : Protection Evil
      Domain : Holy protection
      Available: Paladin Several Classes
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION EVIL"
      Example : pray "protection evil"
      The caster gains divine immunity from unholy spells, and a greater level of
      defence when fighting evil creatures. This prayer is harmful to evil clerics
      who cast it.

      +

       
      Prayer : Protection Evil
      Domain : Holy protection
      Available: Paladin Several Classes
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION EVIL"
      Example : pray "protection evil"
      The caster gains divine immunity from unholy spells, and a greater level of
      defence when fighting evil creatures. This prayer is harmful to evil clerics
      who cast it.


      Protection Fire (Prayer_ProtFire) -


      Prayer : Protection Fire
      Domain : Holy protection
      Available: Doomsayer
      Allows : Protecting I
      Alignment: pure evil, evil
      Use Cost : Mana (54)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION FIRE"
      Example : pray "protection fire"
      The caster gains a level of protection from fire based attacks.

      +

       
      Prayer : Protection Fire
      Domain : Holy protection
      Available: Doomsayer
      Allows : Protecting I
      Alignment: pure evil, evil
      Use Cost : Mana (54)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION FIRE"
      Example : pray "protection fire"
      The caster gains a level of protection from fire based attacks.


      Protection Good (Prayer_ProtGood) -


      Prayer : Protection Good
      Domain : Holy protection
      Available: Several Classes
      Allows : Protecting I
      Alignment: pure evil, evil
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION GOOD"
      Example : pray "protection good"
      The caster gains divine immunity from holy spells, and a greater level of
      defence when fighting good creatures. This prayer is harmful to good clerics
      who cast it.

      +

       
      Prayer : Protection Good
      Domain : Holy protection
      Available: Several Classes
      Allows : Protecting I
      Alignment: pure evil, evil
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION GOOD"
      Example : pray "protection good"
      The caster gains divine immunity from holy spells, and a greater level of
      defence when fighting good creatures. This prayer is harmful to good clerics
      who cast it.


      Protection Outsiders (Prayer_ProtOutsiders) -


      Prayer : Protection Outsiders
      Domain : Holy protection
      Available: Cleric
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION OUTSIDERS"
      Example : pray "protection outsiders"
      The caster gains a small bit of divine protection from outsider creatures
      (demons, elementals, etc) when fighting them.

      +

       
      Prayer : Protection Outsiders
      Domain : Holy protection
      Available: Cleric
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION OUTSIDERS"
      Example : pray "protection outsiders"
      The caster gains a small bit of divine protection from outsider creatures
      (demons, elementals, etc) when fighting them.


      Protection Paralyzation (Prayer_ProtParalyzation) -


      Prayer : Protection Paralyzation
      Domain : Holy protection
      Available: Numerous Classes
      Allows : Protecting I, Mass Mobility
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (58)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION PARALYZATION"
      Example : pray "protection paralyzation"
      The caster gains divine immunity from paralyzing spells and affects.

      +

       
      Prayer : Protection Paralyzation
      Domain : Holy protection
      Available: Numerous Classes
      Allows : Protecting I, Mass Mobility
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (58)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION PARALYZATION"
      Example : pray "protection paralyzation"
      The caster gains divine immunity from paralyzing spells and affects.


      Protection Poison (Prayer_ProtPoison) -


      Prayer : Protection Poison
      Domain : Holy protection
      Available: Numerous Classes
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION POISON"
      Example : pray "protection poison"
      The caster gains divine immunity from poisoning creatures and affects.

      +

       
      Prayer : Protection Poison
      Domain : Holy protection
      Available: Numerous Classes
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION POISON"
      Example : pray "protection poison"
      The caster gains divine immunity from poisoning creatures and affects.


      Protection Undead (Prayer_ProtUndead) -


      Prayer : Protection Undead
      Domain : Holy protection
      Available: Several Classes
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION UNDEAD"
      Example : pray "protection undead"
      The caster gains a much higher defence against the undead in normal combat.
      This prayer is harmful to undead clerics who cast it.

      +

       
      Prayer : Protection Undead
      Domain : Holy protection
      Available: Several Classes
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "PROTECTION UNDEAD"
      Example : pray "protection undead"
      The caster gains a much higher defence against the undead in normal combat.
      This prayer is harmful to undead clerics who cast it.


      Purify (Prayer_Purify) -


      Prayer : Purify
      Domain : Restoration
      Available: Purist
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY PURIFY [TARGET ITEM]
      Example : pray purify waterskin
      The target must be a food or drink source. The target is neutralized by the
      gods, making it pure. Any spell effects, magical properties, poisons, or other
      special features of the item are dispelled.

      +

       
      Prayer : Purify
      Domain : Restoration
      Available: Purist
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY PURIFY [TARGET ITEM]
      Example : pray purify waterskin
      The target must be a food or drink source. The target is neutralized by the
      gods, making it pure. Any spell effects, magical properties, poisons, or other
      special features of the item are dispelled.


      Refuge (Prayer_Refuge) -


      Prayer : Refuge
      Domain : Restoration
      Available: Shaman
      Allows : Restoring I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (805306367)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "REFUGE" [TARGET ITEM NAME]
      Example : pray "refuge" ration pack
      This long lasting magic binds the target item to the room in which this spell
      was cast. Anywho who says the word 'refuge' to the item in the future will
      cause themselves and their group members to return to that room, which also
      dispels the effect.

      +

       
      Prayer : Refuge
      Domain : Restoration
      Available: Shaman
      Allows : Restoring I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (805306367)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "REFUGE" [TARGET ITEM NAME]
      Example : pray "refuge" ration pack
      This long lasting magic binds the target item to the room in which this spell
      was cast. Anywho who says the word 'refuge' to the item in the future will
      cause themselves and their group members to return to that room, which also
      dispels the effect.


      Regeneration (Prayer_Regeneration) -


      Prayer : Regeneration
      Domain : Restoration
      Available: Several Classes
      Allows : Restoring I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY REGENERATION
      Example : pray regeneration
      The caster recovers hit points, mana, and movement at FOUR times the normal
      rate, for the duration of the prayer.

      +

       
      Prayer : Regeneration
      Domain : Restoration
      Available: Several Classes
      Allows : Restoring I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY REGENERATION
      Example : pray regeneration
      The caster recovers hit points, mana, and movement at FOUR times the normal
      rate, for the duration of the prayer.


      Remove Curse (Prayer_RemoveCurse) -


      Prayer : Remove Curse
      Domain : Blessing
      Available: Cleric Missionary
      Allows : Blessing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "REMOVE CURSE" [TARGET NAME]
      Example : pray "remove curse" bob
      Removes any cursed items or curses on the target.

      +

       
      Prayer : Remove Curse
      Domain : Blessing
      Available: Cleric Missionary
      Allows : Blessing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "REMOVE CURSE" [TARGET NAME]
      Example : pray "remove curse" bob
      Removes any cursed items or curses on the target.


      Remove Death Mark (Prayer_RemoveDeathMark) -


      Prayer : Remove Death Mark
      Domain : Neutralization
      Available: Healer
      Allows : Neutralizing I
      Alignment: pure goodness, good
      Use Cost : Mana (53)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "REMOVE DEATH MARK" [TARGET NAME]
      Example : pray "remove death mark" bob
      Removes any thief/assassin marks, as well as making those involves in a
      burglars contract hit forget their job.

      +

       
      Prayer : Remove Death Mark
      Domain : Neutralization
      Available: Healer
      Allows : Neutralizing I
      Alignment: pure goodness, good
      Use Cost : Mana (53)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "REMOVE DEATH MARK" [TARGET NAME]
      Example : pray "remove death mark" bob
      Removes any thief/assassin marks, as well as making those involves in a
      burglars contract hit forget their job.


      Remove Paralysis (Prayer_RemoveParalysis) -


      Prayer : Remove Paralysis
      Domain : Restoration
      Available: Healer Oracle
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (58)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "REMOVE PARALYSIS" [TARGET NAME]
      Example : pray "remove paralysis" bob
      Removes any unholy paralysis from the target.

      +

       
      Prayer : Remove Paralysis
      Domain : Restoration
      Available: Healer Oracle
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (58)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "REMOVE PARALYSIS" [TARGET NAME]
      Example : pray "remove paralysis" bob
      Removes any unholy paralysis from the target.


      Remove Poison (Prayer_RemovePoison) -


      Prayer : Remove Poison
      Domain : Restoration
      Available: Paladin Several Classes
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (61)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "REMOVE POISON" [TARGET NAME]
      Example : pray "remove poison" bob
      Removes any poison coursing through the veins of the target.

      +

       
      Prayer : Remove Poison
      Domain : Restoration
      Available: Paladin Several Classes
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (61)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "REMOVE POISON" [TARGET NAME]
      Example : pray "remove poison" bob
      Removes any poison coursing through the veins of the target.


      Restoration (Prayer_Restoration) -


      Prayer : Restoration
      Domain : Healing
      Available: Cleric
      Allows : Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (all)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "RESTORATION" [TARGET NAME]
      Example : pray "restoration" bob
      At the cost of all mana, this prayer restores all hit points, cures any
      ailments, and restores any destroyed limbs.

      +

       
      Prayer : Restoration
      Domain : Healing
      Available: Cleric
      Allows : Healing I
      Alignment: pure goodness, good
      Use Cost : Mana (all)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "RESTORATION" [TARGET NAME]
      Example : pray "restoration" bob
      At the cost of all mana, this prayer restores all hit points, cures any
      ailments, and restores any destroyed limbs.


      Restore Smell (Prayer_RestoreSmell) -


      Prayer : Restore Smell
      Domain : Restoration
      Available: Several Classes
      Allows : Restoring I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "RESTORE SMELL" [TARGET NAME]
      Example : pray "restore smell" bob
      Since one can hardly imagine a player being able to proceed in CoffeeMud
      without a sense of smell, the Cleric is hereby granted the supreme privilege of
      restoring this absolutely vital sense.

      +

       
      Prayer : Restore Smell
      Domain : Restoration
      Available: Several Classes
      Allows : Restoring I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "RESTORE SMELL" [TARGET NAME]
      Example : pray "restore smell" bob
      Since one can hardly imagine a player being able to proceed in CoffeeMud
      without a sense of smell, the Cleric is hereby granted the supreme privilege of
      restoring this absolutely vital sense.


      Restore Voice (Prayer_RestoreVoice) -


      Prayer : Restore Voice
      Domain : Restoration
      Available: Paladin Several Classes
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "RESTORE VOICE" [TARGET NAME]
      Example : pray "restore voice" bob
      This prayer will dispel any affects on the target which may be muting him or
      her.

      +

       
      Prayer : Restore Voice
      Domain : Restoration
      Available: Paladin Several Classes
      Allows : Restoring I
      Alignment: pure goodness, good
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "RESTORE VOICE" [TARGET NAME]
      Example : pray "restore voice" bob
      This prayer will dispel any affects on the target which may be muting him or
      her.


      Resurrect (Prayer_Resurrect) -


      Prayer : Resurrect
      Domain : Death lore
      Available: Cleric Oracle
      Allows : Death Lore I
      Alignment: pure goodness, good
      Use Cost : Mana (75)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY RESURRECT [TARGET NAME]
      Example : pray "resurrect" body
      By targeting the cold dead body of a compatriot, the caster can resurrect them.
      Only works on players.

      +

       
      Prayer : Resurrect
      Domain : Death lore
      Available: Cleric Oracle
      Allows : Death Lore I
      Alignment: pure goodness, good
      Use Cost : Mana (75)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY RESURRECT [TARGET NAME]
      Example : pray "resurrect" body
      By targeting the cold dead body of a compatriot, the caster can resurrect them.
      Only works on players.


      Resurrect Mount (Prayer_ResurrectMount) -


      Prayer : Resurrect Mount
      Domain : Death lore
      Available: Paladin
      Allows : Death Lore I
      Alignment: pure goodness, good
      Invoked : Automatic
      Usage : PRAY "RESURRECT MOUNT" [TARGET NAME]
      Example : pray "resurrect mount" body
      By targeting the cold dead body of a creature you've been riding, the caster
      can resurrect them.

      +

       
      Prayer : Resurrect Mount
      Domain : Death lore
      Available: Paladin
      Allows : Death Lore I
      Alignment: pure goodness, good
      Use Cost : Mana (71)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "RESURRECT MOUNT" [TARGET NAME]
      Example : pray "resurrect mount" body
      By targeting the cold dead body of a creature you've been riding, the caster
      can resurrect them.


      Retribution (Prayer_Retribution) -


      Prayer : Retribution
      Domain : Holy protection
      Available: Missionary Shaman
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "RETRIBUTION"
      Example : pray retribution
      Causes the caster to be filled with the power of retribution. Anyone engaging
      in melee combat, or who tries to touch the caster may be struck by the power
      for additional damage.

      +

       
      Prayer : Retribution
      Domain : Holy protection
      Available: Missionary Shaman
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "RETRIBUTION"
      Example : pray retribution
      Causes the caster to be filled with the power of retribution. Anyone engaging
      in melee combat, or who tries to touch the caster may be struck by the power
      for additional damage.


      Revival (Prayer_Revival) -


      Prayer : Revival
      Domain : Evangelism
      Available: Missionary
      Allows : Evangelising I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (58)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY REVIVAL
      Example : pray revival
      The cleric begins a revival, shouting the praises of his or her god. If 3 or
      more clerics of the same faith all use this prayer at the same time in the same
      room, it will have the effect of compulsory conversion on a random nonbeliever
      in the same room.

      +

       
      Prayer : Revival
      Domain : Evangelism
      Available: Missionary
      Allows : Evangelising I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (58)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY REVIVAL
      Example : pray revival
      The cleric begins a revival, shouting the praises of his or her god. If 3 or
      more clerics of the same faith all use this prayer at the same time in the same
      room, it will have the effect of compulsory conversion on a random nonbeliever
      in the same room.


      Righteous Indignation (Prayer_RighteousIndignation) -


      Prayer : Righteous Indignation
      Domain : Communing
      Available: Purist
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (56)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "RIGHTEOUS INDIGNATION" [TARGET NAME]
      Example : pray "righteous indignation" bob
      This prayer causes the target to receive a small boost of experience when
      killing evil.

      +

       
      Prayer : Righteous Indignation
      Domain : Communing
      Available: Purist
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (56)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "RIGHTEOUS INDIGNATION" [TARGET NAME]
      Example : pray "righteous indignation" bob
      This prayer causes the target to receive a small boost of experience when
      killing evil.


      Rock Flesh (Prayer_RockFlesh) -


      Prayer : Rock Flesh
      Domain : Restoration
      Available: Shaman
      Allows : Restoring I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ROCK FLESH" [TARGET NAME]
      Example : pray "rock flesh" statue
      This magic dispells the effect of either the Flesh to Rock prayer, or the Flesh
      to Stone arcane spell.

      +

       
      Prayer : Rock Flesh
      Domain : Restoration
      Available: Shaman
      Allows : Restoring I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ROCK FLESH" [TARGET NAME]
      Example : pray "rock flesh" statue
      This magic dispells the effect of either the Flesh to Rock prayer, or the Flesh
      to Stone arcane spell.


      Rockskin (Prayer_Rockskin) -


      Prayer : Rockskin
      Domain : Holy protection
      Available: Shaman
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ROCKSKIN"
      Example : pray "rocksin"
      The caster turns their skin into hard rock, which will then absorb a limited
      number of weapon attacks, saving the caster from the damage

      +

       
      Prayer : Rockskin
      Domain : Holy protection
      Available: Shaman
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "ROCKSKIN"
      Example : pray "rocksin"
      The caster turns their skin into hard rock, which will then absorb a limited
      number of weapon attacks, saving the caster from the damage


      Rot (Prayer_Rot) -


      Prayer : Rot
      Domain : Corruption
      Available: Doomsayer
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY ROT [TARGET ITEM]
      Example : pray rot waterskin
      The target must be a food or drink source. The target is caused to rot by the
      gods, making it unpalatable. Magical potions are likewise ruined.

      +

       
      Prayer : Rot
      Domain : Corruption
      Available: Doomsayer
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY ROT [TARGET ITEM]
      Example : pray rot waterskin
      The target must be a food or drink source. The target is caused to rot by the
      gods, making it unpalatable. Magical potions are likewise ruined.


      Sacrifice (Prayer_Sacrifice) -


      Prayer : Sacrifice
      Domain : Death lore
      Available: Several Classes
      Allows : Death Lore I
      Alignment: pure goodness, good
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY SACRIFICE [TARGET NAME]
      Example : pray sacrifice body
      The caster sacrifices a dead body to his or her deity. Doing so causes the
      dead body to disappear, and gives the caster an extra 5 experience points (or
      less).

      +

       
      Prayer : Sacrifice
      Domain : Death lore
      Available: Several Classes
      Allows : Death Lore I
      Alignment: pure goodness, good
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY SACRIFICE [TARGET NAME]
      Example : pray sacrifice body
      The caster sacrifices a dead body to his or her deity. Doing so causes the
      dead body to disappear, and gives the caster an extra 5 experience points (or
      less).


      Sanctify Room (Prayer_SanctifyRoom) -


      Prayer : Sanctify Room
      Domain : Warding
      Available: Cleric Shaman
      Allows : Divine Warding I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY SANCTIFY ROOM
      Example : pray sanctify room
      This prayer, typically used by the clergy on their own churches, prevents any
      items in the room from being removed without the presence of the caster or the
      owner.

      This prayer is normally temporary, though is permanent if the caster owns the
      property, or is following the owner of the property. If cast on clan property,
      clan members are the only ones who will be able to remove items, but the prayer
      will be temporary unless the room is currently classified as the clan's morgue
      room.

      +

       
      Prayer : Sanctify Room
      Domain : Warding
      Available: Cleric Shaman
      Allows : Divine Warding I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY SANCTIFY ROOM
      Example : pray sanctify room
      This prayer, typically used by the clergy on their own churches, prevents any
      items in the room from being removed without the presence of the caster or the
      owner.

      This prayer is normally temporary, though is permanent if the caster owns the
      property, or is following the owner of the property. If cast on clan property,
      clan members are the only ones who will be able to remove items, but the prayer
      will be temporary unless the room is currently classified as the clan's morgue
      room.


      Sanctimonious (Prayer_Sanctimonious) -


      Prayer : Sanctimonious
      Domain : Holy protection
      Available: Purist
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (53)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY SANCTIMONIOUS
      Example : pray sanctimonious
      The caster prays to become sanctimonious, which gives him or her extra defense,
      attack, and damaging ability against those who are good, but less good than the
      caster.

      +

       
      Prayer : Sanctimonious
      Domain : Holy protection
      Available: Purist
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (53)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY SANCTIMONIOUS
      Example : pray sanctimonious
      The caster prays to become sanctimonious, which gives him or her extra defense,
      attack, and damaging ability against those who are good, but less good than the
      caster.


      Sanctuary (Prayer_Sanctuary) -


      Prayer : Sanctuary
      Domain : Holy protection
      Available: Paladin Several Classes
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY SANCTUARY [TARGET NAME]
      Example : pray sanctuary bob
      The caster causes a protective field to surround the target. Any melee blows
      that strike the target are softened by the field, so that less damage is
      actually done.

      +

       
      Prayer : Sanctuary
      Domain : Holy protection
      Available: Paladin Several Classes
      Allows : Protecting I
      Alignment: pure goodness, good
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY SANCTUARY [TARGET NAME]
      Example : pray sanctuary bob
      The caster causes a protective field to surround the target. Any melee blows
      that strike the target are softened by the field, so that less damage is
      actually done.


      Sanctum (Prayer_Sanctum) -


      Prayer : Sanctum
      Domain : Warding
      Available: Shaman
      Allows : Divine Warding I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (63)
      Quality : Sometimes Beneficial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY SANCTUM
      Example : pray sanctum
      The caster makes the room a sanctum. Only the cleric, their most immediate
      followers, or the property owner if any may enter the room, and no fighting may
      occur. This prayer is permanent when cast on property the cleric owns. It is
      not permanent on clan property, however.

      +

       
      Prayer : Sanctum
      Domain : Warding
      Available: Shaman
      Allows : Divine Warding I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (63)
      Quality : Sometimes Beneficial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY SANCTUM
      Example : pray sanctum
      The caster makes the room a sanctum. Only the cleric, their most immediate
      followers, or the property owner if any may enter the room, and no fighting may
      occur. This prayer is permanent when cast on property the cleric owns. It is
      not permanent on clan property, however.


      Seekers Prayer (Prayer_SeekersPrayer) -


      Prayer : Seekers Prayer
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (68)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SEEKERS PRAYER"
      Example : pray "seekers prayer"
      The caster communes with his or her deity to hear the prayers of seekers and
      quest-givers around the world, gaining knowledge of their identity and
      location.

      +

       
      Prayer : Seekers Prayer
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (68)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SEEKERS PRAYER"
      Example : pray "seekers prayer"
      The caster communes with his or her deity to hear the prayers of seekers and
      quest-givers around the world, gaining knowledge of their identity and
      location.


      Sense Alignment (Prayer_SenseAlignment) -


      Prayer : Sense Alignment
      Domain : Communing
      Available: Cleric Oracle
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE ALIGNMENT" [TARGET NAME]
      Example : pray "sense alignment" bob
      The caster gains the ability to look into the soul of the target and see their
      alignment.

      +

       
      Prayer : Sense Alignment
      Domain : Communing
      Available: Cleric Oracle
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE ALIGNMENT" [TARGET NAME]
      Example : pray "sense alignment" bob
      The caster gains the ability to look into the soul of the target and see their
      alignment.


      Sense Allergies (Prayer_SenseAllergies) -


      Prayer : Sense Allergies
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE ALLERGIES" [TARGET NAME]
      Example : pray "sense allergies" bob
      The caster gains the ability to look into the body of the target and see their
      allergies.

      +

       
      Prayer : Sense Allergies
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE ALLERGIES" [TARGET NAME]
      Example : pray "sense allergies" bob
      The caster gains the ability to look into the body of the target and see their
      allergies.


      Sense Disease (Prayer_SenseDisease) -


      Prayer : Sense Disease
      Domain : Communing
      Available: Healer Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (56)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE DISEASE"
      Example : pray "sense disease"
      The caster's deity reveals the presence of disease in the immediate surrounding
      area.

      +

       
      Prayer : Sense Disease
      Domain : Communing
      Available: Healer Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (56)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE DISEASE"
      Example : pray "sense disease"
      The caster's deity reveals the presence of disease in the immediate surrounding
      area.


      Sense Evil (Prayer_SenseEvil) -


      Prayer : Sense Evil
      Domain : Communing
      Available: Paladin Several Classes
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE EVIL"
      Example : pray "sense evil"
      The caster gains the ability to sense evil creatures and items. They will glow
      red to the caster.

      +

       
      Prayer : Sense Evil
      Domain : Communing
      Available: Paladin Several Classes
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE EVIL"
      Example : pray "sense evil"
      The caster gains the ability to sense evil creatures and items. They will glow
      red to the caster.


      Sense Faithful (Prayer_SenseFaithful) -


      Prayer : Sense Faithful
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (57)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE FAITHFUL"
      Example : pray "sense faithful"
      The caster instantly knows everyone in the world who also worships the same
      deity as the caster.

      +

       
      Prayer : Sense Faithful
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (57)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE FAITHFUL"
      Example : pray "sense faithful"
      The caster instantly knows everyone in the world who also worships the same
      deity as the caster.


      Sense Good (Prayer_SenseGood) -


      Prayer : Sense Good
      Domain : Communing
      Available: Several Classes
      Allows : Communing I
      Alignment: pure evil, evil
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE GOOD"
      Example : pray "sense good"
      The caster gains the ability to sense good creatures and items. They will glow
      blue to the caster.

      +

       
      Prayer : Sense Good
      Domain : Communing
      Available: Several Classes
      Allows : Communing I
      Alignment: pure evil, evil
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE GOOD"
      Example : pray "sense good"
      The caster gains the ability to sense good creatures and items. They will glow
      blue to the caster.


      Sense Hidden (Prayer_SenseHidden) -


      Prayer : Sense Hidden
      Domain : Communing
      Available: Cleric Missionary Necromancer Oracle
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE HIDDEN"
      Example : pray "sense hidden"
      The caster gains divine sight, being able to see any hidden creatures or items.

      +

       
      Prayer : Sense Hidden
      Domain : Communing
      Available: Cleric Missionary Necromancer Oracle
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE HIDDEN"
      Example : pray "sense hidden"
      The caster gains divine sight, being able to see any hidden creatures or items.


      Sense Injury (Prayer_SenseInjury) -


      Prayer : Sense Injury
      Domain : Communing
      Available: Cleric
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (56)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE INJURY"
      Example : pray "sense injury"
      The caster gains the ability to sense presence of injuries in any beings in the
      immediate surrounding area.

      +

       
      Prayer : Sense Injury
      Domain : Communing
      Available: Cleric
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (56)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE INJURY"
      Example : pray "sense injury"
      The caster gains the ability to sense presence of injuries in any beings in the
      immediate surrounding area.


      Sense Invisible (Prayer_SenseInvisible) -


      Prayer : Sense Invisible
      Domain : Communing
      Available: Cleric Several Classes
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE INVISIBLE"
      Example : pray "sense invisible"
      The caster gains divine sight, being able to see any invisible creatures or
      items.

      +

       
      Prayer : Sense Invisible
      Domain : Communing
      Available: Cleric Several Classes
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE INVISIBLE"
      Example : pray "sense invisible"
      The caster gains divine sight, being able to see any invisible creatures or
      items.


      Sense Life (Prayer_SenseLife) -


      Prayer : Sense Life
      Domain : Communing
      Available: Oracle Several Classes
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE LIFE"
      Example : pray "sense life"
      The caster's deity reveals the presence of life in the immediate surrounding
      area.

      +

       
      Prayer : Sense Life
      Domain : Communing
      Available: Oracle Several Classes
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE LIFE"
      Example : pray "sense life"
      The caster's deity reveals the presence of life in the immediate surrounding
      area.


      Sense Magic (Prayer_SenseMagic) -


      Prayer : Sense Magic
      Domain : Communing
      Available: Numerous Classes
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE MAGIC"
      Example : pray "sense magic"
      The caster gains divine sight, being able to see which creatures or items have
      a magical aura.

      +

       
      Prayer : Sense Magic
      Domain : Communing
      Available: Numerous Classes
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE MAGIC"
      Example : pray "sense magic"
      The caster gains divine sight, being able to see which creatures or items have
      a magical aura.


      Sense Prayers (Prayer_SensePrayers) -


      Prayer : Sense Prayers
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (74)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE PRAYERS" [TARGET NAME]
      Example : pray "sense prayers" bob
      The caster gains the ability to look into the target and see their known
      prayers.

      +

       
      Prayer : Sense Prayers
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (74)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE PRAYERS" [TARGET NAME]
      Example : pray "sense prayers" bob
      The caster gains the ability to look into the target and see their known
      prayers.


      Sense Professions (Prayer_SenseProfessions) -


      Prayer : Sense Professions
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE PROFESSIONS" [TARGET NAME]
      Example : pray "sense professions" bob
      The caster gains the ability to look into the target and see their known common
      skills.

      +

       
      Prayer : Sense Professions
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE PROFESSIONS" [TARGET NAME]
      Example : pray "sense professions" bob
      The caster gains the ability to look into the target and see their known common
      skills.


      Sense Skills (Prayer_SenseSkills) -


      Prayer : Sense Skills
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (66)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE SKILLS" [TARGET NAME]
      Example : pray "sense skills" bob
      The caster gains the ability to look into the target and see their known
      skills.

      +

       
      Prayer : Sense Skills
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (66)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE SKILLS" [TARGET NAME]
      Example : pray "sense skills" bob
      The caster gains the ability to look into the target and see their known
      skills.


      Sense Songs (Prayer_SenseSongs) -


      Prayer : Sense Songs
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (70)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE SONGS" [TARGET NAME]
      Example : pray "sense songs" bob
      The caster gains the ability to look into the target and see their known songs.

      +

       
      Prayer : Sense Songs
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (70)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE SONGS" [TARGET NAME]
      Example : pray "sense songs" bob
      The caster gains the ability to look into the target and see their known songs.


      Sense Spells (Prayer_SenseSpells) -


      Prayer : Sense Spells
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE SPELLS" [TARGET NAME]
      Example : pray "sense spells" bob
      The caster gains the ability to look into the target and see their known
      spells.

      +

       
      Prayer : Sense Spells
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE SPELLS" [TARGET NAME]
      Example : pray "sense spells" bob
      The caster gains the ability to look into the target and see their known
      spells.


      Sense Traps (Prayer_SenseTraps) -


      Prayer : Sense Traps
      Domain : Communing
      Available: Missionary
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (56)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE TRAPS"
      Example : pray "sense traps"
      The caster gains the ability to sense evil traps in doors, items, or on people
      as the cleric walks around.

      +

       
      Prayer : Sense Traps
      Domain : Communing
      Available: Missionary
      Allows : Communing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (56)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE TRAPS"
      Example : pray "sense traps"
      The caster gains the ability to sense evil traps in doors, items, or on people
      as the cleric walks around.


      Sense Undead (Prayer_SenseUndead) -


      Prayer : Sense Undead
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE UNDEAD"
      Example : pray "sense undead"
      The caster gains sensitivity to dark souls, being able to know instantly who in
      the same room as them is undead.

      +

       
      Prayer : Sense Undead
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SENSE UNDEAD"
      Example : pray "sense undead"
      The caster gains sensitivity to dark souls, being able to know instantly who in
      the same room as them is undead.


      Sermon (Prayer_Sermon) -


      Prayer : Sermon
      Domain : Evangelism
      Available: Missionary
      Allows : Evangelising I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (all)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SERMON"
      Example : pray "sermon"
      The cleric delivers a divinely inspired sermon of such power that all who hear
      it may become feverish followers of the cleric.

      +

       
      Prayer : Sermon
      Domain : Evangelism
      Available: Missionary
      Allows : Evangelising I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (all)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SERMON"
      Example : pray "sermon"
      The cleric delivers a divinely inspired sermon of such power that all who hear
      it may become feverish followers of the cleric.


      Silent (Prayer_Silence) -


      Prayer : Silent
      Domain : Corruption
      Available: Cleric Necromancer
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SILENT" [TARGET NAME]
      Example : pray "silent" bob
      The caster inflicts the inability to speak upon the target, inhibiting wand
      usage, verbal spellcasting, and other important speaking abilities.

      +

       
      Prayer : Silent
      Domain : Corruption
      Available: Cleric Necromancer
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SILENT" [TARGET NAME]
      Example : pray "silent" bob
      The caster inflicts the inability to speak upon the target, inhibiting wand
      usage, verbal spellcasting, and other important speaking abilities.


      Snake Staff (Prayer_SnakeStaff) -


      Prayer : Snake Staff
      Domain : Holy protection
      Available: Cleric
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (74)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SNAKE STAFF"
      Example : pray "snake staff"
      If the cleric is wielding a staff-type weapon, this prayer will cause the staff
      to turn briefly into a group of snakes which will defend the caster in battle.

      +

       
      Prayer : Snake Staff
      Domain : Holy protection
      Available: Cleric
      Allows : Protecting I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (74)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SNAKE STAFF"
      Example : pray "snake staff"
      If the cleric is wielding a staff-type weapon, this prayer will cause the staff
      to turn briefly into a group of snakes which will defend the caster in battle.


      Sober (Prayer_Sober) -


      Prayer : Sober
      Domain : Neutralization
      Available: Shaman
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (62)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SOBER" [TARGET NAME]
      Example : pray "sober" bob
      Removes any alchohol coursing through the veins of the target.

      +

       
      Prayer : Sober
      Domain : Neutralization
      Available: Shaman
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (62)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SOBER" [TARGET NAME]
      Example : pray "sober" bob
      Removes any alchohol coursing through the veins of the target.


      Soul Peering (Prayer_SoulPeering) -


      Prayer : Soul Peering
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (55)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SOUL PEERING" [TARGET NAME]
      Example : pray "soul peering" orc
      This prayer divinely reveals complete statistics about the target to the
      caster.

      +

       
      Prayer : Soul Peering
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (55)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SOUL PEERING" [TARGET NAME]
      Example : pray "soul peering" orc
      This prayer divinely reveals complete statistics about the target to the
      caster.


      Speak with Dead (Prayer_SpeakWithDead) -


      Prayer : Speak with Dead
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SPEAK WITH DEAD" [TARGET NAME]
      Example : pray "speak with dead" body
      The caster kneels down and whispers with the corpse, discovering its identity,
      and some details of his or her passing.

      +

       
      Prayer : Speak with Dead
      Domain : Communing
      Available: Oracle
      Allows : Communing I
      Alignment: pure goodness, good
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SPEAK WITH DEAD" [TARGET NAME]
      Example : pray "speak with dead" body
      The caster kneels down and whispers with the corpse, discovering its identity,
      and some details of his or her passing.


      Stasis (Prayer_Stasis) -


      Prayer : Stasis
      Domain : Neutralization
      Available: Cleric Shaman
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "STASIS" [TARGET NAME]
      Example : pray "stasis" bob
      The caster places the target in a holy stasis field. From there, the target
      may not move, but they are also protected from any damaging or malicious spells
      or effects.

      +

       
      Prayer : Stasis
      Domain : Neutralization
      Available: Cleric Shaman
      Allows : Neutralizing I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "STASIS" [TARGET NAME]
      Example : pray "stasis" bob
      The caster places the target in a holy stasis field. From there, the target
      may not move, but they are also protected from any damaging or malicious spells
      or effects.


      Stoning (Prayer_Stoning) -


      Prayer : Stoning
      Domain : Evangelism
      Available: Gaoler
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "STONING" [TARGET NAME]
      Example : pray "stoning" bob
      The caster calls for a stoning of the target. This form of execution will
      bring in local citizens to stone the target to death. The target must be wanted
      for a crime in the area for this prayer to work.

      +

       
      Prayer : Stoning
      Domain : Evangelism
      Available: Gaoler
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "STONING" [TARGET NAME]
      Example : pray "stoning" bob
      The caster calls for a stoning of the target. This form of execution will
      bring in local citizens to stone the target to death. The target must be wanted
      for a crime in the area for this prayer to work.


      Sun Curse (Prayer_SunCurse) -


      Prayer : Sun Curse
      Domain : Cursing
      Available: Templar
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SUN CURSE" [TARGET NAME]
      Example : pray "sun curse" bob
      The caster places the target under a horrible sun curse. The immediate affect
      of which is that the target becomes oversensitive to light. Any light will
      blind them, allowing them to see only in the dark. The other affect is that if
      the target should be exposed to sunlight while under the affect of this spell,
      they will be turned into stone as per the Flesh to Stone spell.

      +

       
      Prayer : Sun Curse
      Domain : Cursing
      Available: Templar
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "SUN CURSE" [TARGET NAME]
      Example : pray "sun curse" bob
      The caster places the target under a horrible sun curse. The immediate affect
      of which is that the target becomes oversensitive to light. Any light will
      blind them, allowing them to see only in the dark. The other affect is that if
      the target should be exposed to sunlight while under the affect of this spell,
      they will be turned into stone as per the Flesh to Stone spell.


      Thunderbolt (Prayer_Thunderbolt) -


      Prayer : Thunderbolt
      Domain : Creation
      Available: Cleric
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "THUNDERBOLT" [TARGET NAME]
      Example : pray "thunderbolt" bob
      The caster summons a mighty force of his or her god and delivers it full-on at
      the target in one damaging strike.

      +

       
      Prayer : Thunderbolt
      Domain : Creation
      Available: Cleric
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "THUNDERBOLT" [TARGET NAME]
      Example : pray "thunderbolt" bob
      The caster summons a mighty force of his or her god and delivers it full-on at
      the target in one damaging strike.


      Tithe (Prayer_Tithe) -


      Prayer : Tithe
      Domain : Evangelism
      Available: Templar
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY TITHE [TARGET NAME]
      Example : pray tithe orc
      The caster compells the target to give 10% of all their takings in tithe to the
      cleric.

      +

       
      Prayer : Tithe
      Domain : Evangelism
      Available: Templar
      Allows : Evangelising I
      Alignment: pure evil, evil
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY TITHE [TARGET NAME]
      Example : pray tithe orc
      The caster compells the target to give 10% of all their takings in tithe to the
      cleric.


      Tremor (Prayer_Tremor) -


      Prayer : Tremor
      Domain : Creation
      Available: Shaman
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (66)
      Quality : Malicious
      Targets :
      Range : Touch - Range 3
      Commands : PRAY, PR
      Usage : PRAY TREMOR
      Example : pray "tremor"
      This powerful prayer will cause the earth beneath the druids enemies to begin
      shaking violently. Those effected will take damage from the rattling, and will
      probably fall down.

      +

       
      Prayer : Tremor
      Domain : Creation
      Available: Shaman
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (66)
      Quality : Malicious
      Targets :
      Range : Touch - Range 3
      Commands : PRAY, PR
      Usage : PRAY TREMOR
      Example : pray "tremor"
      This powerful prayer will cause the earth beneath the druids enemies to begin
      shaking violently. Those effected will take damage from the rattling, and will
      probably fall down.


      True Resurrection (Prayer_TrueResurrection) -


      Prayer : True Resurrection
      Domain : Death lore
      Available: Healer
      Allows : Death Lore I
      Alignment: pure goodness, good
      Use Cost : Mana (80)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "TRUE RESURRECTION" [TARGET NAME]
      Example : pray "true resurrection" bob
      The caster summons the soul of the departed from the spirit realm and returns
      it to their corpse, causing them to become resurrected. The cleric need not
      pray over the corpse for this magic to succeed, and the corpse need not be a
      player.

      +

       
      Prayer : True Resurrection
      Domain : Death lore
      Available: Healer
      Allows : Death Lore I
      Alignment: pure goodness, good
      Use Cost : Mana (80)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "TRUE RESURRECTION" [TARGET NAME]
      Example : pray "true resurrection" bob
      The caster summons the soul of the departed from the spirit realm and returns
      it to their corpse, causing them to become resurrected. The cleric need not
      pray over the corpse for this magic to succeed, and the corpse need not be a
      player.


      Undeniable Faith (Prayer_UndeniableFaith) -


      Prayer : Undeniable Faith
      Domain : Evangelism
      Available: Missionary
      Allows : Evangelising I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (100)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "UNDENIABLE FAITH" [TARGET NAME]
      Example : pray "undeniable faith" orc
      The target of this prayer prayer immediately professes belief in the clerics
      god, and remains a believer for a mud month. The target must be a nonbeliever
      to accept the prayer. This forced conversion does not grant the experience
      gain of a willing on, but is still good for a bit of experience.

      +

       
      Prayer : Undeniable Faith
      Domain : Evangelism
      Available: Missionary
      Allows : Evangelising I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (100)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "UNDENIABLE FAITH" [TARGET NAME]
      Example : pray "undeniable faith" orc
      The target of this prayer prayer immediately professes belief in the clerics
      god, and remains a believer for a mud month. The target must be a nonbeliever
      to accept the prayer. This forced conversion does not grant the experience
      gain of a willing on, but is still good for a bit of experience.


      Unholy Armament (Prayer_UnholyArmament) -


      Prayer : Unholy Armament
      Domain : Holy protection
      Available: Templar
      Allows : Protecting I
      Alignment: pure evil, evil
      Use Cost : Mana (all)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "UNHOLY ARMAMENT"
      Example : pray "unholy armament"
      This prayer causes a needed armor piece or weapon to appear in the same room as
      the cleric. The gods will give priority to weapons, and then to important worn
      locations until they see that the cleric is fully equipped. Equipment will
      always be appropriate for the level of the cleric.

      +

       
      Prayer : Unholy Armament
      Domain : Holy protection
      Available: Templar
      Allows : Protecting I
      Alignment: pure evil, evil
      Use Cost : Mana (all)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "UNHOLY ARMAMENT"
      Example : pray "unholy armament"
      This prayer causes a needed armor piece or weapon to appear in the same room as
      the cleric. The gods will give priority to weapons, and then to important worn
      locations until they see that the cleric is fully equipped. Equipment will
      always be appropriate for the level of the cleric.


      Unholy Poison (Prayer_Poison) -


      Prayer : Unholy Poison
      Domain : Corruption
      Available: Several Classes
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "UNHOLY POISON" [TARGET NAME]
      Example : pray "unholy poison" bob
      The cleric prays that his or her god inflict a horrible poison into the blood
      of the target.

      +

       
      Prayer : Unholy Poison
      Domain : Corruption
      Available: Several Classes
      Allows : Corrupting I
      Alignment: pure evil, evil
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "UNHOLY POISON" [TARGET NAME]
      Example : pray "unholy poison" bob
      The cleric prays that his or her god inflict a horrible poison into the blood
      of the target.


      Unholy Portent (Prayer_UnholyPortent) -


      Prayer : Unholy Portent
      Domain : Cursing
      Available: Cleric
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "UNHOLY PORTENT" [TARGET]
      Example : pray "unholy portent" orc
      This prayer curses the target against defying evil. If the target attacks an
      evil creature at any point, the curse will cause them to take damage.

      +

       
      Prayer : Unholy Portent
      Domain : Cursing
      Available: Cleric
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "UNHOLY PORTENT" [TARGET]
      Example : pray "unholy portent" orc
      This prayer curses the target against defying evil. If the target attacks an
      evil creature at any point, the curse will cause them to take damage.


      Unholy Word (Prayer_UnholyWord) -


      Prayer : Unholy Word
      Domain : Cursing
      Available: Several Classes
      Requires : 'Great Curse'
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (74)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "UNHOLY WORD"
      Example : pray "unholy word"
      Everyone hearing the unholy word is affected by this spell. Good creatures
      become easier to hit, and become weaker in combat. Evil creatures gain an aura
      of protection, and gain strength in combat. The unholy word also dispels any
      temporary blessings, including holy aura, sanctuary, and holy word.

      +

       
      Prayer : Unholy Word
      Domain : Cursing
      Available: Several Classes
      Requires : 'Great Curse'
      Allows : Cursing I
      Alignment: pure evil, evil
      Use Cost : Mana (74)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY "UNHOLY WORD"
      Example : pray "unholy word"
      Everyone hearing the unholy word is affected by this spell. Good creatures
      become easier to hit, and become weaker in combat. Evil creatures gain an aura
      of protection, and gain strength in combat. The unholy word also dispels any
      temporary blessings, including holy aura, sanctuary, and holy word.


      Wave (Prayer_Wave) -


      Prayer : Wave
      Domain : Creation
      Available: Purist
      Allows : Creating I
      Alignment: pure goodness, good
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Exits
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY WAVE [DIRECTION NAME]
      Example : pray wave east
      This prayer causes all non-group members to be swept away by a massive crashing
      wave. The wave does minimal damage, but will sweep all affected out of the
      room, provided that the direction given is valid.

      +

       
      Prayer : Wave
      Domain : Creation
      Available: Purist
      Allows : Creating I
      Alignment: pure goodness, good
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Exits
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY WAVE [DIRECTION NAME]
      Example : pray wave east
      This prayer causes all non-group members to be swept away by a massive crashing
      wave. The wave does minimal damage, but will sweep all affected out of the
      room, provided that the direction given is valid.


      Wings (Prayer_Wings) -


      Prayer : Wings
      Domain : Creation
      Available: Missionary
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY WINGS
      Example : pray wings
      This prayer causes the caster to gain a pair of broad wings with which he can
      fly into the heavens (or anywhere else flying-to is required).

      +
       
      Prayer : Wings
      Domain : Creation
      Available: Missionary
      Allows : Creating I
      Alignment: somewhat good, somewhat evil, pure neutral
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : PRAY, PR
      Usage : PRAY WINGS
      Example : pray wings
      This prayer causes the caster to gain a pair of broad wings with which he can
      fly into the heavens (or anywhere else flying-to is required).

      diff --git a/guides/refs/skillss.html b/guides/refs/skillss.html index fe46d418e6d..a5a246735ce 100644 --- a/guides/refs/skillss.html +++ b/guides/refs/skillss.html @@ -201,6 +201,9 @@

      CoffeeMud 5.9

    • Confusion   +
    • Conjure Ammunition +   +
    • Conjure Nexus   @@ -495,6 +498,12 @@

      CoffeeMud 5.9

    • Grease   +
    • Greater Enchant Armor +   + +
    • Greater Enchant Weapon +   +
    • Greater Globe   @@ -513,6 +522,9 @@

      CoffeeMud 5.9

    • Gust of Wind   +
    • Harden Bullets +   +
    • Haste   @@ -591,6 +603,9 @@

      CoffeeMud 5.9

    • Kinetic Bubble   +
    • Kinetic Pulse +   +
    • Knock   @@ -654,9 +669,6 @@

      CoffeeMud 5.9

    • Mage Claws   -
    • Magic Bullets -   -
    • Magic Item   @@ -750,6 +762,9 @@

      CoffeeMud 5.9

    • Mute   +
    • Mystic Loom +   +
    • Mystic Shine   @@ -1117,729 +1132,739 @@

      CoffeeMud 5.9


      Achilles Armor (Spell_AchillesArmor) -


      Spell : Achilles Armor
      Domain : Abjuration
      Available: Abjurer
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (100)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ACHILLES ARMOR" [TARGET NAME]
      Example : cast "achilles armor" bob
      This spell creates an almost impenetrable field around the target. The target
      becomes immune to almost every type of damage, except for one single type.
      Unfortunately, that type they are not immune to changes with every casting, is
      unknown to the caster, and will KILL the target if they are struck by that
      type.

      +

       
      Spell : Achilles Armor
      Domain : Abjuration
      Available: Abjurer
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (100)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ACHILLES ARMOR" [TARGET NAME]
      Example : cast "achilles armor" bob
      This spell creates an almost impenetrable field around the target. The target
      becomes immune to almost every type of damage, except for one single type.
      Unfortunately, that type they are not immune to changes with every casting, is
      unknown to the caster, and will KILL the target if they are struck by that
      type.


      Acid Arrow (Spell_AcidArrow) -


      Spell : Acid Arrow
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Terranalist I, Power Conjuring I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : CAST, CA, C
      Usage : CAST "ACID ARROW" [TARGET NAME]
      Example : cast "acid arrow" orc
      This spell will conjur up an arrow of acid, which will hit and splash upon the
      target, doing additional acid damage each round.

      +

       
      Spell : Acid Arrow
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Terranalist I
      Allows : Extended Conjuring I, Ranged Conjuring I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : CAST, CA, C
      Usage : CAST "ACID ARROW" [TARGET NAME]
      Example : cast "acid arrow" orc
      This spell will conjur up an arrow of acid, which will hit and splash upon the
      target, doing additional acid damage each round.


      Acid Fog (Spell_AcidFog) -


      Spell : Acid Fog
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I, Terranalist I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Range 2 - Range 5
      Commands : CAST, CA, C
      Usage : CAST ACID FOG
      Example : cast "acid fog"
      Causes a powerful horrendous cloud of burning acid to descend upon the casters
      enemies. While they remain in the cloud, those affected continue to take
      damage.

      +

       
      Spell : Acid Fog
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Terranalist I, Ranged In/Evoking I, Reduced In/Evoking I
      Allows : Extended In/Evoking I, Power In/Evoking I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Range 2 - Range 5
      Commands : CAST, CA, C
      Usage : CAST ACID FOG
      Example : cast "acid fog"
      Causes a powerful horrendous cloud of burning acid to descend upon the casters
      enemies. While they remain in the cloud, those affected continue to take
      damage.


      Acid Spray (Spell_AcidSpray) -


      Skill : acid spray
      Use Cost : Mana (50)
      Quality : Malicious
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : SPRING

      Spell : Acid Spray
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Terranalist I, Power Conjuring I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CAST, CA, C
      Usage : CAST "ACID SPRAY" [TARGET]
      Example : cast "acid spray" orc
      The caster conjures a spray of acid that assaults the target. The acid will
      then eat away at the target`s flesh for a time after the initial attack.

      +

       
      Skill : acid spray
      Use Cost : Mana (50)
      Quality : Malicious
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : SPRING

      Spell : Acid Spray
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Power Conjuring I, Terranalist I
      Allows : Extended Conjuring I, Ranged Conjuring I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CAST, CA, C
      Usage : CAST "ACID SPRAY" [TARGET]
      Example : cast "acid spray" orc
      The caster conjures a spray of acid that assaults the target. The acid will
      then eat away at the target`s flesh for a time after the initial attack.


      Add Limb (Spell_AddLimb) -


      Spell : Add Limb
      Domain : Transmutation
      Available: Transmuter
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (70)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ADD LIMB" [TARGET NAME]
      Example : cast "add limb" bob
      This spell causes the target to grow a third arm, allowing them to wear
      additional rings, or hold additional items.

      +

       
      Spell : Add Limb
      Domain : Transmutation
      Available: Transmuter
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (70)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ADD LIMB" [TARGET NAME]
      Example : cast "add limb" bob
      This spell causes the target to grow a third arm, allowing them to wear
      additional rings, or hold additional items.


      Advancement (Spell_Advancement) -


      Spell : Advancement
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (100)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST ADVANCEMENT [TARGET NAME]
      Example : cast advancement bob
      Increases the level, temporarily, of the target, by one. This extra level can
      be used to gain new spells through training or scrolls, or cast spells above
      the target`s level.

      +

       
      Spell : Advancement
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (100)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST ADVANCEMENT [TARGET NAME]
      Example : cast advancement bob
      Increases the level, temporarily, of the target, by one. This extra level can
      be used to gain new spells through training or scrolls, or cast spells above
      the target`s level.


      Alarm (Spell_Alarm) -


      Spell : Alarm
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST ALARM [TARGET NAME]
      Example : cast alarm chest
      This spell can be cast on any object sitting on the room. When the object is
      touched, picked up, rummaged through, or moved, the spell will notify the
      caster. The alarm is dispelled after it goes off.

      +

       
      Spell : Alarm
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST ALARM [TARGET NAME]
      Example : cast alarm chest
      This spell can be cast on any object sitting on the room. When the object is
      touched, picked up, rummaged through, or moved, the spell will notify the
      caster. The alarm is dispelled after it goes off.


      Alter Substance (Spell_AlterSubstance) -


      Spell : Alter Substance
      Domain : Alteration
      Available: Alterer
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ALTER SUBSTANCE" [TARGET NAME] [MATERIAL NAME]
      Example : cast "alter substance" sword cotton
      The caster causes the target item to temporarily take on a new substance. The
      substance type must be specified during casting.

      +

       
      Spell : Alter Substance
      Domain : Alteration
      Available: Alterer
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ALTER SUBSTANCE" [TARGET NAME] [MATERIAL NAME]
      Example : cast "alter substance" sword cotton
      The caster causes the target item to temporarily take on a new substance. The
      substance type must be specified during casting.


      Alternate Reality (Spell_AlternateReality) -


      Spell : Alternate Reality
      Domain : Illusion
      Available: Illusionist
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ALTERNATE REALITY" [TARGET NAME]
      Example : cast "alternate reality" orc
      Drawing on the frenzy of combat, the mage is able to convince the target that
      his or her enemies are really friends and vis-versa. This has the effect of
      making the target change sides in a fight.

      +

       
      Spell : Alternate Reality
      Domain : Illusion
      Available: Illusionist
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ALTERNATE REALITY" [TARGET NAME]
      Example : cast "alternate reality" orc
      Drawing on the frenzy of combat, the mage is able to convince the target that
      his or her enemies are really friends and vis-versa. This has the effect of
      making the target change sides in a fight.


      Analyze Item (Spell_AnalyzeDweomer) -


      Spell : Analyze Item
      Domain : Divination
      Available: Burglar Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ANALYZE ITEM" [TARGET NAME]
      Example : cast "analyze item" sword
      This spell gives the caster a sense of an items material type and other
      classifications, as well as any magical or other effects.

      +

       
      Spell : Analyze Item
      Domain : Divination
      Available: Burglar Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ANALYZE ITEM" [TARGET NAME]
      Example : cast "analyze item" sword
      This spell gives the caster a sense of an items material type and other
      classifications, as well as any magical or other effects.


      Anchor (Spell_Anchor) -


      Spell : Anchor
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (74)
      Quality : Always Beneficial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ANCHOR" [TARGET NAME]
      Example : cast "anchor" bob
      This spell allows the target to become immune to summoning and gate spells.

      +

       
      Spell : Anchor
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (74)
      Quality : Always Beneficial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ANCHOR" [TARGET NAME]
      Example : cast "anchor" bob
      This spell allows the target to become immune to summoning and gate spells.


      Animate Item (Spell_AnimateItem) -


      Spell : Animate Item
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ANIMATE ITEM" [TARGET NAME] [EMOTE STRING]
      Example : cast "animate item" sword glows with a blinding power.
      This spell causes the item to immediately animate in the way denoted by the
      emote string.

      +

       
      Spell : Animate Item
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ANIMATE ITEM" [TARGET NAME] [EMOTE STRING]
      Example : cast "animate item" sword glows with a blinding power.
      This spell causes the item to immediately animate in the way denoted by the
      emote string.


      Animate Weapon (Spell_AnimateWeapon) -


      Spell : Animate Weapon
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (100)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ANIMATE WEAPON" [TARGET NAME]
      Example : cast "animate weapon" sword
      This spell can be cast on any weapon. It will cause the weapon to fly around
      the caster, attacking any of the casters enemies. Leaving the room will end
      the spell.

      +

       
      Spell : Animate Weapon
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (100)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ANIMATE WEAPON" [TARGET NAME]
      Example : cast "animate weapon" sword
      This spell can be cast on any weapon. It will cause the weapon to fly around
      the caster, attacking any of the casters enemies. Leaving the room will end
      the spell.


      Anti Plant Shell (Spell_AntiPlantShell) -


      Spell : Anti Plant Shell
      Domain : Abjuration
      Available: Abjurer
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ANTI PLANT SHELL" [TARGET]
      Example : cast "anti plant shell" bob
      This spell creates a force field around the target into which an aggressive
      plant may not advance. The field will repel plant monsters and keep them at
      bay, but will collapse under continuous assault.

      +

       
      Spell : Anti Plant Shell
      Domain : Abjuration
      Available: Abjurer
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ANTI PLANT SHELL" [TARGET]
      Example : cast "anti plant shell" bob
      This spell creates a force field around the target into which an aggressive
      plant may not advance. The field will repel plant monsters and keep them at
      bay, but will collapse under continuous assault.


      Arcane Mark (Spell_ArcaneMark) -


      Spell : Arcane Mark
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (60)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ARCANE MARK" [ITEM] [MSG]
      Example : cast "arcane mark" gloves "these are my gloves"
      This spell will scribe a magical marking upon the specified item. Reading the
      message back requires only that you LOOK at it.

      +

       
      Spell : Arcane Mark
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (60)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ARCANE MARK" [ITEM] [MSG]
      Example : cast "arcane mark" gloves "these are my gloves"
      This spell will scribe a magical marking upon the specified item. Reading the
      message back requires only that you LOOK at it.


      Arcane Possession (Spell_ArcanePossession) -


      Spell : Arcane Possession
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ARCANE POSSESSION" [ITEM]
      Example : cast "arcane possession" gloves
      This spell will zap anyone who tries to wear, hold, or wield the item other
      than the owner.

      +

       
      Spell : Arcane Possession
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ARCANE POSSESSION" [ITEM]
      Example : cast "arcane possession" gloves
      This spell will zap anyone who tries to wear, hold, or wield the item other
      than the owner.


      Arms Length (Spell_ArmsLength) -


      Spell : Arms Length
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ARMS LENGTH"
      Example : cast "arms length"
      This spell gives the caster a predictive warning whenever their opponent in
      combat is about to advance on them, allowing the caster to retreat before they
      do. This spell only lasts a brief time, and is best cast when already in
      combat, and when the caster is at range from their target. When not at range
      from the enemy, the enemy has no reason to advance on the caster, and so this
      spell would have no effect. It is also best to turn AUTOMELEE off before
      casting this spell, lest the casters own advances cancel out the effects of the
      spell.

      +

       
      Spell : Arms Length
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ARMS LENGTH"
      Example : cast "arms length"
      This spell gives the caster a predictive warning whenever their opponent in
      combat is about to advance on them, allowing the caster to retreat before they
      do. This spell only lasts a brief time, and is best cast when already in
      combat, and when the caster is at range from their target. When not at range
      from the enemy, the enemy has no reason to advance on the caster, and so this
      spell would have no effect. It is also best to turn AUTOMELEE off before
      casting this spell, lest the casters own advances cancel out the effects of the
      spell.


      Augury (Spell_Augury) -


      Spell : Augury
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "AUGURY" [DIRECTION]
      Example : cast "augury" north
      This spell divines the wisdom of travelling in a particular direction.

      +

       
      Spell : Augury
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "AUGURY" [DIRECTION]
      Example : cast "augury" north
      This spell divines the wisdom of travelling in a particular direction.


      Awe (Spell_Awe) -


      Spell : Awe
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST AWE [TARGET NAME]
      Example : cast "awe" bob
      This spell allows the target becomes so awe-inspiring that theres a chance
      lower level aggressive creatures won't initiate combat against him or her,
      though they can, of course, fight back. Creatures which are extremely below
      the caster in level will always fall prey to this spell.

      +

       
      Spell : Awe
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST AWE
      Example : cast "awe"
      This spell allows the caster to become so awe-inspiring that there's a chance
      lower level aggressive creatures won't initiate combat against him or her,
      though they can, of course, fight back. Creatures which are extremely below
      the caster in level will always fall prey to this spell.


      Awe Other (Spell_AweOther) -


      Spell : Awe Other
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST AWE [TARGET NAME] [OTHER NAME]
      Example : cast "awe" bob "an orc"
      This spell forces the target to become in awe of of whoever the caster wishes.
      This will prevent the target creature from initiating combat against the
      "other" creature named by the caster, though they can, of course, fight back.

      +

       
      Spell : Awe Other
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST AWE [TARGET NAME] [OTHER NAME]
      Example : cast "awe" bob "an orc"
      This spell forces the target to become in awe of of whoever the caster wishes.
      This will prevent the target creature from initiating combat against the
      "other" creature named by the caster, though they can, of course, fight back.


      Big Mouth (Spell_BigMouth) -


      Spell : Big Mouth
      Domain : Transmutation
      Available: Transmuter
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "BIG MOUTH"
      Example : cast "big mouth"
      This spell causes the caster's mouth to grow to an enormous size, allowing the
      caster to EAT any creature that is half his weight or smaller. Eaten creatures
      face a horrible digestive fate!

      +

       
      Spell : Big Mouth
      Domain : Transmutation
      Available: Transmuter
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "BIG MOUTH"
      Example : cast "big mouth"
      This spell causes the caster's mouth to grow to an enormous size, allowing the
      caster to EAT any creature that is half his weight or smaller. Eaten creatures
      face a horrible digestive fate!


      Blademouth (Spell_Blademouth) -


      Spell : Blademouth
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST BLADEMOUTH [TARGET NAME]
      Example : cast blademouth orc
      If successful, this spell causes the target`s mouth to be filled with blades.
      Any attempt by the target to speak will cause damage.

      +

       
      Spell : Blademouth
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST BLADEMOUTH [TARGET NAME]
      Example : cast blademouth orc
      If successful, this spell causes the target`s mouth to be filled with blades.
      Any attempt by the target to speak will cause damage.


      Blind (Spell_Blindness) -


      Spell : Blind
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST BLIND [TARGET NAME]
      Example : cast blind orc
      If successful, this spell makes the target blind. This means they have a lot
      of trouble seeing.

      +

       
      Spell : Blind
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST BLIND [TARGET NAME]
      Example : cast blind orc
      If successful, this spell makes the target blind. This means they have a lot
      of trouble seeing.


      Blink (Spell_Blink) -


      Spell : Blink
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST BLINK [TARGET NAME]
      Example : cast blink bob
      If successful, this spell makes the target begin to vanish and reappear nearby,
      possibly putting him or her in and out of range of missile or melee weapons.

      +

       
      Spell : Blink
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST BLINK [TARGET NAME]
      Example : cast blink bob
      If successful, this spell makes the target begin to vanish and reappear nearby,
      possibly putting him or her in and out of range of missile or melee weapons.


      Blur (Spell_Blur) -


      Spell : Blur
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (52)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST BLUR [TARGET NAME]
      Example : cast blur bob
      This spell causes the target to go out of focus. The target becomes slightly
      harder to hit in combat, even more slightly protected against certain magical
      attacks.

      +

       
      Spell : Blur
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (52)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST BLUR [TARGET NAME]
      Example : cast blur bob
      This spell causes the target to go out of focus. The target becomes slightly
      harder to hit in combat, even more slightly protected against certain magical
      attacks.


      Brainwash (Spell_Brainwash) -


      Spell : Brainwash
      Domain : Enchantment/charm
      Available: Gaoler
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST BRAINWASH [TARGET NAME] [MESSAGE]
      Example : cast brainwash orc I am a jelly donut.
      This spell causes the target to so fully believe the message given that they
      will repeat it whenever they talk to anyone else.

      +

       
      Spell : Brainwash
      Domain : Enchantment/charm
      Available: Gaoler
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST BRAINWASH [TARGET NAME] [MESSAGE]
      Example : cast brainwash orc I am a jelly donut.
      This spell causes the target to so fully believe the message given that they
      will repeat it whenever they talk to anyone else.


      Breadcrumbs (Spell_Breadcrumbs) -


      Spell : Breadcrumbs
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (69)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "BREADCRUMBS"
      Example : cast "breadcrumbs"
      Allows the caster to remain aware of the trail from the room he or she started
      in to the room in which he or she presently stands.

      +

       
      Spell : Breadcrumbs
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (69)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "BREADCRUMBS"
      Example : cast "breadcrumbs"
      Allows the caster to remain aware of the trail from the room he or she started
      in to the room in which he or she presently stands.


      Burning Hands (Spell_BurningHands) -


      Spell : Burning Hands
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ignalist I, Ranged Altering I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "BURNING HANDS" [TARGET NAME]
      Example : cast "burning hands" orc
      A fan of flames ignite before the casters hands, aimed at the target. This has
      the effect of hurting the target in many cases.

      +

       
      Spell : Burning Hands
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Ignalist I, Reduced Altering I
      Allows : Extended Altering I, Power Altering I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "BURNING HANDS" [TARGET NAME]
      Example : cast "burning hands" orc
      A fan of flames ignite before the casters hands, aimed at the target. This has
      the effect of hurting the target in many cases.


      Cause Stink (Spell_CauseStink) -


      Spell : Cause Stink
      Domain : Transmutation
      Available: Transmuter
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (53)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CAUSE STINK" [TARGET NAME]
      Example : cast "cause stink" monster
      This spell makes the target smell really really bad.

      +

       
      Spell : Cause Stink
      Domain : Transmutation
      Available: Transmuter
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (53)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CAUSE STINK" [TARGET NAME]
      Example : cast "cause stink" monster
      This spell makes the target smell really really bad.


      Chain Lightning (Spell_ChainLightening) -


      Spell : Chain Lightning
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Airelist I
      Allows : Ranged In/Evoking I, Reduced In/Evoking I
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : CAST, CA, C
      Usage : CAST "CHAIN LIGHTNING"
      Example : cast "chain lightning"
      This spell causes a huge, branching arch of electricity to jump from person to
      person in the room until it is spent. This may include the caster and his
      group members.

      +

       
      Spell : Chain Lightning
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Airelist I, Power In/Evoking I
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : CAST, CA, C
      Usage : CAST "CHAIN LIGHTNING"
      Example : cast "chain lightning"
      This spell causes a huge, branching arch of electricity to jump from person to
      person in the room until it is spent. This may include the caster and his
      group members.


      Change Sex (Spell_ChangeSex) -


      Spell : Change Sex
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CHANGE SEX" [TARGET NAME]
      Example : cast "change sex" bob
      Changes the sex of the target temporarily. This spell is permanent on young
      babies, however.

      +

       
      Spell : Change Sex
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CHANGE SEX" [TARGET NAME]
      Example : cast "change sex" bob
      Changes the sex of the target temporarily. This spell is permanent on young
      babies, however.


      Channeled Missiles (Spell_ChanneledMissiles) -


      Spell : Channeled Missiles
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CAST, CA, C
      Usage : CAST "CHANNELED MISSILES" [TARGET NAME]
      Example : cast "channeled missiles" bob
      The caster begins channeling painful flashes of magical energy towards the
      target. The higher the level of the caster, the greater the number of missiles
      generated by this spell. As a channeling spell, missiles will continue firing
      towards the target until the caster takes any action to cancel the spell, or
      the target is killed.

      +

       
      Spell : Channeled Missiles
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CAST, CA, C
      Usage : CAST "CHANNELED MISSILES" [TARGET NAME]
      Example : cast "channeled missiles" bob
      The caster begins channeling painful flashes of magical energy towards the
      target. The higher the level of the caster, the greater the number of missiles
      generated by this spell. As a channeling spell, missiles will continue firing
      towards the target until the caster takes any action to cancel the spell, or
      the target is killed.


      Chant Shield (Spell_ChantShield) -


      Spell : Chant Shield
      Domain : Abjuration
      Available: Abjurer
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (67)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CHANT SHIELD" [TARGET NAME]
      Example : cast "chant shield" bob
      This spell allows the target to become almost immune to Druidic chants.

      +

       
      Spell : Chant Shield
      Domain : Abjuration
      Available: Abjurer
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (67)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CHANT SHIELD" [TARGET NAME]
      Example : cast "chant shield" bob
      This spell allows the target to become almost immune to Druidic chants.


      Charm (Spell_Charm) -


      Spell : Charm
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST CHARM [TARGET NAME]
      Example : cast charm orc
      Causes the target to view the caster as a loyal ally and friend. The target
      will follow the caster as a group member, and becomes susceptible to the
      'order' command.

      +

       
      Spell : Charm
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST CHARM [TARGET NAME]
      Example : cast charm orc
      Causes the target to view the caster as a loyal ally and friend. The target
      will follow the caster as a group member, and becomes susceptible to the
      'order' command.


      Charm Ward (Spell_CharmWard) -


      Spell : Charm Ward
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CHARM WARD" [TARGET NAME]
      Example : cast "charm ward" orc
      Example : cast "charm ward" room
      Causes the target to become protected from the affects of charming. If the
      target is a room, the entire room will negate all charm spells in it. If the
      caster owns the room, or the caster is following the owner, the spell effect
      will be permanent.

      +

       
      Spell : Charm Ward
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CHARM WARD" [TARGET NAME]
      Example : cast "charm ward" orc
      Example : cast "charm ward" room
      Causes the target to become protected from the affects of charming. If the
      target is a room, the entire room will negate all charm spells in it. If the
      caster owns the room, or the caster is following the owner, the spell effect
      will be permanent.


      Choke (Spell_Choke) -


      Spell : Choke
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST CHOKE [TARGET NAME]
      Example : cast choke orc
      The target becomes unable to breathe, and begins to suffocate!

      +

       
      Spell : Choke
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST CHOKE [TARGET NAME]
      Example : cast choke orc
      The target becomes unable to breathe, and begins to suffocate!


      Claireaudience (Spell_Claireaudience) -


      Spell : Claireaudience
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (61)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST CLAIREAUDIENCE [TARGET NAME]
      Example : cast claireaudience orc
      Causes the target to echo everything they say into the ears of the caster,
      allowing the caster to know everything the target says.

      +

       
      Spell : Claireaudience
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (61)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST CLAIREAUDIENCE [TARGET NAME]
      Example : cast claireaudience orc
      Causes the target to echo everything they say into the ears of the caster,
      allowing the caster to know everything the target says.


      Clairevoyance (Spell_Clairevoyance) -


      Spell : Clairevoyance
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (62)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST CLAIREVOYANCE [TARGET NAME]
      Example : cast clairvoyance orc
      This spell allows the caster to see everything which the target actively looks
      at, including all new rooms the target enters.

      +

       
      Spell : Clairevoyance
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (62)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST CLAIREVOYANCE [TARGET NAME]
      Example : cast clairvoyance orc
      This spell allows the caster to see everything which the target actively looks
      at, including all new rooms the target enters.


      ClanEnchant Acid (Spell_CEqAcid)

      CLANENCHANT_ACID


      ClanEnchant Cold (Spell_CEqCold) -


      Spell : ClanEnchant Cold
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT COLD" [TARGET NAME] [POWER]
      Example : cast "clanenchant cold" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      COLD magic. For what the different types of effects are, see HELP CLAN
      EQUIPMENT.

      +

       
      Spell : ClanEnchant Cold
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT COLD" [TARGET NAME] [POWER]
      Example : cast "clanenchant cold" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      COLD magic. For what the different types of effects are, see HELP CLAN
      EQUIPMENT.


      ClanEnchant Disease (Spell_CEqDisease) -


      Spell : ClanEnchant Disease
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT DISEASE" [TARGET NAME] [POWER]
      Example : cast "clanenchant disease" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      DISEASE damaging blasts, and disease resistances. For what the different types
      of effects are, see HELP CLAN EQUIPMENT.

      +

       
      Spell : ClanEnchant Disease
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT DISEASE" [TARGET NAME] [POWER]
      Example : cast "clanenchant disease" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      DISEASE damaging blasts, and disease resistances. For what the different types
      of effects are, see HELP CLAN EQUIPMENT.


      ClanEnchant Electric (Spell_CEqElectric) -


      Spell : ClanEnchant Electric
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT ELECTRIC" [TARGET NAME] [POWER]
      Example : cast "clanenchant electric" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      ELECTRIC magic. For what the different types of effects are, see HELP CLAN
      EQUIPMENT.

      +

       
      Spell : ClanEnchant Electric
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT ELECTRIC" [TARGET NAME] [POWER]
      Example : cast "clanenchant electric" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      ELECTRIC magic. For what the different types of effects are, see HELP CLAN
      EQUIPMENT.


      ClanEnchant Fire (Spell_CEqFire) -


      Spell : ClanEnchant Fire
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT FIRE" [TARGET NAME] [POWER]
      Example : cast "clanenchant fire" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      FIRE magic. For what the different types of effects are, see HELP CLAN
      EQUIPMENT.

      +

       
      Spell : ClanEnchant Fire
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT FIRE" [TARGET NAME] [POWER]
      Example : cast "clanenchant fire" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      FIRE magic. For what the different types of effects are, see HELP CLAN
      EQUIPMENT.


      ClanEnchant Gas (Spell_CEqGas) -


      Spell : ClanEnchant Gas
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT GAS" [TARGET NAME] [POWER]
      Example : cast "clanenchant gas" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      GAS magic. For what the different types of effects are, see HELP CLAN
      EQUIPMENT.

      +

       
      Spell : ClanEnchant Gas
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT GAS" [TARGET NAME] [POWER]
      Example : cast "clanenchant gas" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      GAS magic. For what the different types of effects are, see HELP CLAN
      EQUIPMENT.


      ClanEnchant Mind (Spell_CEqMind) -


      Spell : ClanEnchant Mind
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT MIND" [TARGET NAME] [POWER]
      Example : cast "clanenchant mind" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      MIND damaging blasts, and resistances. For what the different types of effects
      are, see HELP CLAN EQUIPMENT.

      +

       
      Spell : ClanEnchant Mind
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT MIND" [TARGET NAME] [POWER]
      Example : cast "clanenchant mind" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      MIND damaging blasts, and resistances. For what the different types of effects
      are, see HELP CLAN EQUIPMENT.


      ClanEnchant Paralysis (Spell_CEqParalysis) -


      Spell : ClanEnchant Paralysis
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT PARALYSIS" [TARGET NAME] [POWER]
      Example : cast "clanenchant paralysis" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      PARALYSIS damaging blasts, and resistances. For what the different types of
      effects are, see HELP CLAN EQUIPMENT.

      +

       
      Spell : ClanEnchant Paralysis
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT PARALYSIS" [TARGET NAME] [POWER]
      Example : cast "clanenchant paralysis" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      PARALYSIS damaging blasts, and resistances. For what the different types of
      effects are, see HELP CLAN EQUIPMENT.


      ClanEnchant Poison (Spell_CEqPoison) -


      Spell : ClanEnchant Poison
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT POISON" [TARGET NAME] [POWER]
      Example : cast "clanenchant poison" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      POISON damaging blasts, and resistances. For what the different types of
      effects are, see HELP CLAN EQUIPMENT.

      +

       
      Spell : ClanEnchant Poison
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT POISON" [TARGET NAME] [POWER]
      Example : cast "clanenchant poison" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      POISON damaging blasts, and resistances. For what the different types of
      effects are, see HELP CLAN EQUIPMENT.


      ClanEnchant Water (Spell_CEqWater) -


      Spell : ClanEnchant Water
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT WATER" [TARGET NAME] [POWER]
      Example : cast "clanenchant water" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      WATER magic. For what the different types of effects are, see HELP CLAN
      EQUIPMENT.

      +

       
      Spell : ClanEnchant Water
      Domain : Enchantment/charm
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLANENCHANT WATER" [TARGET NAME] [POWER]
      Example : cast "clanenchant water" breastplate 5
      When cast on an item, this spell will use up some of the clan's experience (how
      much depends on power put into the casting) to magically enhance the item with
      WATER magic. For what the different types of effects are, see HELP CLAN
      EQUIPMENT.


      Clarify Scroll (Spell_ClarifyScroll) -


      Spell : Clarify Scroll
      Domain : Enchantment/charm
      Available: Arcanist Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (50)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLARIFY SCROLL" [TARGET NAME]
      Example : cast "clarify scroll" scroll
      When cast on a magical scroll, the letters and symbols on the paper gain new
      clarity. The scroll then may be re-used more often.

      +

       
      Spell : Clarify Scroll
      Domain : Enchantment/charm
      Available: Arcanist Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (50)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLARIFY SCROLL" [TARGET NAME]
      Example : cast "clarify scroll" scroll
      When cast on a magical scroll, the letters and symbols on the paper gain new
      clarity. The scroll then may be re-used more often.


      Clog Mouth (Spell_Clog) -


      Spell : Clog Mouth
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (52)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLOG MOUTH" [TARGET NAME]
      Example : cast "clog mouth" dragon
      This spell causes the target`s mouth to become clogged with gunk. The target
      remains able to use any breath weapons, but is unable to put anything into its
      mouth, such as food or drink.

      +

       
      Spell : Clog Mouth
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (52)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLOG MOUTH" [TARGET NAME]
      Example : cast "clog mouth" dragon
      This spell causes the target`s mouth to become clogged with gunk. The target
      remains able to use any breath weapons, but is unable to put anything into its
      mouth, such as food or drink.


      Clone (Spell_Clone) -


      Spell : Clone
      Domain : Transmutation
      Available: Transmuter
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (200)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLONE"
      Example : cast "clone"
      This spell causes the caster to split into two different but identical people.
      There is a 50% chance, however, that the clone will turn out with an opposed
      alignment to the caster. In this case, the clone will become aggressive to the
      caster immediately.

      +

       
      Spell : Clone
      Domain : Transmutation
      Available: Transmuter
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (200)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CLONE"
      Example : cast "clone"
      This spell causes the caster to split into two different but identical people.
      There is a 50% chance, however, that the clone will turn out with an opposed
      alignment to the caster. In this case, the clone will become aggressive to the
      caster immediately.


      Cloudkill (Spell_Cloudkill) -


      Spell : Cloudkill
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 10
      Commands : CAST, CA, C
      Usage : CAST CLOUDKILL
      Example : cast cloudkill
      Causes an evil, murderous cloud to form over all of the enemies of the caster.
      Will kill enemies much weaker than the casters spell, and damage stronger
      enemies.

      +

       
      Spell : Cloudkill
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 10
      Commands : CAST, CA, C
      Usage : CAST CLOUDKILL
      Example : cast cloudkill
      Causes an evil, murderous cloud to form over all of the enemies of the caster.
      Will kill enemies much weaker than the casters spell, and damage stronger
      enemies.


      Cogniportive (Spell_Cogniportive) -


      Spell : Cogniportive
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST COGNIPORTIVE [TARGET ITEM]
      Example : cast "cogniportive" sword
      This spell causes the target item to create a mystical link with the place of
      its origin. The Mage may then conjur him or herself to that place by simply
      uttering the words "home sword" to the item (where sword, you should insert the
      name of your item). Cogniportive has unpredictable results with crafted items,
      being so new to the world.

      +

       
      Spell : Cogniportive
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST COGNIPORTIVE [TARGET ITEM]
      Example : cast "cogniportive" sword
      This spell causes the target item to create a mystical link with the place of
      its origin. The Mage may then conjur him or herself to that place by simply
      uttering the words "home sword" to the item (where sword, you should insert the
      name of your item). Cogniportive has unpredictable results with crafted items,
      being so new to the world.


      Color Spray (Spell_ColorSpray) -


      Spell : Color Spray
      Domain : Illusion
      Available: Illusionist
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (53)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "COLOR SPRAY" [TARGET NAME]
      Example : cast "color spray" monster
      The caster sprays forth a huge cone of flashing lights and colors into the eyes
      of his or her enemies. If the caster is a much much higher level than an
      enemy, then the target will fall unconscious. If the caster is much higher
      level than an enemy, then the target will be stunned and blind for a time.
      Otherwise, if the caster is the same, lower, or only slightly higher level than
      the target, then the target will simply be dazed for a tick or two.

      +

       
      Spell : Color Spray
      Domain : Illusion
      Available: Illusionist
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (53)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "COLOR SPRAY" [TARGET NAME]
      Example : cast "color spray" monster
      The caster sprays forth a huge cone of flashing lights and colors into the eyes
      of his or her enemies. If the caster is a much much higher level than an
      enemy, then the target will fall unconscious. If the caster is much higher
      level than an enemy, then the target will be stunned and blind for a time.
      Otherwise, if the caster is the same, lower, or only slightly higher level than
      the target, then the target will simply be dazed for a tick or two.


      Combat Precognition (Spell_CombatPrecognition) -


      Spell : Combat Precognition
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (100)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "COMBAT PRECOGNITION"
      Example : cast "combat precognition"
      This powerful spell allows the caster to see attacks against him or her before
      they happen, and in many cases, to react to avoid them.

      +

       
      Spell : Combat Precognition
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (100)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "COMBAT PRECOGNITION"
      Example : cast "combat precognition"
      This powerful spell allows the caster to see attacks against him or her before
      they happen, and in many cases, to react to avoid them.


      Command (Spell_Command) -


      Spell : Command
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST COMMAND [TARGET NAME] [COMMAND TO PERFORM]
      Example : cast command orc give sword bob
      This spell forces the target to perform some task for the caster. The may give
      any valid CoffeeMud command to the target, but may not order the target to
      follow anyone.

      +

       
      Spell : Command
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST COMMAND [TARGET NAME] [COMMAND TO PERFORM]
      Example : cast command orc give sword bob
      This spell forces the target to perform some task for the caster. The may give
      any valid CoffeeMud command to the target, but may not order the target to
      follow anyone.


      Comprehend Languages (Spell_ComprehendLangs) -


      Spell : Comprehend Languages
      Domain : Divination
      Available: Arcanist Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST COMPREHEND LANGUAGES
      Example : cast "comprehend languages"
      This spell allows the caster to understand any spoken language.

      +

       
      Spell : Comprehend Languages
      Domain : Divination
      Available: Arcanist Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST COMPREHEND LANGUAGES
      Example : cast "comprehend languages"
      This spell allows the caster to understand any spoken language, but not to
      speak it, or interact with shopkeepers in it.


      Confusion (Spell_Confusion) -


      Spell : Confusion
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST CONFUSION [TARGET NAME]
      Example : cast "confusion" bob
      This spell causes the target become confused during combat, which may cause him
      or her to attack a different target, or no target, spontaneously.

      +

       
      Spell : Confusion
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST CONFUSION [TARGET NAME]
      Example : cast "confusion" bob
      This spell causes the target become confused during combat, which may cause him
      or her to attack a different target, or no target, spontaneously.

      +
      Conjure Ammunition (Spell_ConjureAmmunition) +

       
      Spell : Conjure Ammunition
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (58)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CONJURE AMMUNITION" [WEAPON]/[MOB/PLAYER]
      Example : cast "conjure ammunition" bow
      This spell conjures ammunition appropriate to the target item or person. The
      ammunition is then mystically conjured from elsewhere to the ground. The
      amount of small ammunition increases with level and expertise.


      Conjure Nexus (Spell_ConjureNexus) -


      Spell : Conjure Nexus
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CONJURE NEXUS"
      Example : cast "conjure nexus"
      This spell summons the great Nexus of Mana to the room in which this spell is
      cast. For the duration of the spell, anyone in this room rejuvenates mana at
      twice the normal rate. There may only be one Nexus in the game.

      +

       
      Spell : Conjure Nexus
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CONJURE NEXUS"
      Example : cast "conjure nexus"
      This spell summons the great Nexus of Mana to the room in which this spell is
      cast. For the duration of the spell, anyone in this room rejuvenates mana at
      twice the normal rate. There may only be one Nexus in the game.


      Continual Light (Spell_ContinualLight) -


      Spell : Continual Light
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (59)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CONTINUAL LIGHT" [TARGET NAME]
      Example : cast "continual light" bob
      Example : cast "continual light" sword
      This spell evokes a bright light into the target item or above the target mob.
      The item or mob will retain this light almost indefinitely.

      +

       
      Spell : Continual Light
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (59)
      Quality : Sometimes Beneficial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "CONTINUAL LIGHT" [TARGET NAME]
      Example : cast "continual light" bob
      Example : cast "continual light" sword
      This spell evokes a bright light into the target item or above the target mob.
      The item or mob will retain this light almost indefinitely.


      Counterspell (Spell_Counterspell) -


      Spell : Counterspell
      Domain : Abjuration
      Available: Abjurer
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "COUNTERSPELL" [TARGET NAME]
      Example : cast "counterspell" bob
      This spell allows the target to resist or be immune to the very next arcane
      spell cast at him or her.

      +

       
      Spell : Counterspell
      Domain : Abjuration
      Available: Abjurer
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "COUNTERSPELL" [TARGET NAME]
      Example : cast "counterspell" bob
      This spell allows the target to resist or be immune to the very next arcane
      spell cast at him or her.


      Darkness (Spell_Darkness) -


      Spell : Darkness
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST DARKNESS
      Example : cast darkness
      Causes a pitch-black darkness to fill the room.

      +

       
      Spell : Darkness
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST DARKNESS
      Example : cast darkness
      Causes a pitch-black darkness to fill the room.


      Daydream (Spell_Daydream) -


      Spell : Daydream
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DAYDREAM" [DREAM TO GIVE TO IDLE/AWAKE]
      Example : cast "daydream" about flowers and blood.
      This spell allows the caster to implant a daydream into the mind of all awake
      but idle players.

      +

       
      Spell : Daydream
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DAYDREAM" [DREAM TO GIVE TO IDLE/AWAKE]
      Example : cast "daydream" about flowers and blood.
      This spell allows the caster to implant a daydream into the mind of all awake
      but idle players.


      Deaden Smell (Spell_DeadenSmell) -


      Spell : Deaden Smell
      Domain : Transmutation
      Available: Transmuter
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DEADEN SMELL" [TARGET NAME]
      Example : cast "deaden small" nosemonster
      This spell makes the target unable to smell anything.

      +

       
      Spell : Deaden Smell
      Domain : Transmutation
      Available: Transmuter
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DEADEN SMELL" [TARGET NAME]
      Example : cast "deaden small" nosemonster
      This spell makes the target unable to smell anything.


      Deafen (Spell_Deafness) -


      Spell : Deafen
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (53)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST DEAFEN [TARGET NAME]
      Example : cast deafen orc
      Causes the target to become deaf, unable to hear anything.

      +

       
      Spell : Deafen
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (53)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST DEAFEN [TARGET NAME]
      Example : cast deafen orc
      Causes the target to become deaf, unable to hear anything.


      Death Warning (Spell_DeathWarning) -


      Spell : Death Warning
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (73)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DEATH WARNING" [COMMAND]
      Example : cast "death warning" flee north
      Upon casting this spell, the caster becomes sensitive to prophetic warnings of
      his or her death. Should the warning be received, the caster will have but a
      few moments to act, even possibly preventing the death. When casting the
      spell, the caster needs to think clearly about what he or she will want to do
      should the warning arrive.

      +

       
      Spell : Death Warning
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (73)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DEATH WARNING" [COMMAND]
      Example : cast "death warning" flee north
      Upon casting this spell, the caster becomes sensitive to prophetic warnings of
      his or her death. Should the warning be received, the caster will have but a
      few moments to act, even possibly preventing the death. When casting the
      spell, the caster needs to think clearly about what he or she will want to do
      should the warning arrive.


      Delay (Spell_Delay) -


      Spell : Delay
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST DELAY [SPELL NAME] [PARAMETERS]
      Example : cast delay fireball orc
      Allows the caster to cast a spell on a delayed basis. The caster specifies the
      arcane spell to cast, and any parameters required by that spell while casting
      delay. 20 seconds following the casting of delay, the spell effect will occur
      in the room in which delay was cast.

      +

       
      Spell : Delay
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST DELAY [SPELL NAME] [PARAMETERS]
      Example : cast delay fireball orc
      Allows the caster to cast a spell on a delayed basis. The caster specifies the
      arcane spell to cast, and any parameters required by that spell while casting
      delay. 20 seconds following the casting of delay, the spell effect will occur
      in the room in which delay was cast.


      Delirium (Spell_Delirium) -


      Spell : Delirium
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CAST, CA, C
      Usage : CAST "DELIRIUM" [TARGET NAME]
      Example : cast "delirium" orc
      This spell causes the target to become very confused about who is actually
      doing or saying what around them. They will believe that someone else is
      actually present, doing the things that are actually being done by others.

      +

       
      Spell : Delirium
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CAST, CA, C
      Usage : CAST "DELIRIUM" [TARGET NAME]
      Example : cast "delirium" orc
      This spell causes the target to become very confused about who is actually
      doing or saying what around them. They will believe that someone else is
      actually present, doing the things that are actually being done by others.


      Delude (Spell_Delude) -


      Spell : Delude
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (68)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST DELUDE
      Example : cast delude
      Causes the attitudes of the caster to change dramatically. Good casters become
      evil, evil casters become good, and neutral casters randomly become one or the
      other. While this effect is temporary, it can affect experience gains and
      spells of alignment detection.

      +

       
      Spell : Delude
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (68)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST DELUDE
      Example : cast delude
      Causes the attitudes of the caster to change dramatically. Good casters become
      evil, evil casters become good, and neutral casters randomly become one or the
      other. While this effect is temporary, it can affect experience gains and
      spells of alignment detection.


      Demon Gate (Spell_DemonGate) -


      Spell : Demon Gate
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (100)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST DEMON GATE
      Example : cast "demon gate"
      This spell will conjur up a hideous demon from the depths of the abyss. The
      creature will immediately begin attacking the casters enemies, or, if no
      enemies are present, will group with the caster until an enemy is found or the
      spell wears off. There is a small chance every time this spell is cast that
      the demon will attack the caster. The demon will vanish upon vanquishing a
      foe, or when the spell expires, whichever comes first.

      +

       
      Spell : Demon Gate
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (100)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST DEMON GATE
      Example : cast "demon gate"
      This spell will conjur up a hideous demon from the depths of the abyss. The
      creature will immediately begin attacking the casters enemies, or, if no
      enemies are present, will group with the caster until an enemy is found or the
      spell wears off. There is a small chance every time this spell is cast that
      the demon will attack the caster. The demon will vanish upon vanquishing a
      foe, or when the spell expires, whichever comes first.


      Destroy Object (Spell_DestroyObject) -


      Spell : Destroy Object
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (62)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DESTROY OBJECT" [TARGET NAME]
      Example : cast "destroy object" sword
      Causes the target object to vanish into oblivion.

      +

       
      Spell : Destroy Object
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (62)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DESTROY OBJECT" [TARGET NAME]
      Example : cast "destroy object" sword
      Causes the target object to vanish into oblivion.


      Detect Ambush (Spell_DetectAmbush) -


      Spell : Detect Ambush
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (74)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT AMBUSH"
      Example : cast "detect ambush"
      Allows the caster to sense hidden and aggressive creatures as they wander
      around, before they actually enter.

      +

       
      Spell : Detect Ambush
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (74)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT AMBUSH"
      Example : cast "detect ambush"
      Allows the caster to sense hidden and aggressive creatures as they wander
      around, before they actually enter.


      Detect Gold (Spell_DetectGold) -


      Spell : Detect Gold
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT GOLD"
      Example : cast "detect gold"
      Allows the caster to sense the emanations coming from gold coins all around.

      +

       
      Spell : Detect Gold
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT GOLD"
      Example : cast "detect gold"
      Allows the caster to sense the emanations coming from gold coins all around.


      Detect Hidden (Spell_DetectHidden) -


      Spell : Detect Hidden
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT HIDDEN"
      Example : cast "detect hidden"
      Allows the caster to see hidden creatures and objects.

      +

       
      Spell : Detect Hidden
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT HIDDEN"
      Example : cast "detect hidden"
      Allows the caster to see hidden creatures and objects.


      Detect Invisible (Spell_DetectInvisible) -


      Spell : Detect Invisible
      Domain : Divination
      Available: Arcanist Thief Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (56)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT INVISIBLE"
      Example : cast "detect invisible"
      Allows the caster to see invisible creatures and objects.

      +

       
      Spell : Detect Invisible
      Domain : Divination
      Available: Arcanist Thief Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (56)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT INVISIBLE"
      Example : cast "detect invisible"
      Allows the caster to see invisible creatures and objects.


      Detect Magic (Spell_DetectMagic) -


      Spell : Detect Magic
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT MAGIC"
      Example : cast "detect magic"
      Allows the caster to tell magical objects and creatures from mundane ones. It
      will also allow the caster to be able to determine the nature of a spell effect
      whenever a target is looked at.

      +

       
      Spell : Detect Magic
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT MAGIC"
      Example : cast "detect magic"
      Allows the caster to tell magical objects and creatures from mundane ones. It
      will also allow the caster to be able to determine the nature of a spell effect
      whenever a target is looked at.


      Detect Metal (Spell_DetectMetal) -


      Spell : Detect Metal
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (53)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT METAL"
      Example : cast "detect metal"
      Allows the caster to sense metal vibrations (including those from mithril or
      gold) coming from items the caster sees.

      +

       
      Spell : Detect Metal
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (53)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT METAL"
      Example : cast "detect metal"
      Allows the caster to sense metal vibrations (including those from mithril or
      gold) coming from items the caster sees.


      Detect Poison (Spell_DetectPoison) -


      Spell : Detect Poison
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT DETECT POISON" [TARGET NAME]
      Example : cast "detect poison" orc
      Example : cast "detect poison" drink
      Allows the caster to sense poison in a creature or item.

      +

       
      Spell : Detect Poison
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT DETECT POISON" [TARGET NAME]
      Example : cast "detect poison" orc
      Example : cast "detect poison" drink
      Allows the caster to sense poison in a creature or item.


      Detect Scrying (Spell_DetectScrying) -


      Spell : Detect Scrying
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT SCRYING" [TARGET NAME]
      Example : cast "detect scrying" mob
      This spell gives the caster a sense of whether anyone is watching or listening
      to the target magically.

      +

       
      Spell : Detect Scrying
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT SCRYING" [TARGET NAME]
      Example : cast "detect scrying" mob
      This spell gives the caster a sense of whether anyone is watching or listening
      to the target magically.


      Detect Sentience (Spell_DetectSentience) -


      Spell : Detect Sentience
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT SENTIENCE" [TARGET NAME]
      Example : cast "detect sentience"
      Allows the caster to detect the whereabouts of all sentient beings in the same
      area of the caster.

      +

       
      Spell : Detect Sentience
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT SENTIENCE" [TARGET NAME]
      Example : cast "detect sentience"
      Allows the caster to detect the whereabouts of all sentient beings in the same
      area of the caster.


      Detect Traps (Spell_DetectTraps) -


      Skill : Detect Traps
      Domain : Alert
      Available: Bard Jester Trapper Several Classes
      Allows : Vigilantly I, Identify Traps, AutoDetect Traps, AutoMark Traps
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : CHECK

      Spell : Detect Traps
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT TRAPS"
      Example : cast "detect traps"
      This spell gives the caster a sense of whether there are any traps in the room.
      Examining an item, exit, or person will give the caster such a sense.

      +

       
      Skill : Detect Traps
      Domain : Alert
      Available: Bard Jester Trapper Several Classes
      Allows : Identify Traps, AutoDetect Traps, AutoMark Traps
      Allows : Vigilantly I
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : CHECK

      Spell : Detect Traps
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT TRAPS"
      Example : cast "detect traps"
      This spell gives the caster a sense of whether there are any traps in the room.
      Examining an item, exit, or person will give the caster such a sense.


      Detect Undead (Spell_DetectUndead) -


      Spell : Detect Undead
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT UNDEAD"
      Example : cast "detect undead"
      Allows the caster to detect the cold dark hearts of the undead.

      +

       
      Spell : Detect Undead
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT UNDEAD"
      Example : cast "detect undead"
      Allows the caster to detect the cold dark hearts of the undead.


      Detect Water (Spell_DetectWater) -


      Spell : Detect Water
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT WATER"
      Example : cast "detect water"
      Allows the caster to smell water sources all around.

      +

       
      Spell : Detect Water
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT WATER"
      Example : cast "detect water"
      Allows the caster to smell water sources all around.


      Detect Weaknesses (Spell_DetectWeaknesses) -


      Spell : Detect Weaknesses
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Spotters Orders, Extended Divining I
      Allows : Ranged Divining I, Reduced Divining I
      Use Cost : Mana (55)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT WEAKNESSES"
      Example : cast "detect weaknesses"
      The caster gains important tactical knowledge about the weaknesses of his or
      her current combat opponent, gaining bonuses to both attack and damage against
      that target. This spell can only be cast while in combat, and is dispelled
      when the target is dead.

      +

       
      Spell : Detect Weaknesses
      Domain : Divination
      Available: Diviner
      Allows : Spotters Orders, Extended Divining I, Power Divining I
      Allows : Reduced Divining I, Ranged Divining I
      Use Cost : Mana (55)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DETECT WEAKNESSES"
      Example : cast "detect weaknesses"
      The caster gains important tactical knowledge about the weaknesses of his or
      her current combat opponent, gaining bonuses to both attack and damage against
      that target. This spell can only be cast while in combat, and is dispelled
      when the target is dead.


      Disenchant (Spell_Disenchant) -


      Spell : Disenchant
      Domain : Invocation/evocation
      Available: Arcanist Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST DISENCHANT [TARGET NAME]
      Example : cast "disenchant" sword
      Objects affected by enchantments can be brought back to mundane status by this
      spell, including wands, potions, pills, and weapons/armor enchanted using the
      spells Enchant Armor or Enchant Weapon.

      +

       
      Spell : Disenchant
      Domain : Invocation/evocation
      Available: Arcanist Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (72)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST DISENCHANT [TARGET NAME]
      Example : cast "disenchant" sword
      Objects affected by enchantments can be brought back to mundane status by this
      spell, including wands, potions, pills, and weapons/armor enchanted using the
      spells Enchant Armor or Enchant Weapon.


      Disenchant Wand (Spell_DisenchantWand) -


      Spell : Disenchant Wand
      Domain : Invocation/evocation
      Available: Arcanist
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DISENCHANT WAND" [TARGET NAME]
      Example : cast "disenchant" wand
      Wands are rendered into useless lumps by this spell.

      +

       
      Spell : Disenchant Wand
      Domain : Invocation/evocation
      Available: Arcanist
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DISENCHANT WAND" [TARGET NAME]
      Example : cast "disenchant" wand
      Wands are rendered into useless lumps by this spell.


      Disguise Other (Spell_DisguiseOther) -


      Spell : Disguise Other
      Domain : Illusion
      Available: Illusionist
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DISGUISE OTHER" [TARGET] [MOB NAME]
      Example : cast "disguise other" bob zombie
      This spell allows the caster to disguise the target as the given mob for a
      short time.

      +

       
      Spell : Disguise Other
      Domain : Illusion
      Available: Illusionist
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (73)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DISGUISE OTHER" [TARGET] [MOB NAME]
      Example : cast "disguise other" bob zombie
      This spell allows the caster to disguise the target as the given mob for a
      short time.


      Disguise Self (Spell_DisguiseSelf) -


      Spell : Disguise Self
      Domain : Illusion
      Available: Illusionist
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (65)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DISGUISE SELF" [MOB NAME]
      Example : cast "disguise self" zombie
      This spell allows the caster to disguise him or herself as the given mob for a
      short time.

      +

       
      Spell : Disguise Self
      Domain : Illusion
      Available: Illusionist
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (65)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DISGUISE SELF" [MOB NAME]
      Example : cast "disguise self" zombie
      This spell allows the caster to disguise him or herself as the given mob for a
      short time.


      Disguise Undead (Spell_DisguiseUndead) -


      Spell : Disguise Undead
      Domain : Illusion
      Available: Illusionist
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DISGUISE UNDEAD" [TARGET NAME]
      Example : cast "disguise undead" zombie
      This spell makes the target undead creature appear to be an average human joe,
      and eliminates any nasty smell emotes.

      +

       
      Spell : Disguise Undead
      Domain : Illusion
      Available: Illusionist
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DISGUISE UNDEAD" [TARGET NAME]
      Example : cast "disguise undead" zombie
      This spell makes the target undead creature appear to be an average human joe,
      and eliminates any nasty smell emotes.


      Disintegrate (Spell_Disintegrate) -


      Spell : Disintegrate
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (100)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST DISINTEGRATE [TARGET NAME]
      Example : cast disintegrate sword
      Example : cast disintegrate orc
      If this spell is successful, the target is completely disintegrated and
      destroyed. If cast at a living creature, that creature dies just before it
      vanishes.

      +

       
      Spell : Disintegrate
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (100)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST DISINTEGRATE [TARGET NAME]
      Example : cast disintegrate sword
      Example : cast disintegrate orc
      If this spell is successful, the target is completely disintegrated and
      destroyed. If cast at a living creature, that creature dies just before it
      vanishes.


      Dismissal (Spell_Dismissal) -


      Spell : Dismissal
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST DISMISSAL [TARGET NAME]
      Example : cast dismissal orc
      If successful, this spell conjurs the target back to its "home" room. If cast
      at a summoned creature, this spell will banish the creature instantly. Success
      is dependent on the level of the creature. When cast at a player, it will have
      the effect of "recall".

      +

       
      Spell : Dismissal
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST DISMISSAL [TARGET NAME]
      Example : cast dismissal orc
      If successful, this spell conjurs the target back to its "home" room. If cast
      at a summoned creature, this spell will banish the creature instantly. Success
      is dependent on the level of the creature. When cast at a player, it will have
      the effect of "recall".


      Dispel Divination (Spell_DispelDivination) -


      Spell : Dispel Divination
      Domain : Invocation/evocation
      Available: Illusionist
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DISPEL DIVINATION" [TARGET NAME]
      Example : cast "dispel divination" bob
      This spell can be cast on any object or creature affected by any divination
      spell. The level of the caster must higher or within a good distance of the
      level of the caster of the spell being dispelled to be successful. Only one
      spell at a time is dispelled. A random divination spell on the target is
      dispelled.

      +

       
      Spell : Dispel Divination
      Domain : Invocation/evocation
      Available: Illusionist
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DISPEL DIVINATION" [TARGET NAME]
      Example : cast "dispel divination" bob
      This spell can be cast on any object or creature affected by any divination
      spell. The level of the caster must higher or within a good distance of the
      level of the caster of the spell being dispelled to be successful. Only one
      spell at a time is dispelled. A random divination spell on the target is
      dispelled.


      Dispel Magic (Spell_DispelMagic) -


      Spell : Dispel Magic
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DISPEL MAGIC" [TARGET NAME]
      Example : cast "dispel magic" bob
      This spell can be cast on any object or creature affected by any arcane (Mage)
      spell. The level of the caster must be higher than the level of the caster of
      the spell being dispelled to be successful. Only the most recently cast spell
      can be removed.

      +

       
      Spell : Dispel Magic
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DISPEL MAGIC" [TARGET NAME]
      Example : cast "dispel magic" bob
      This spell can be cast on any object or creature affected by any arcane (Mage)
      spell. The level of the caster must be higher than the level of the caster of
      the spell being dispelled to be successful. Only the most recently cast spell
      can be removed.


      Distant Vision (Spell_DistantVision) -


      Spell : Distant Vision
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DISTANT VISION" [PLACE NAME]
      Example : cast "distant vision" temple of mota
      Allows the caster to "see" the place specified by the spell. The 'place name'
      must be contained in the short description shown of the place being divined.

      +

       
      Spell : Distant Vision
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DISTANT VISION" [PLACE NAME]
      Example : cast "distant vision" temple of mota
      Allows the caster to "see" the place specified by the spell. The 'place name'
      must be contained in the short description shown of the place being divined.


      Divine Beauty (Spell_DivineBeauty) -


      Spell : Divine Beauty
      Domain : Illusion
      Available: Illusionist
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (70)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DIVINE BEAUTY" [RACE NAME]
      Example : cast "divine beauty" dragon
      This spell causes the target to become the most perfectly beautiful and
      confident-seeming incarnation of their present form.

      +

       
      Spell : Divine Beauty
      Domain : Illusion
      Available: Illusionist
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (70)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DIVINE BEAUTY" [RACE NAME]
      Example : cast "divine beauty" dragon
      This spell causes the target to become the most perfectly beautiful and
      confident-seeming incarnation of their present form.


      Divining Eye (Spell_DiviningEye) -


      Spell : Divining Eye
      Domain : Divination
      Available: Diviner
      Requires : 'Prying Eye'
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (67)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DIVINING EYE" [DIVINATION SPELL NAME] [SPELL PARAMETERS]
      Example : cast "divining eye" telepathy orc
      This spell requires the prior use of the spell "prying eye". It allows the
      caster to cast other divination spells through the prying eye, wherever it may
      presently be.

      +

       
      Spell : Divining Eye
      Domain : Divination
      Available: Diviner
      Requires : 'Prying Eye'
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (67)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DIVINING EYE" [DIVINATION SPELL NAME] [SPELL PARAMETERS]
      Example : cast "divining eye" telepathy orc
      This spell requires the prior use of the spell "prying eye". It allows the
      caster to cast other divination spells through the prying eye, wherever it may
      presently be.


      Dragonfire (Spell_Dragonfire) -


      Spell : Dragonfire
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I, Ignalist I
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 3
      Commands : CAST, CA, C
      Usage : CAST DRAGONFIRE
      Example : cast dragonfire
      Blasting flames burst from the mouth of the caster, scorching any and all
      enemies in the same room.

      +

       
      Spell : Dragonfire
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Ignalist I
      Allows : Extended In/Evoking I, Power In/Evoking I
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 3
      Commands : CAST, CA, C
      Usage : CAST DRAGONFIRE
      Example : cast dragonfire
      Blasting flames burst from the mouth of the caster, scorching any and all
      enemies in the same room.


      Dream (Spell_Dream) -


      Spell : Dream
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DREAM" [DREAM TO GIVE TO ALL SLEEPING]
      Example : cast "dream" about flowers and blood.
      This spell allows the caster to implant a dream into the mind of all sleeping
      players and monsters.

      +

       
      Spell : Dream
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DREAM" [DREAM TO GIVE TO ALL SLEEPING]
      Example : cast "dream" about flowers and blood.
      This spell allows the caster to implant a dream into the mind of all sleeping
      players and monsters.


      Duplicate (Spell_Duplicate) -


      Spell : Duplicate
      Domain : Alteration
      Available: Alterer
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Wise Crafting I, Ranged Altering I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DUPLICATE" [TARGET NAME]
      Example : cast "duplicate" sword
      The caster causes the target item split and become two identical items which
      are the same as the original. This spell requires all the mana of the caster,
      and experience based on the level, weight, and value of the item. Also, the
      duplicate item will automatically be rendered disenchanted and mundane.

      +

       
      Spell : Duplicate
      Domain : Alteration
      Available: Alterer
      Allows : Ranged Altering I, Wise Crafting I, Reduced Altering I
      Allows : Extended Altering I, Power Altering I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "DUPLICATE" [TARGET NAME]
      Example : cast "duplicate" sword
      The caster causes the target item split and become two identical items which
      are the same as the original. This spell requires all the mana of the caster,
      and experience based on the level, weight, and value of the item. Also, the
      duplicate item will automatically be rendered disenchanted and mundane.


      Earthquake (Spell_Earthquake) -


      Spell : Earthquake
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CAST, CA, C
      Usage : CAST EARTHQUAKE
      Example : cast earthquake
      This spell causes the ground to shake and rumble under the feet of all enemies
      of the caster in the same room. All creatures affected by the earthquake loose
      their footing, making them much more attractive targets.

      +

       
      Spell : Earthquake
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CAST, CA, C
      Usage : CAST EARTHQUAKE
      Example : cast earthquake
      This spell causes the ground to shake and rumble under the feet of all enemies
      of the caster in the same room. All creatures affected by the earthquake loose
      their footing, making them much more attractive targets.


      Elemental Storm (Spell_ElementalStorm) -


      Spell : Elemental Storm
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CAST, CA, C
      Usage : CAST "ELEMENTAL STORM" [TARGET NAME]
      Example : cast "elemental storm" orc
      This spell causes a shower of different elemental attacks to assault the
      target. The attacks are relatively weak, but are varied and dangerous!

      +

       
      Spell : Elemental Storm
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CAST, CA, C
      Usage : CAST "ELEMENTAL STORM" [TARGET NAME]
      Example : cast "elemental storm" orc
      This spell causes a shower of different elemental attacks to assault the
      target. The attacks are relatively weak, but are varied and dangerous!


      Enchant Armor (Spell_EnchantArmor) -


      Spell : Enchant Armor
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I, Wise Crafting I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ENCHANT ARMOR" [TARGET NAME]
      Example : cast "enchant armor" helmet
      This spell causes any piece of armor to become permanently enchanted. Enchanted
      armor gives a better level of protection for the wearer. This spell is very
      draining on the caster, however, causing the caster to lose 50 experience
      points. The caster must also be at full mana to cast.

      +

       
      Spell : Enchant Armor
      Domain : Enchantment/charm
      Available: Arcanist Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I, Wise Crafting I, Greater Enchant Armor
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ENCHANT ARMOR" [TARGET NAME]
      Example : cast "enchant armor" helmet
      This spell causes any piece of armor to become permanently enchanted. Enchanted
      armor gives a better level of protection for the wearer. This spell is very
      draining on the caster, however, causing the caster to lose 50 experience
      points. The caster must also be at full mana to cast.


      Enchant Arrows (Spell_EnchantArrows) -


      Spell : Enchant Arrows
      Domain : Enchantment/charm
      Available: Arcanist Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I, Wise Crafting I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ENCHANT ARROWS" [TARGET NAME]
      Example : cast "enchant arrows" arrows
      This spell causes a single bundle of arrows to become permanently enchanted.
      Enchanted arrows will hit better and do more damage in combat. The spell is
      draining on the caster, however, causing the caster to lose 5 experience points
      per casting, and requires full mana.

      +

       
      Spell : Enchant Arrows
      Domain : Enchantment/charm
      Available: Arcanist Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I, Wise Crafting I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ENCHANT ARROWS" [TARGET NAME]
      Example : cast "enchant arrows" arrows
      This spell causes a single bundle of arrows to become permanently enchanted.
      Enchanted arrows will hit better and do more damage in combat. The spell is
      draining on the caster, however, causing the caster to lose 5 experience points
      per casting, and requires full mana.


      Enchant Wand (Spell_EnchantWand) -


      Spell : Enchant Wand
      Domain : Enchantment/charm
      Available: Arcanist
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I, Wise Crafting I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ENCHANT WAND" [SPELL NAME] [TARGET NAME]
      Example : cast "enchant wand" "resist cold" stick
      This spell allows the caster to place any spell he or she knows onto an empty
      wand. Once placed on the wand, the spell may be cast off it using the command
      word. Enchanting is very draining on the caster however. The caster will lose
      some experience points for casting this spell. Enchanting also requires that
      the caster be at full mana.

      +

       
      Spell : Enchant Wand
      Domain : Enchantment/charm
      Available: Arcanist
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I, Wise Crafting I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ENCHANT WAND" [SPELL NAME] [TARGET NAME]
      Example : cast "enchant wand" "resist cold" stick
      This spell allows the caster to place any spell he or she knows onto an empty
      wand. Once placed on the wand, the spell may be cast off it using the command
      word. Enchanting is very draining on the caster however. The caster will lose
      some experience points for casting this spell. Enchanting also requires that
      the caster be at full mana.


      Enchant Weapon (Spell_EnchantWeapon) -


      Spell : Enchant Weapon
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I, Wise Crafting I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ENCHANT WEAPON" [TARGET NAME]
      Example : cast "enchant weapon" sword
      This spell causes any weapon to become permanently enchanted. Enchanted weapons
      are easier to hit with, and do more damage. This spell is very draining on the
      caster, however, causing the caster to lose 50 experience points. The caster
      must also be at full mana to cast.

      +

       
      Spell : Enchant Weapon
      Domain : Enchantment/charm
      Available: Arcanist Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Greater Enchant Weapon
      Allows : Ranged Enchanting I, Reduced Enchanting I, Wise Crafting I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ENCHANT WEAPON" [TARGET NAME]
      Example : cast "enchant weapon" sword
      This spell causes any weapon to become permanently enchanted. Enchanted weapons
      are easier to hit with, and do more damage. This spell is very draining on the
      caster, however, causing the caster to lose 50 experience points. The caster
      must also be at full mana to cast.


      Endless Hunger (Spell_Hunger) -


      Spell : Endless Hunger
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ENDLESS HUNGER" [TARGET NAME]
      Example : cast "endless hunger" orc
      The target of this spell becomes extremely hungry, for the duration of the
      spell. They may also suffer some of the effects of hunger during combat.

      +

       
      Spell : Endless Hunger
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ENDLESS HUNGER" [TARGET NAME]
      Example : cast "endless hunger" orc
      The target of this spell becomes extremely hungry, for the duration of the
      spell. They may also suffer some of the effects of hunger during combat.


      Endless Road (Spell_EndlessRoad) -


      Spell : Endless Road
      Domain : Illusion
      Available: Illusionist
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (75)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ENDLESS ROAD" [TARGET NAME]
      Example : cast "endless road" orc
      This spell causes the target to become confused about which way he or she is
      actually going. Whenever the target tries to leave the room, they will find
      themselves right back where they started.

      +

       
      Spell : Endless Road
      Domain : Illusion
      Available: Illusionist
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (75)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ENDLESS ROAD" [TARGET NAME]
      Example : cast "endless road" orc
      This spell causes the target to become confused about which way he or she is
      actually going. Whenever the target tries to leave the room, they will find
      themselves right back where they started.


      Enlarge Object (Spell_Enlarge) -


      Spell : Enlarge Object
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ENLARGE OBJECT" [TARGET NAME]
      Example : cast "enlarge object" chest
      This spell causes an object to become temporarily enormous. Large enough to be
      unmovable by most creatures and players.

      +

       
      Spell : Enlarge Object
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (52)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ENLARGE OBJECT" [TARGET NAME]
      Example : cast "enlarge object" chest
      This spell causes an object to become temporarily enormous. Large enough to be
      unmovable by most creatures and players.


      Enlightenment (Spell_Enlightenment) -


      Spell : Enlightenment
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ENLIGHTENMENT" [TARGET NAME]
      Example : cast "enlightenment" bob
      This spell grants the target increased intelligence.

      +

       
      Spell : Enlightenment
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ENLIGHTENMENT" [TARGET NAME]
      Example : cast "enlightenment" bob
      This spell grants the target increased intelligence.


      Ensnare (Spell_Ensnare) -


      Spell : Ensnare
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CAST, CA, C
      Usage : CAST ENSNARE
      Example : cast ensnare
      This spell will cause the feet of every enemy of the caster in the same room to
      become ensnared in magical energy. The targets will be unable to fly or move
      around the room until they can break free.

      +

       
      Spell : Ensnare
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CAST, CA, C
      Usage : CAST ENSNARE
      Example : cast ensnare
      This spell will cause the feet of every enemy of the caster in the same room to
      become ensnared in magical energy. The targets will be unable to fly or move
      around the room until they can break free.


      Enthrall (Spell_Enthrall) -


      Spell : Enthrall
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST ENTHRALL [TARGET NAME]
      Example : cast enthrall orc
      Causes the target to view the caster as a loyal ally and friend. The target
      will follow the caster as a group member, and becomes susceptible to the
      'order' command. This spell is a vastly improved version of the charm spell,
      being easier to cast on more powerful creatures.

      +

       
      Spell : Enthrall
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST ENTHRALL [TARGET NAME]
      Example : cast enthrall orc
      Causes the target to view the caster as a loyal ally and friend. The target
      will follow the caster as a group member, and becomes susceptible to the
      'order' command. This spell is a vastly improved version of the charm spell,
      being easier to cast on more powerful creatures.


      Erase Scroll (Spell_Erase) -


      Spell : Erase Scroll
      Domain : Alteration
      Available: Arcanist Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST ERASE [TARGET NAME]
      Example : cast erase scroll
      This spell removes the markings on any target object containing writing. This
      includes scrolls, which lose their spells after being erased with this spell.
      However, erased scrolls retain their magical energy, which might benefit any
      new spells placed on the scroll with the 'scribe' spell.

      +

       
      Spell : Erase Scroll
      Domain : Alteration
      Available: Arcanist Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST ERASE [TARGET NAME]
      Example : cast erase scroll
      This spell removes the markings on any target object containing writing. This
      includes scrolls, which lose their spells after being erased with this spell.
      However, erased scrolls retain their magical energy, which might benefit any
      new spells placed on the scroll with the 'scribe' spell.


      Fabricate (Spell_Fabricate) -


      Spell : Fabricate
      Domain : Alteration
      Available: Alterer
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FABRICATE" [NEW OBJECT]
      Example : cast "fabricate" longsword
      The caster causes the target item to temporarily materialize in his or her
      hands. Casting this spell requires the expenditure of a little of the mages
      experience to accomplish, and tends to render magical items mundane.

      +

       
      Spell : Fabricate
      Domain : Alteration
      Available: Alterer
      Allows : Ranged Altering I, Wise Crafting I, Reduced Altering I
      Allows : Extended Altering I, Power Altering I
      Use Cost : Mana (73)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FABRICATE" [NEW OBJECT]
      Example : cast "fabricate" longsword
      The caster causes the target item to temporarily materialize in his or her
      hands. Casting this spell requires the expenditure of a little of the mages
      experience to accomplish, and tends to render magical items mundane.


      Faerie Fire (Spell_FaerieFire) -


      Spell : Faerie Fire
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FAERIE FIRE" [TARGET NAME]
      Example : cast "faerie fire" orc
      This spell causes a bright purple aura to surround the target. The target
      loses any benefit to invisibility, and becomes easier to hit besides.

      +

       
      Spell : Faerie Fire
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FAERIE FIRE" [TARGET NAME]
      Example : cast "faerie fire" orc
      This spell causes a bright purple aura to surround the target. The target
      loses any benefit to invisibility, and becomes easier to hit besides.


      Faerie Fog (Spell_FaerieFog) -


      Spell : Faerie Fog
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (58)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FAERIE FOG"
      Example : cast "faerie fog"
      A misty purple fog fills the area around the caster. Any invisible creatures
      or items become visible to everyone else.

      +

       
      Spell : Faerie Fog
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (58)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FAERIE FOG"
      Example : cast "faerie fog"
      A misty purple fog fills the area around the caster. Any invisible creatures
      or items become visible to everyone else.


      Fake Armor (Spell_FakeArmor) -


      Spell : Fake Armor
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (66)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FAKE ARMOR" (PLATE/LEATHER/CHAIN) (SHIRT/.../BOOTS)
      Example : cast "fake armor" plate leggings
      This spell creates a piece of armor of the material and type specified by the
      caster. The armor will appear to be perfectly normal, and even enchanted to
      those with "detect magic". In combat, the armor will appear to absorb damage
      for the wearer, when in fact it will disappear as soon as it is hit.

      +

       
      Spell : Fake Armor
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (66)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FAKE ARMOR" (PLATE/LEATHER/CHAIN) (SHIRT/.../BOOTS)
      Example : cast "fake armor" plate leggings
      This spell creates a piece of armor of the material and type specified by the
      caster. The armor will appear to be perfectly normal, and even enchanted to
      those with "detect magic". In combat, the armor will appear to absorb damage
      for the wearer, when in fact it will disappear as soon as it is hit.


      Fake Food (Spell_FakeFood) -


      Spell : Fake Food
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FAKE FOOD"
      Example : cast "fake food"
      This spell creates a few pieces of a random bit of food. The food appears
      completely normal, but is not nourishing.

      +

       
      Spell : Fake Food
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FAKE FOOD"
      Example : cast "fake food"
      This spell creates a few pieces of a random bit of food. The food appears
      completely normal, but is not nourishing.


      Fake Spring (Spell_FakeSpring) -


      Spell : Fake Spring
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FAKE SPRING"
      Example : cast "fake spring"
      This spell creates an illusionary spring. Drinking from it or attempting to
      fill a waterskin will appear to work, when in fact no water is consumed or
      filling.

      +

       
      Spell : Fake Spring
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FAKE SPRING"
      Example : cast "fake spring"
      This spell creates an illusionary spring. Drinking from it or attempting to
      fill a waterskin will appear to work, when in fact no water is consumed or
      filling.


      Fake Weapon (Spell_FakeWeapon) -


      Spell : Fake Weapon
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FAKE WEAPON" (SWORD/MACE/STAFF/.../AXE)
      Example : cast "fake weapon" sword
      This spell creates a weapon specified by the caster, which appears perfectly
      normal, and will seem to do massive damage during combat, but which actually
      does no damage.

      +

       
      Spell : Fake Weapon
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FAKE WEAPON" (SWORD/MACE/STAFF/.../AXE)
      Example : cast "fake weapon" sword
      This spell creates a weapon specified by the caster, which appears perfectly
      normal, and will seem to do massive damage during combat, but which actually
      does no damage.


      Farsight (Spell_Farsight) -


      Spell : Farsight
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FARSIGHT ([DIRECTION(S)])
      Example : cast farsight
      Example : cast farsight east
      Example : cast farsight east west north
      This spell allows the caster to see the contents of any room or area adjacent
      to the caster. It does not allow the caster to see through doors, or walls,
      however. Without an argument, this spell will give a short impression of the
      places directly away from the caster.

      +

       
      Spell : Farsight
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FARSIGHT ([DIRECTION(S)])
      Example : cast farsight
      Example : cast farsight east
      Example : cast farsight east west north
      This spell allows the caster to see the contents of any room or area adjacent
      to the caster. It does not allow the caster to see through doors, or walls,
      however. Without an argument, this spell will give a short impression of the
      places directly away from the caster.


      Fatigue (Spell_Fatigue) -


      Spell : Fatigue
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FATIGUE" [TARGET NAME]
      Example : cast "fatigue" orc
      This spell causes the target to become fatigued. They will do worse in combat,
      and recover mana more slowly until they rest.

      +

       
      Spell : Fatigue
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FATIGUE" [TARGET NAME]
      Example : cast "fatigue" orc
      This spell causes the target to become fatigued. They will do worse in combat,
      and recover mana more slowly until they rest.


      Fear (Spell_Fear) -


      Spell : Fear
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FEAR
      Example : cast fear
      This spell causes all of the casters enemies to flee before him or her.

      +

       
      Spell : Fear
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FEAR
      Example : cast fear
      This spell causes all of the casters enemies to flee before him or her.


      Feather Fall (Spell_FeatherFall) -


      Spell : Feather Fall
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (53)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FEATHER FALL" [TARGET NAME] n Example : cast "feather fall"
      orc
      This spell causes the target to become as light as a feather. If the target is
      falling, or expects to be, this spell will prevent him or her from taking any
      damage from the fall.

      +

       
      Spell : Feather Fall
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (53)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FEATHER FALL" [TARGET NAME] n
      Example : cast "feather fall" orc
      This spell causes the target to become as light as a feather. If the target is
      falling, or expects to be, this spell will prevent him or her from taking any
      damage from the fall.


      Feeblemind (Spell_Feeblemind) -


      Spell : Feeblemind
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FEEBLEMIND [TARGET NAME]
      Example : cast feeblemind evilmage
      This spell causes the target to become utterly stupid. The target is thus
      unable to form words, cast spells, or remember their name. Melee fighting
      ability is unaffected, however.

      +

       
      Spell : Feeblemind
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FEEBLEMIND [TARGET NAME]
      Example : cast feeblemind evilmage
      This spell causes the target to become utterly stupid. The target is thus
      unable to form words, cast spells, or remember their name. Melee fighting
      ability is unaffected, however.


      Feel The Void (Spell_FeelTheVoid) -


      Spell : Feel The Void
      Domain : Illusion
      Available: Illusionist
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (80)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FEEL THE VOID" [TARGET NAME]
      Example : cast "feel the void" orc
      This spell will convince the target that they are completely deprived of sight,
      hearing, smell, touch, and taste.

      +

       
      Spell : Feel The Void
      Domain : Illusion
      Available: Illusionist
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (80)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FEEL THE VOID" [TARGET NAME]
      Example : cast "feel the void" orc
      This spell will convince the target that they are completely deprived of sight,
      hearing, smell, touch, and taste.


      Feign Death (Spell_FeignDeath) -


      Spell : Feign Death
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (63)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FEIGN DEATH" [TARGET NAME]
      Example : cast "feign death" bob
      This spell causes the target to become invisible. At the same time, a corpse
      resembling the target falls where the target was standing.

      +

       
      Spell : Feign Death
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (63)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FEIGN DEATH" [TARGET NAME]
      Example : cast "feign death" bob
      This spell causes the target to become invisible. At the same time, a corpse
      resembling the target falls where the target was standing.


      Feign Invisibility (Spell_FeignInvisibility) -


      Spell : Feign Invisibility
      Domain : Illusion
      Available: Illusionist
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (63)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FEIGN INVISIBILITY" [TARGET NAME]
      Example : cast "feign invisibility" bob
      Casting this spell will cause the target to think that he/she is under the
      effects of an improved invisibility spell.

      +

       
      Spell : Feign Invisibility
      Domain : Illusion
      Available: Illusionist
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (63)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FEIGN INVISIBILITY" [TARGET NAME]
      Example : cast "feign invisibility" bob
      Casting this spell will cause the target to think that he/she is under the
      effects of an improved invisibility spell.


      Find Directions (Spell_FindDirections) -


      Spell : Find Directions
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (70)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FIND DIRECTIONS" ([AREA NAME])
      Example : cast "find directions" midgaard
      Provided the caster is not too far away, this spell will cause travelling
      directions to the given area to appear in his or her mind. All directions will
      be from the casters current location.

      +

       
      Spell : Find Directions
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (70)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FIND DIRECTIONS" ([AREA NAME])
      Example : cast "find directions" midgaard
      Provided the caster is not too far away, this spell will cause travelling
      directions to the given area to appear in his or her mind. All directions will
      be from the casters current location.


      Find Familiar (Spell_FindFamiliar) -


      Spell : Find Familiar
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Wise Crafting I, Power Conjuring I
      Use Cost : Mana (all)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FIND FAMILIAR"
      Example : cast "find familiar"
      This spell will conjur up a "pet" for the caster with specific powers. The
      spell requires 100 experience and all mana to cast. The pet which results from
      the spell exists only as long as the pet is able to follow the caster. 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
      dog, a turtle, a cat, a bat, a rat, a snake, an owl, a rabbit, or a raven. The
      special abilities granted, respectively are: +1 str and detect hidden, +1 str
      and water breathing, +1 dex and resist paralyze, +1 dex and resist blindness,
      +1 con and resist disease, +1 con and resist poison, +1 wis and infravision, +1
      charisma and "Awe", and +1 int and resistence to undead/negative energies.

      +

       
      Spell : Find Familiar
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Wise Crafting I, Ranged Conjuring I
      Use Cost : Mana (all)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FIND FAMILIAR"
      Example : cast "find familiar"
      This spell will conjur up a "pet" for the caster with specific powers. The
      spell requires 100 experience and all mana to cast. The pet which results from
      the spell exists only as long as the pet is able to follow the caster. 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
      dog, a turtle, a cat, a bat, a rat, a snake, an owl, a rabbit, or a raven. The
      special abilities granted, respectively are: +1 str and detect hidden, +1 str
      and water breathing, +1 dex and resist paralyze, +1 dex and resist blindness,
      +1 con and resist disease, +1 con and resist poison, +1 wis and infravision, +1
      charisma and "Awe", and +1 int and resistence to undead/negative energies.


      Fireball (Spell_Fireball) -


      Spell : Fireball
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I, Ignalist I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CAST, CA, C
      Usage : CAST FIREBALL [TARGET NAME]
      Example : cast fireball orc
      This spell creates a flaming ball of fire to shoot from the casters hand
      towards the target. The extreme heat hurts the target very badly.

      +

       
      Spell : Fireball
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Ignalist I
      Allows : Extended In/Evoking I, Power In/Evoking I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CAST, CA, C
      Usage : CAST FIREBALL [TARGET NAME]
      Example : cast fireball orc
      This spell creates a flaming ball of fire to shoot from the casters hand
      towards the target. The extreme heat hurts the target very badly.


      Flameshield (Spell_Flameshield) -


      Spell : Flameshield
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I, Ignalist I
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FLAMESHIELD [TARGET NAME]
      Example : cast flameshield bob
      This spell evokes a flaming field to surround the target. Anyone trying to
      touch or engage in melee combat with the target thus becomes vulnerable to the
      scorching flames.

      +

       
      Spell : Flameshield
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Ignalist I
      Allows : Extended In/Evoking I, Power In/Evoking I
      Use Cost : Mana (59)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FLAMESHIELD [TARGET NAME]
      Example : cast flameshield bob
      This spell evokes a flaming field to surround the target. Anyone trying to
      touch or engage in melee combat with the target thus becomes vulnerable to the
      scorching flames.


      Flaming Arrows (Spell_FlamingArrows) -


      Spell : Flaming Arrows
      Domain : Alteration
      Available: Alterer
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FLAMING ARROWS" [TARGET ARROWS]
      Example : cast "flaming arrows" arrows
      Causes the targeted arrows to turn into pointed shafts of burning hot coal that
      do extra burning damage on hit.

      +

       
      Spell : Flaming Arrows
      Domain : Alteration
      Available: Alterer
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FLAMING ARROWS" [TARGET ARROWS]
      Example : cast "flaming arrows" arrows
      Causes the targeted arrows to turn into pointed shafts of burning hot coal that
      do extra burning damage on hit.


      Flaming Ensnarement (Spell_FlamingEnsnarement) -


      Spell : Flaming Ensnarement
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Ignalist I, Power Conjuring I
      Use Cost : Mana (75)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CAST, CA, C
      Usage : CAST "FLAMING ENSNAREMENT"
      Example : cast flaming ensnarement
      This spell will cause the feet of every enemy of the caster in the same room to
      become ensnared in flaming tentacles errupting from the ground. The targets
      will be unable to fly or move around the room until they can break free. They
      will also take fire damage every round until they break free or the spell
      expires.

      +

       
      Spell : Flaming Ensnarement
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ignalist I, Ranged Conjuring I
      Use Cost : Mana (75)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CAST, CA, C
      Usage : CAST "FLAMING ENSNAREMENT"
      Example : cast flaming ensnarement
      This spell will cause the feet of every enemy of the caster in the same room to
      become ensnared in flaming tentacles errupting from the ground. The targets
      will be unable to fly or move around the room until they can break free. They
      will also take fire damage every round until they break free or the spell
      expires.


      Flaming Sword (Spell_FlamingSword) -


      Spell : Flaming Sword
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (65)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FLAMING_SWORD" [TARGET NAME]
      Example : cast "flaming sword" sword
      This spell conjures a sword enveloping flame to surround the target sword. The
      flame will allow the weapon to do extra flaming damage whenever it hits a
      target. However, the flames are so hot that the sword will be consumed when
      the spell completes.

      +

       
      Spell : Flaming Sword
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (65)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FLAMING_SWORD" [TARGET NAME]
      Example : cast "flaming sword" sword
      This spell conjures a sword enveloping flame to surround the target sword. The
      flame will allow the weapon to do extra flaming damage whenever it hits a
      target. However, the flames are so hot that the sword will be consumed when
      the spell completes.


      Flesh Stone (Spell_FleshStone) -


      Spell : Flesh Stone
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FLESH STONE" [TARGET NAME]
      Example : cast "flesh stone" orc
      This spell turns the target into a great stone statue.

      +

       
      Spell : Flesh Stone
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FLESH STONE" [TARGET NAME]
      Example : cast "flesh stone" orc
      This spell turns the target into a great stone statue.


      Floating Disc (Spell_FloatingDisc) -


      Spell : Floating Disc
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FLOATING DISC" [TARGET NAME]
      Example : cast "floating disc" chest
      The target of this spell is any object which the caster does not wish to carry
      around. The target object begins to float alongside the caster.

      +

       
      Spell : Floating Disc
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FLOATING DISC" [TARGET NAME]
      Example : cast "floating disc" chest
      The target of this spell is any object which the caster does not wish to carry
      around. The target object begins to float alongside the caster.


      Fly (Spell_Fly) -


      Spell : Fly
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FLY [TARGET NAME]
      Example : cast fly bob
      This spell causes the target`s feet to leave the ground. The target may then
      fly up into the air, or float just off the ground, unable to be tripped.

      +

       
      Spell : Fly
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FLY [TARGET NAME]
      Example : cast fly bob
      This spell causes the target`s feet to leave the ground. The target may then
      fly up into the air, or float just off the ground, unable to be tripped.


      Fools Gold (Spell_FoolsGold) -


      Spell : Fools Gold
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (67)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FOOLS GOLD" [AMOUNT OF GOLD]
      Example : cast "fools gold" 1000
      This spell creates a pile of gold in the amount specified. Although the savvy
      shopkeepers will not be fooled, other players very well might be. The pile
      cannot be divided, but will appear to be regular gold. When picked up,
      however, the gold will not be added to the players total. The caster, of
      course, is never fooled by this spell.

      +

       
      Spell : Fools Gold
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (67)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FOOLS GOLD" [AMOUNT OF GOLD]
      Example : cast "fools gold" 1000
      This spell creates a pile of gold in the amount specified. Although the savvy
      shopkeepers will not be fooled, other players very well might be. The pile
      cannot be divided, but will appear to be regular gold. When picked up,
      however, the gold will not be added to the players total. The caster, of
      course, is never fooled by this spell.


      Forceful Hand (Spell_ForcefulHand) -


      Spell : Forceful Hand
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FORCEFUL HAND"
      Example : cast "forceful hand"
      During combat, this spell creates a floating hand that pushes back the casters
      target enemy and holds them back for a short time.

      +

       
      Spell : Forceful Hand
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FORCEFUL HAND"
      Example : cast "forceful hand"
      During combat, this spell creates a floating hand that pushes back the casters
      target enemy and holds them back for a short time.


      Forecast Weather (Spell_PredictWeather) -


      Spell : Forecast Weather
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (66)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FORECAST WEATHER"
      Example : cast "forecast weather"
      For the duration of the spell, the caster is able to accurately predict the
      next weather conditions for a given area, so long as the caster is outside.

      +

       
      Spell : Forecast Weather
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (66)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FORECAST WEATHER"
      Example : cast "forecast weather"
      For the duration of the spell, the caster is able to accurately predict the
      next weather conditions for a given area, so long as the caster is outside.


      Forget (Spell_Forget) -


      Spell : Forget
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FORGET [TARGET NAME]
      Example : cast forget orc
      Causes the target to spontaneously forget abilities, spells, songs, or prayers
      for the duration of the spell.

      +

       
      Spell : Forget
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FORGET [TARGET NAME]
      Example : cast forget orc
      Causes the target to spontaneously forget abilities, spells, songs, or prayers
      for the duration of the spell.


      Forked Lightning (Spell_ForkedLightning) -


      Spell : Forked Lightning
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Extended In/Evoking I, Power In/Evoking I, Airelist I
      Allows : Ranged In/Evoking I, Reduced In/Evoking I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : CAST, CA, C
      Usage : CAST "FORKED LIGHTNING"
      Example : cast "forked lightning"
      This spell causes a huge, branching arch of electricity to strike all enemies
      in the same room as the caster.

      +

       
      Spell : Forked Lightning
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Airelist I, Power In/Evoking I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : CAST, CA, C
      Usage : CAST "FORKED LIGHTNING"
      Example : cast "forked lightning"
      This spell causes a huge, branching arch of electricity to strike all enemies
      in the same room as the caster.


      Frailty (Spell_Frailty) -


      Spell : Frailty
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FRAILTY [TARGET NAME]
      Example : cast frailty orc
      Causes the target take double damage from all physical sources, for the
      duration of the spell.

      +

       
      Spell : Frailty
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FRAILTY [TARGET NAME]
      Example : cast frailty orc
      Causes the target take double damage from all physical sources, for the
      duration of the spell.


      Free Movement (Spell_FreeMovement) -


      Spell : Free Movement
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (66)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FREE MOVEMENT" [TARGET NAME]
      Example : cast "free movement" bob
      This spell allows the target to become immune to spells which would hold or
      prevent movement.

      +

       
      Spell : Free Movement
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (66)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FREE MOVEMENT" [TARGET NAME]
      Example : cast "free movement" bob
      This spell allows the target to become immune to spells which would hold or
      prevent movement.


      Frenzy (Spell_Frenzy) -


      Spell : Frenzy
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FRENZY [TARGET NAME]
      Example : cast frenzy bob
      This spell causes the target to enter a state of blind combative frenzy. Thus
      enchanted, the target gains temporary hit points, hits more often and does more
      damage in combat, but also becomes easier to hit.

      +

       
      Spell : Frenzy
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FRENZY [TARGET NAME]
      Example : cast frenzy bob
      This spell causes the target to enter a state of blind combative frenzy. Thus
      enchanted, the target gains temporary hit points, hits more often and does more
      damage in combat, but also becomes easier to hit.


      Friends (Spell_Friends) -


      Spell : Friends
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FRIENDS [TARGET NAME]
      Example : cast friends bob
      The target of this spell will seem more charismatic and attractive, even to
      shopkeepers.

      +

       
      Spell : Friends
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST FRIENDS [TARGET NAME]
      Example : cast friends bob
      The target of this spell will seem more charismatic and attractive, even to
      shopkeepers.


      Frost (Spell_Frost) -


      Spell : Frost
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Aqualist I, Power In/Evoking I
      Allows : Ranged In/Evoking I, Reduced In/Evoking I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : CAST, CA, C
      Usage : CAST FROST [TARGET NAME]
      Example : cast frost orc
      This spell causes a burning blast of frost to assault the target.

      +

       
      Spell : Frost
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Aqualist I
      Allows : Extended In/Evoking I, Power In/Evoking I
      Use Cost : Mana (54)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : CAST, CA, C
      Usage : CAST FROST [TARGET NAME]
      Example : cast frost orc
      This spell causes a burning blast of frost to assault the target.


      Future Death (Spell_FutureDeath) -


      Spell : Future Death
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (80)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FUTURE DEATH" [TARGET]
      Example : cast "future death" orc
      The caster causes the target to see the manner in which he or she will die at
      some point in the future. The vision is so vivid and real, that the target
      actually dies!

      +

       
      Spell : Future Death
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (80)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "FUTURE DEATH" [TARGET]
      Example : cast "future death" orc
      The caster causes the target to see the manner in which he or she will die at
      some point in the future. The vision is so vivid and real, that the target
      actually dies!


      Gate (Spell_Gate) -


      Spell : Gate
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (536870912)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST GATE [MOB NAME]
      Example : cast gate dracolich
      This spell requires the name of some creature in the world. Their energy is
      then harmlessly used to create a gate between themselves and the caster and the
      casters group, who are then transported through the gate to the target.

      +

       
      Spell : Gate
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (536870912)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST GATE [MOB NAME]
      Example : cast gate dracolich
      This spell requires the name of some creature in the world. Their energy is
      then harmlessly used to create a gate between themselves and the caster and the
      casters group, who are then transported through the gate to the target.


      Geas (Spell_Geas) -


      Spell : Geas
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (75)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 5
      Commands : CAST, CA, C
      Usage : CAST "GEAS" [TARGET NAME] [INSTRUCTIONS...]
      Example : cast "geas" orc kill bob
      Example : cast "geas" orc bring the great longsword
      Example : cast "geas" orc find my keys
      This spell puts a geas on the target, making them wander the world with the
      single minded purpose of completing the quest given to them by the caster, or
      at least for a few mud-days.

      +

       
      Spell : Geas
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (75)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch - Range 5
      Commands : CAST, CA, C
      Usage : CAST "GEAS" [TARGET NAME] [INSTRUCTIONS...]
      Example : cast "geas" orc kill bob
      Example : cast "geas" orc bring the great longsword
      Example : cast "geas" orc find my keys
      This spell puts a geas on the target, making them wander the world with the
      single minded purpose of completing the quest given to them by the caster, or
      at least for a few mud-days.


      Ghost Sound (Spell_GhostSound) -


      Spell : Ghost Sound
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GHOST SOUND"
      Example : cast "ghost sound"
      This spell causes all who enter the room where this spell is cast to hear
      strange noises, some of which may be alarming.

      +

       
      Spell : Ghost Sound
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GHOST SOUND"
      Example : cast "ghost sound"
      This spell causes all who enter the room where this spell is cast to hear
      strange noises, some of which may be alarming.


      Giant Strength (Spell_GiantStrength) -


      Spell : Giant Strength
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GIANT STRENGTH" [TARGET NAME]
      Example : cast "giant strength" bob
      Causes the target`s muscles to become HUGE. How strong the target becomes
      depends on his or her class.

      +

       
      Spell : Giant Strength
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GIANT STRENGTH" [TARGET NAME]
      Example : cast "giant strength" bob
      Causes the target`s muscles to become HUGE. How strong the target becomes
      depends on his or her class.


      Globe (Spell_MinorGlobe) -


      Spell : Globe
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GLOBE" [TARGET NAME]
      Example : cast "globe" bob
      This spell allows the target to become immune to spell and prayers below level
      8.

      +

       
      Spell : Globe
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GLOBE" [TARGET NAME]
      Example : cast "globe" bob
      This spell allows the target to become immune to spells and prayers at or below
      level 8.


      Grace Of The Cat (Spell_GraceOfTheCat) -


      Spell : Grace Of The Cat
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (56)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GRACE OF THE CAT" [TARGET NAME]
      Example : cast "grace" bob
      Causes the target`s reflexes to improve tremendously. How graceful the target
      becomes depends on his or her class.

      +

       
      Spell : Grace Of The Cat
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (56)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GRACE OF THE CAT" [TARGET NAME]
      Example : cast "grace" bob
      Causes the target`s reflexes to improve tremendously. How graceful the target
      becomes depends on his or her class.


      Gravity Slam (Spell_GravitySlam) -


      Spell : Gravity Slam
      Domain : Alteration
      Available: Alterer
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 5
      Commands : CAST, CA, C
      Usage : CAST "GRAVITY SLAM" [TARGET NAME]
      Example : cast "gravity slam" orc
      The caster causes the target to drift upwards momentarily, and then to slam
      back to the ground. This does horrible damage to the target, and even more so
      to creatures already flying.

      +

       
      Spell : Gravity Slam
      Domain : Alteration
      Available: Alterer
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 5
      Commands : CAST, CA, C
      Usage : CAST "GRAVITY SLAM" [TARGET NAME]
      Example : cast "gravity slam" orc
      The caster causes the target to drift upwards momentarily, and then to slam
      back to the ground. This does horrible damage to the target, and even more so
      to creatures already flying.


      Grease (Spell_Grease) -


      Spell : Grease
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (53)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST GREASE [TARGET NAME]
      Example : cast grease orc
      Creates a puddle of slippery grease on and beneath the target. The target may
      fumble their weapon, fall to the floor, or both.

      +

       
      Spell : Grease
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (53)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST GREASE [TARGET NAME]
      Example : cast grease orc
      Creates a puddle of slippery grease on and beneath the target. The target may
      fumble their weapon, fall to the floor, or both.

      +
      Greater Enchant Armor (Spell_GreaterEnchantArmor) +

       
      Spell : Greater Enchant Armor
      Domain : Enchantment/charm
      Available: Arcanist
      Requires : 'Enchant Armor' at 100%
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GREATER ENCHANT ARMOR" [TARGET NAME]
      Example : cast "greater enchant armor" hat
      This spell causes any armor to become permanently enchanted. Enchanted armor is
      more protective of the wearer. This spell is very draining on the caster,
      however, causing the caster to lose 250 experience points. The caster must
      also be at full mana to cast. Greater Enchant Armor allows armor to be
      enchanted many more times than the normal Enchant Armor spell.

      +
      Greater Enchant Weapon (Spell_GreaterEnchantWeapon) +

       
      Spell : Greater Enchant Weapon
      Domain : Enchantment/charm
      Available: Arcanist
      Requires : 'Enchant Weapon' at 100%
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GREATER ENCHANT WEAPON" [TARGET NAME]
      Example : cast "greater enchant weapon" sword
      This spell causes any weapon to become permanently enchanted. Enchanted weapons
      are easier to hit with, and do more damage. This spell is very draining on the
      caster, however, causing the caster to lose 250 experience points. The caster
      must also be at full mana to cast. Greater Enchant Weapon allows a weapon to
      be enchanted many more times than the normal Enchant Weapon spell.


      Greater Globe (Spell_MajorGlobe) -


      Spell : Greater Globe
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (72)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GREATER GLOBE" [TARGET NAME]
      Example : cast "globe" bob
      This spell allows the target to become immune to spell and prayers of level 15
      and below.

      +

       
      Spell : Greater Globe
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (72)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GREATER GLOBE" [TARGET NAME]
      Example : cast "globe" bob
      This spell allows the target to become immune to spells and prayers of level 15
      and below.


      Greater Image (Spell_GreaterImage) -


      Spell : Greater Image
      Domain : Illusion
      Available: Illusionist
      Requires : 'Lesser Image' at 75%
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Superior Image, Reduced Illusing I
      Use Cost : Mana (66)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GREATER IMAGE" [TARGET]
      Example : cast "greater image" Bob
      This spell causes an illusion of the target to appear in the room. The illusion
      will last for a time and then vanish. It won't do anything, and will vanish if
      attacked or has a spell cast upon it, but will look exactly like the caster if
      examined.

      +

       
      Spell : Greater Image
      Domain : Illusion
      Available: Illusionist
      Requires : 'Lesser Image' at 75%
      Allows : Reduced Illusing I, Power Illusing I, Superior Image
      Allows : Ranged Illusing I, Extended Illusing I
      Use Cost : Mana (66)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GREATER IMAGE" [TARGET]
      Example : cast "greater image" Bob
      This spell causes an illusion of the target to appear in the room. The illusion
      will last for a time and then vanish. It won't do anything, and will vanish if
      attacked or has a spell cast upon it, but will look exactly like the caster if
      examined.


      Greater Invisibility (Spell_GreaterInvisibility) -


      Spell : Greater Invisibility
      Domain : Illusion
      Available: Illusionist
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (72)
      Quality : Always Beneficial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GREATER INVISIBILITY" [RACE NAME]
      Example : cast "greater invisibility" dragon
      Example : cast "greater invisibility" sword
      This spell allows the caster to make creatures and items invisible. Lasts
      slightly longer than Improved Invisibility, and Invisibility, and does not
      dispel during combat. Use the VISIBLE command to revoke this spell from
      yourself.

      +

       
      Spell : Greater Invisibility
      Domain : Illusion
      Available: Illusionist
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (72)
      Quality : Always Beneficial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GREATER INVISIBILITY" [RACE NAME]
      Example : cast "greater invisibility" dragon
      Example : cast "greater invisibility" sword
      This spell allows the caster to make creatures and items invisible. Lasts
      slightly longer than Improved Invisibility, and Invisibility, and does not
      dispel during combat. Use the VISIBLE command to revoke this spell from
      yourself.


      Group Status (Spell_GroupStatus) -


      Spell : Group Status
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GROUP STATUS"
      Example : cast "group status"
      For the duration of this spell, the caster is aware of changes in the status of
      his or her group members, including low hit points, death, and any malicious
      spell or other effects.

      +

       
      Spell : Group Status
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (54)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GROUP STATUS"
      Example : cast "group status"
      For the duration of this spell, the caster is aware of changes in the status of
      his or her group members, including low hit points, death, and any malicious
      spell or other effects.


      Grow (Spell_Grow) -


      Spell : Grow
      Domain : Transmutation
      Available: Transmuter
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (65)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GROW" [TARGET NAME]
      Example : cast "grow" bob
      This spell causes the target to grow to an enormous size! This has the effect
      of making them stronger, but also less dextrous.

      +

       
      Spell : Grow
      Domain : Transmutation
      Available: Transmuter
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (65)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "GROW" [TARGET NAME]
      Example : cast "grow" bob
      This spell causes the target to grow to an enormous size! This has the effect
      of making them stronger, but also less dextrous.


      Gust of Wind (Spell_GustOfWind) -


      Spell : Gust of Wind
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 4
      Commands : CAST, CA, C
      Usage : CAST GUST OF WIND
      Example : cast "gust of wind"
      Causes a powerful thrust of wind to blow against the casters enemies, which has
      the effect of moving them one advancement away from the caster and the casters
      allies.

      +

       
      Spell : Gust of Wind
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 4
      Commands : CAST, CA, C
      Usage : CAST GUST OF WIND
      Example : cast "gust of wind"
      Causes a powerful thrust of wind to blow against the casters enemies, which has
      the effect of moving them one advancement away from the caster and the casters
      allies.

      +
      Harden Bullets (Spell_HardenBullets) +

       
      Spell : Harden Bullets
      Domain : Alteration
      Available: Alterer
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "HARDEN BULLETS" [TARGET BULLETS]
      Example : cast "harden bullets" bullets
      Causes the targeted bullets to become harder and denser, doing extra bashing
      damage when they strike their target.


      Haste (Spell_Haste) -


      Spell : Haste
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST HASTE [TARGET NAME]
      Example : cast haste bob
      This spell makes the target move more quickly, giving the target at least one
      extra action or attack.

      +

       
      Spell : Haste
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (62)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST HASTE [TARGET NAME]
      Example : cast haste bob
      This spell makes the target move more quickly, giving the target at least one
      extra action or attack.


      Hear Thoughts (Spell_HearThoughts) -


      Spell : Hear Thoughts
      Domain : Divination
      Available: Diviner
      Requires : 'Telepathy'
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "HEAR THOUGHTS"
      Example : cast "hear thoughts"
      This spell allow the caster to hear some of the thoughts of the nearest several
      creatures in the rooms surrounding the caster. The number of creatures heard
      expands with expertise. The thoughts heard will usually be related to the
      behaviors and actions of the creatures. This spell does not work on boring
      creatures, but does work on behaving animals. It can only reveal the true
      name, class, and race of players.

      +

       
      Spell : Hear Thoughts
      Domain : Divination
      Available: Diviner
      Requires : 'Telepathy'
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "HEAR THOUGHTS"
      Example : cast "hear thoughts"
      This spell allow the caster to hear some of the thoughts of the nearest several
      creatures in the rooms surrounding the caster. The number of creatures heard
      expands with expertise. The thoughts heard will usually be related to the
      behaviors and actions of the creatures. This spell does not work on boring
      creatures, but does work on behaving animals. It can only reveal the true
      name, class, and race of players.


      Heat Metal (Spell_HeatMetal) -


      Spell : Heat Metal
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "HEAT METAL" [TARGET NAME]
      Example : cast "heat metal" orc
      Any and all metal objects being held or worn by the target become extremely
      hot. It then becomes very likely that these objects will be removed and dropped
      by the target.

      +

       
      Spell : Heat Metal
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "HEAT METAL" [TARGET NAME]
      Example : cast "heat metal" orc
      Any and all metal objects being held or worn by the target become extremely
      hot. It then becomes very likely that these objects will be removed and dropped
      by the target.


      Helping Hand (Spell_HelpingHand) -


      Spell : Helping Hand
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "HELPING HAND" [TARGET NAME]
      Example : cast "helping hand" bob
      This spell sends a floating hand to the target, who will attempt to lead the
      target to the caster by gesturing. If the target refuses to follow, the hand
      will eventually give up.

      +

       
      Spell : Helping Hand
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "HELPING HAND" [TARGET NAME]
      Example : cast "helping hand" bob
      This spell sends a floating hand to the target, who will attempt to lead the
      target to the caster by gesturing. If the target refuses to follow, the hand
      will eventually give up.


      Hold (Spell_Hold) -


      Spell : Hold
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST HOLD [TARGET NAME]
      Example : cast hold orc
      This spell makes the target immobile, and unable to fight or perform any
      physical actions.

      +

       
      Spell : Hold
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST HOLD [TARGET NAME]
      Example : cast hold orc
      This spell makes the target immobile, and unable to fight or perform any
      physical actions.


      Hungerless (Spell_Hungerless) -


      Spell : Hungerless
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (72)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST HUNGERLESS [TARGET NAME]
      Example : cast hungerless bob
      The caster causes the target to lose all feeling of hunger for the duration of
      the spell.

      +

       
      Spell : Hungerless
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (72)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST HUNGERLESS [TARGET NAME]
      Example : cast hungerless bob
      The caster causes the target to lose all feeling of hunger for the duration of
      the spell.


      Ice Lance (Spell_IceLance) -


      Spell : Ice Lance
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Extended In/Evoking I, Aqualist I, Power In/Evoking I
      Allows : Ranged In/Evoking I, Reduced In/Evoking I
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CAST, CA, C
      Usage : CAST "ICE LANCE" [TARGET NAME]
      Example : cast "ice lance" orc
      From a ranged position, this spell will cause a long shard of ice to fire
      unerringly to the target, piercing them for terrible damage.

      +

       
      Spell : Ice Lance
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Aqualist I
      Allows : Extended In/Evoking I, Power In/Evoking I
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CAST, CA, C
      Usage : CAST "ICE LANCE" [TARGET NAME]
      Example : cast "ice lance" orc
      From a ranged position, this spell will cause a long shard of ice to fire
      unerringly to the target, piercing them for terrible damage.


      Ice Sheet (Spell_IceSheet) -


      Spell : Ice Sheet
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ICE SHEET"
      Example : cast "ice sheet"
      This spell causes the ground (or the water if on a lake or ocean) to turn into
      a sheet of ice. Everyone in the room may slip and fall without sufficient
      dexterity. If this spell is cast underwater, everyone is instantly frozen
      solid for the duration of the spell.

      +

       
      Spell : Ice Sheet
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ICE SHEET"
      Example : cast "ice sheet"
      This spell causes the ground (or the water if on a lake or ocean) to turn into
      a sheet of ice. Everyone in the room may slip and fall without sufficient
      dexterity. If this spell is cast underwater, everyone is instantly frozen
      solid for the duration of the spell.


      Ice Storm (Spell_IceStorm) -


      Spell : Ice Storm
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Extended In/Evoking I, Aqualist I, Power In/Evoking I
      Allows : Ranged In/Evoking I, Reduced In/Evoking I
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CAST, CA, C
      Usage : CAST ICE STORM
      Example : cast "ice storm"
      Causes a ferocious ice storm to beat down on all of the enemies of the caster.

      +

       
      Spell : Ice Storm
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Aqualist I
      Allows : Extended In/Evoking I, Power In/Evoking I
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CAST, CA, C
      Usage : CAST ICE STORM
      Example : cast "ice storm"
      Causes a ferocious ice storm to beat down on all of the enemies of the caster.


      Identify Object (Spell_IdentifyObject) -


      Spell : Identify Object
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (58)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "IDENTIFY OBJECT" [TARGET NAME]
      Example : cast "identify object" sword
      This spell allows the caster to determine the secret identity and/or powers of
      an object.

      +

       
      Spell : Identify Object
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (58)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "IDENTIFY OBJECT" [TARGET NAME]
      Example : cast "identify object" sword
      This spell allows the caster to determine the secret identity and/or powers of
      an object.


      Ignite (Spell_Ignite) -


      Spell : Ignite
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST IGNITE [TARGET NAME]
      Example : cast ignite evilmage
      Example : cast ignite wood
      This spell causes a target item to ignite (if it's possible), or all the items
      in the target`s inventory to ignite (if possible). Metals, Stone, and other
      materials will not burn.

      +

       
      Spell : Ignite
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST IGNITE [TARGET NAME]
      Example : cast ignite evilmage
      Example : cast ignite wood
      This spell causes a target item to ignite (if it's possible), or all the items
      in the target`s inventory to ignite (if possible). Metals, Stone, and other
      materials will not burn.


      Illusory Disease (Spell_IllusoryDisease) -


      Spell : Illusory Disease
      Domain : Illusion
      Available: Illusionist
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ILLUSORY DISEASE" [TARGET NAME]
      Example : cast "illusory disease" orc
      This spell causes the target to feel and believe they are horribly diseased.
      Aside from unnecessary coughing and sneezing, it will make them feel and act
      much weaker in combat.

      +

       
      Spell : Illusory Disease
      Domain : Illusion
      Available: Illusionist
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ILLUSORY DISEASE" [TARGET NAME]
      Example : cast "illusory disease" orc
      This spell causes the target to feel and believe they are horribly diseased.
      Aside from unnecessary coughing and sneezing, it will make them feel and act
      much weaker in combat.


      Illusory Wall (Spell_IllusoryWall) -


      Spell : Illusory Wall
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Exits
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ILLUSORY WALL" [DIRECTION]
      Example : cast "illusory wall" e
      This spell creates an illusionary barrier in the specifed direction. The exit
      will still be visible with "detect invisible", however.

      +

       
      Spell : Illusory Wall
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Exits
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ILLUSORY WALL" [DIRECTION]
      Example : cast "illusory wall" e
      This spell creates an illusionary barrier in the specifed direction. The exit
      will still be visible with "detect invisible", however.


      Immunity (Spell_Immunity) -


      Spell : Immunity
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "IMMUNITY" [TARGET NAME]
      Example : cast "IMMUNITY" bob
      This target of this spell becomes completely immune to one of the elementals,
      including fire, electricity, air, gas, acid, or cold, chosen at random when the
      spell is cast.

      +

       
      Spell : Immunity
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "IMMUNITY" [TARGET NAME]
      Example : cast "IMMUNITY" bob
      This target of this spell becomes completely immune to one of the elementals,
      including fire, electricity, air, gas, acid, or cold, chosen at random when the
      spell is cast.


      Improved Invisibility (Spell_ImprovedInvisibility) -


      Spell : Improved Invisibility
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (69)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "IMPROVED INVISIBILITY" [TARGET NAME]
      Example : cast "improved invisibility" bob
      This spell causes the target to become invisible. Unlike the normal
      "Invisibility" spell, those affected by this spell remain invisible even during
      combat. Use the VISIBLE command to revoke this spell from yourself.

      +

       
      Spell : Improved Invisibility
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (69)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "IMPROVED INVISIBILITY" [TARGET NAME]
      Example : cast "improved invisibility" bob
      This spell causes the target to become invisible. Unlike the normal
      "Invisibility" spell, those affected by this spell remain invisible even during
      combat. Use the VISIBLE command to revoke this spell from yourself.


      Improved Polymorph (Spell_ImprovedPolymorph) -


      Spell : Improved Polymorph
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (70)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST IMPROVED POLYMORPH [TARGET NAME] [NEW RACE]
      Example : cast "improved polymorph" Zara lizard
      This spell changes the race of the target into the race specified, for the
      duration of the spell. The difficulty in succeeding will also depend on how
      strong or weak the new race is, which means that if a race is much more
      powerful, or much weaker than the target`s current race, the spell has a
      smaller chance of succeeding.

      +

       
      Spell : Improved Polymorph
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (70)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST IMPROVED POLYMORPH [TARGET NAME] [NEW RACE]
      Example : cast "improved polymorph" Zara lizard
      This spell changes the race of the target into the race specified, for the
      duration of the spell. The difficulty in succeeding will also depend on how
      strong or weak the new race is, which means that if a race is much more
      powerful, or much weaker than the target`s current race, the spell has a
      smaller chance of succeeding. Mages are unable to cast this spell on
      him/herself, relying on Polymorph Self when they want to feel less like
      themselves.


      Increase Gravity (Spell_IncreaseGravity) -


      Spell : Increase Gravity
      Domain : Alteration
      Available: Alterer
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST INCREASE GRAVITY
      Example : cast "increase gravity"
      The caster causes gravity in the increase dramatically. Anyone flying will be
      grounded and double in weight. Only those with exceptional strength will be
      able to advance, retreat, or leave the room.

      +

       
      Spell : Increase Gravity
      Domain : Alteration
      Available: Alterer
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST INCREASE GRAVITY
      Example : cast "increase gravity"
      The caster causes gravity in the increase dramatically. Anyone flying will be
      grounded and double in weight. Only those with exceptional strength will be
      able to advance, retreat, or leave the room.


      Infravision (Spell_Infravision) -


      Spell : Infravision
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST INFRAVISION [TARGET NAME]
      Example : cast infravision bob
      The target gains the ability to see heat sources in the dark.

      +

       
      Spell : Infravision
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST INFRAVISION [TARGET NAME]
      Example : cast infravision bob
      The target gains the ability to see heat sources in the dark.


      Insatiable Thirst (Spell_InsatiableThirst) -


      Spell : Insatiable Thirst
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "INSATIABLE THIRST" [TARGET NAME]
      Example : cast "insatiable thirst" orc
      The target of this spell becomes extremely thirsty, for the duration of the
      spell. They may also suffer some of the effects of dehydration during combat.

      +

       
      Spell : Insatiable Thirst
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "INSATIABLE THIRST" [TARGET NAME]
      Example : cast "insatiable thirst" orc
      The target of this spell becomes extremely thirsty, for the duration of the
      spell. They may also suffer some of the effects of dehydration during combat.


      Insect Plague (Spell_InsectPlague) -


      Spell : Insect Plague
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "INSECT PLAGUE"
      Example : cast "insect plague"
      The caster conjures up a large swam of insects to act as a plague upon the
      land. Aside from occasionally stinking a random inhabitant in the room, the
      swarm will eat out any vegetative resources in the room, destroy any farming
      crops, and render useless any foraging attempts.

      +

       
      Spell : Insect Plague
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "INSECT PLAGUE"
      Example : cast "insect plague"
      The caster conjures up a large swam of insects to act as a plague upon the
      land. Aside from occasionally stinking a random inhabitant in the room, the
      swarm will eat out any vegetative resources in the room, destroy any farming
      crops, and render useless any foraging attempts.


      Invisibility (Spell_Invisibility) -


      Spell : Invisibility
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST INVISIBILITY
      Example : cast invisibility
      The caster of this spell becomes invisible, and may move around undetected.
      The spell expires if the caster goes into combat, however. Use the VISIBLE
      command to revoke this spell from yourself.

      +

       
      Spell : Invisibility
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST INVISIBILITY
      Example : cast invisibility
      The caster of this spell becomes invisible, and may move around undetected.
      The spell expires if the caster goes into combat, however. Use the VISIBLE
      command to revoke this spell from yourself.


      Invisibility Sphere (Spell_InvisibilitySphere) -


      Spell : Invisibility Sphere
      Domain : Illusion
      Available: Illusionist
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (61)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "INVISIBILITY SPHERE"
      Example : cast "invisibility sphere"
      The caster of this spell becomes the center of a large sphere of invisibility
      that encompasses the entire room. All items and mobs in the same room as the
      caster become invisible, and lose that invisibility when they leave. Use the
      VISIBLE command to revoke this spell from yourself.

      +

       
      Spell : Invisibility Sphere
      Domain : Illusion
      Available: Illusionist
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (61)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "INVISIBILITY SPHERE"
      Example : cast "invisibility sphere"
      The caster of this spell becomes the center of a large sphere of invisibility
      that encompasses the entire room. All items and mobs in the same room as the
      caster become invisible, and lose that invisibility when they leave. Use the
      VISIBLE command to revoke this spell from yourself.


      Iron Grip (Spell_IronGrip) -


      Spell : Iron Grip
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "IRON GRIP" [TARGET NAME]
      Example : cast "iron grip" bob
      This spell turns the target`s weapon hand into iron, making them unable to let
      go of their weapon for any reason. This spell is an effective against the
      fighter/thief disarm skill.

      +

       
      Spell : Iron Grip
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "IRON GRIP" [TARGET NAME]
      Example : cast "iron grip" bob
      This spell turns the target`s weapon hand into iron, making them unable to let
      go of their weapon for any reason. This spell is an effective against the
      fighter/thief disarm skill.


      Irritation (Spell_Irritation) -


      Spell : Irritation
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "IRRITATION" [TARGET NAME]
      Example : cast "irritation" orc
      This spell causes the target to have a horrible skin irritation, making them
      wince and scratch themselves. In combat, this has the effect of making them
      slightly easier to hit, and slightly less effective as an attacker.

      +

       
      Spell : Irritation
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "IRRITATION" [TARGET NAME]
      Example : cast "irritation" orc
      This spell causes the target to have a horrible skin irritation, making them
      wince and scratch themselves. In combat, this has the effect of making them
      slightly easier to hit, and slightly less effective as an attacker.


      Keen Edge (Spell_KeenEdge) -


      Spell : Keen Edge
      Domain : Alteration
      Available: Alterer
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "KEEN EDGE" [TARGET NAME]
      Example : cast "keen edge" sword
      This spell will causes the target weapon to take on a extremely keen edge, thus
      enhancing its ability to both hit and do damage.

      +

       
      Spell : Keen Edge
      Domain : Alteration
      Available: Alterer
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "KEEN EDGE" [TARGET NAME]
      Example : cast "keen edge" sword
      This spell will causes the target weapon to take on a extremely keen edge, thus
      enhancing its ability to both hit and do damage.


      Kinetic Bubble (Spell_KineticBubble) -


      Spell : Kinetic Bubble
      Domain : Abjuration
      Available: Abjurer
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (73)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "KINETIC BUBBLE" [TARGET NAME]
      Example : cast "kinetic bubble" bob
      This spell evokes an magical bubble around the target. Any nearby physical
      attacks against the target will reflect back some of the damage taken to the
      attacker.

      +

       
      Spell : Kinetic Bubble
      Domain : Abjuration
      Available: Abjurer
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (73)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "KINETIC BUBBLE" [TARGET NAME]
      Example : cast "kinetic bubble" bob
      This spell evokes an magical bubble around the target. Any nearby physical
      attacks against the target will reflect back some of the damage taken to the
      attacker.

      +
      Kinetic Pulse (Spell_KineticPulse) +

       
      Spell : Kinetic Pulse
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (64)
      Quality : Malicious
      Targets : Creatures
      Range : Range 2 - Range 3
      Commands : CAST, CA, C
      Usage : CAST "KINETIC PULSE" [TARGET NAME]
      Example : cast "kinetic pulse" bob
      This spell evokes an powerful kinetic wave against the target. The target is
      harmed by the pulse, but will also likely be pushed away from the caster.


      Knock (Spell_Knock) -


      Spell : Knock
      Domain : Invocation/evocation
      Available: Arcanist Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST KNOCK [DIRECTION]
      Example : cast knock door
      Example : cast knock east
      This spell may be cast on any locked object, such as a door, chest, or other
      lidded container. If effective, the locked object becomes unlocked and open.

      +

       
      Spell : Knock
      Domain : Invocation/evocation
      Available: Arcanist Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST KNOCK [DIRECTION]
      Example : cast knock door
      Example : cast knock east
      This spell may be cast on any locked object, such as a door, chest, or other
      lidded container. If effective, the locked object becomes unlocked and open.


      Know Alignment (Spell_KnowAlignment) -


      Spell : Know Alignment
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "KNOW ALIGNMENT" [TARGET NAME]
      Example : cast "know alignment" orc
      This spell gives the caster a sense of the target`s alignment.

      +

       
      Spell : Know Alignment
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "KNOW ALIGNMENT" [TARGET NAME]
      Example : cast "know alignment" orc
      This spell gives the caster a sense of the target`s alignment.


      Know Bliss (Spell_KnowBliss) -


      Spell : Know Bliss
      Domain : Enchantment/charm
      Available: Diviner
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 5
      Commands : CAST, CA, C
      Usage : CAST "KNOW BLISS" [TARGET NAME]
      Example : cast "know bliss" orc
      This spell causes the target to recall a pleasant memory with amazing clarity.
      The memory causes the target to relive the memory in a dreamlike state, causing
      them to wander aimlessly, and lose all desire for aggressive action. Taking
      damage will cancel the spell, however.

      +

       
      Spell : Know Bliss
      Domain : Enchantment/charm
      Available: Diviner
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 5
      Commands : CAST, CA, C
      Usage : CAST "KNOW BLISS" [TARGET NAME]
      Example : cast "know bliss" orc
      This spell causes the target to recall a pleasant memory with amazing clarity.
      The memory causes the target to relive the memory in a dreamlike state, causing
      them to wander aimlessly, and lose all desire for aggressive action. Taking
      damage will cancel the spell, however.


      Know Fate (Spell_KnowFate) -


      Spell : Know Fate
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (66)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "KNOW FATE" [TARGET NAME] ([ALIAS])
      Example : cast "know fate" orc mycombatcommands
      This spell gives the caster a very blurry vision of a possible future of what
      would happen were the caster alone, and the target alone to engage in combat.
      The caster can optionally specify an alias listing the string of skills and
      other commands to be repeatedly executed during combat.

      +

       
      Spell : Know Fate
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (66)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "KNOW FATE" [TARGET NAME] ([ALIAS])
      Example : cast "know fate" orc mycombatcommands
      This spell gives the caster a very blurry vision of a possible future of what
      would happen were the caster alone, and the target alone to engage in combat.
      The caster can optionally specify an alias listing the string of skills and
      other commands to be repeatedly executed during combat.


      Know Origin (Spell_KnowOrigin) -


      Spell : Know Origin
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "KNOW ORIGIN" [TARGET NAME]
      Example : cast "know origin" sword
      Example : cast "know origin" monster
      This spell gives the caster a sense of an item or monsters origination.

      +

       
      Spell : Know Origin
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (65)
      Quality : Circumstantial
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "KNOW ORIGIN" [TARGET NAME]
      Example : cast "know origin" sword
      Example : cast "know origin" monster
      This spell gives the caster a sense of an item or monsters origination.


      Know Pain (Spell_KnowPain) -


      Spell : Know Pain
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "KNOW PAIN" [TARGET NAME]
      Example : cast "know pain" orc
      This spell causes the target to recall a painful memory with amazing
      ferociousness. The memory causes actual damage to the target.

      +

       
      Spell : Know Pain
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (71)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "KNOW PAIN" [TARGET NAME]
      Example : cast "know pain" orc
      This spell causes the target to recall a painful memory with amazing
      ferociousness. The memory causes actual damage to the target.


      Know Value (Spell_KnowValue) -


      Spell : Know Value
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "KNOW VALUE" [TARGET NAME]
      Example : cast "know value" sword
      This spell gives the caster a sense of an items market value.

      +

       
      Spell : Know Value
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (64)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "KNOW VALUE" [TARGET NAME]
      Example : cast "know value" sword
      This spell gives the caster a sense of an items market value.


      Laughter (Spell_Laughter) -


      Spell : Laughter
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST LAUGHTER [TARGET NAME]
      Example : cast "laughter" bob
      This spell causes the target to double over in extreme laughter, unable to move
      or perform any other action for the duration of the spell.

      +

       
      Spell : Laughter
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (62)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST LAUGHTER [TARGET NAME]
      Example : cast "laughter" bob
      This spell causes the target to double over in extreme laughter, unable to move
      or perform any other action for the duration of the spell.


      Lead Foot (Spell_LedFoot) -


      Spell : Lead Foot
      Domain : Transmutation
      Available: Transmuter
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "LEAD FOOT" [TARGET NAME]
      Example : cast "lead foot" orc
      If successful, this spell makes the target's feet so heavy, they can not be
      lifted. This means they have a lot of trouble walking.

      +

       
      Spell : Lead Foot
      Domain : Transmutation
      Available: Transmuter
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "LEAD FOOT" [TARGET NAME]
      Example : cast "lead foot" orc
      If successful, this spell makes the target's feet so heavy, they can not be
      lifted. This means they have a lot of trouble walking.


      Lesser Image (Spell_LesserImage) -


      Spell : Lesser Image
      Domain : Illusion
      Available: Illusionist
      Requires : 'Minor Image' at 75%
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Greater Image, Reduced Illusing I
      Use Cost : Mana (58)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "LESSER IMAGE"
      Example : cast "lesser image"
      This spell causes an illusion of the caster to appear in the room. The illusion
      will last for a brief time and then vanish. It won't do anything, and will
      vanish if attacked or has a spell cast upon it, but will look exactly like the
      caster if examined.

      +

       
      Spell : Lesser Image
      Domain : Illusion
      Available: Illusionist
      Requires : 'Minor Image' at 75%
      Allows : Reduced Illusing I, Greater Image, Power Illusing I
      Allows : Ranged Illusing I, Extended Illusing I
      Use Cost : Mana (58)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "LESSER IMAGE"
      Example : cast "lesser image"
      This spell causes an illusion of the caster to appear in the room. The illusion
      will last for a brief time and then vanish. It won't do anything, and will
      vanish if attacked or has a spell cast upon it, but will look exactly like the
      caster if examined.


      Levitate (Spell_Levitate) -


      Spell : Levitate
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch - Range 5
      Commands : CAST, CA, C
      Usage : CAST LEVITATE [TARGET NAME]
      Example : cast levitate evilmage
      Example : cast levitate wood
      This spell causes a target item or mob to float a few feet up in the air.
      Although this helps in falling situations, the target mob will find themselves
      unable to move around, being stuck where they are in their levitated position.

      +

       
      Spell : Levitate
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch - Range 5
      Commands : CAST, CA, C
      Usage : CAST LEVITATE [TARGET NAME]
      Example : cast levitate evilmage
      Example : cast levitate wood
      This spell causes a target item or mob to float a few feet up in the air.
      Although this helps in falling situations, the target mob will find themselves
      unable to move around, being stuck where they are in their levitated position.


      Light (Spell_Light) -


      Spell : Light
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST LIGHT
      Example : cast light
      This spell evokes a bright light above the head of the caster. The light
      follows the caster wherever he or she goes, allowing the caster to see in dark
      places.

      +

       
      Spell : Light
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST LIGHT
      Example : cast light
      This spell evokes a bright light above the head of the caster. The light
      follows the caster wherever he or she goes, allowing the caster to see in dark
      places.


      Light Sensitivity (Spell_LightSensitivity) -


      Spell : Light Sensitivity
      Domain : Transmutation
      Available: Transmuter
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST LIGHT SENSITIVITY [TARGET NAME]
      Example : cast "light sensitivity" orc
      If successful, this spell makes the target extremely sensitive to the light.
      In dark areas, the target is able to see clearly, but is blinded in well lit
      areas.

      +

       
      Spell : Light Sensitivity
      Domain : Transmutation
      Available: Transmuter
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST LIGHT SENSITIVITY [TARGET NAME]
      Example : cast "light sensitivity" orc
      If successful, this spell makes the target sensitive to the light. In dark
      areas, the target is able to see clearly, but has lower attack and defense
      skill in well lit areas, as well as being unable to examine things closely.


      Lighten Item (Spell_LightenItem) -


      Spell : Lighten Item
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "LIGHTEN ITEM" [TARGET NAME]
      Example : cast "lighten item" chest
      This spell causes an object to become temporarily light. Light enough to be
      movable by most creatures and players.

      +

       
      Spell : Lighten Item
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "LIGHTEN ITEM" [TARGET NAME]
      Example : cast "lighten item" chest
      This spell causes an object to become temporarily light. Light enough to be
      movable by most creatures and players.


      Lighthouse (Spell_Lighthouse) -


      Spell : Lighthouse
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (77)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST LIGHTHOUSE
      Example : cast "lighthouse"
      This spell causes the caster to have a spinning lighthouse above his or her
      head. The directional light will provide light to the room the caster is in,
      and one other room, in a rotating direction. If the caster is on the deck of a
      ship, the lighthouse spell will enlighten the entire outside deck, the room the
      ship is in, and one other room, in a rotating direction.

      +

       
      Spell : Lighthouse
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (77)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST LIGHTHOUSE
      Example : cast "lighthouse"
      This spell causes the caster to have a spinning lighthouse above his or her
      head. The directional light will provide light to the room the caster is in,
      and one other room, in a rotating direction. If the caster is on the deck of a
      ship, the lighthouse spell will enlighten the entire outside deck, the room the
      ship is in, and one other room, in a rotating direction.


      Lightning Bolt (Spell_Lightning) -


      Spell : Lightning Bolt
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Airelist I
      Allows : Ranged In/Evoking I, Reduced In/Evoking I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 5
      Commands : CAST, CA, C
      Usage : CAST "LIGHTNING BOLT" [TARGET NAME]
      Example : cast "lightning bolt" orc
      This spell causes an arching bolt of lightning to shoot from the caster towards
      the target. This tends to have a negative effect on the target`s health.

      +

       
      Spell : Lightning Bolt
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Airelist I, Power In/Evoking I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 5
      Commands : CAST, CA, C
      Usage : CAST "LIGHTNING BOLT" [TARGET NAME]
      Example : cast "lightning bolt" orc
      This spell causes an arching bolt of lightning to shoot from the caster towards
      the target. This tends to have a negative effect on the target`s health.


      Limb Rack (Spell_LimbRack) -


      Spell : Limb Rack
      Domain : Invocation/evocation
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (75)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "LIMB RACK" [TARGET NAME]
      Example : cast "limb rack" orc
      This spell causes the target`s limbs to be stretched and pulled from their
      sockets. When the limbs are removed, the target dies.

      +

       
      Spell : Limb Rack
      Domain : Invocation/evocation
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (75)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "LIMB RACK" [TARGET NAME]
      Example : cast "limb rack" orc
      This spell causes the target`s limbs to be stretched and pulled from their
      sockets. When the limbs are removed, the target dies.


      Locate Object (Spell_LocateObject) -


      Spell : Locate Object
      Domain : Divination
      Available: Charlatan Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (60)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "LOCATE OBJECT" [OBJECT NAME]
      Example : cast "locate" one ring
      This spell gives the caster a clear sense of where a particular object may be
      found in the whole world.

      +

       
      Spell : Locate Object
      Domain : Divination
      Available: Charlatan Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (60)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "LOCATE OBJECT" [OBJECT NAME]
      Example : cast "locate" one ring
      This spell gives the caster a clear sense of where a particular object may be
      found in the whole world.


      Lower Resistance (Spell_LowerResists) -


      Spell : Lower Resistance
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "LOWER RESISTANCE" [TARGET NAME]
      Example : cast "lower resistance" orc
      Causes the target to instantly lose the benefits of any abjuration or
      resistance spells, and to become more susceptible to spells and other affects
      requireing saving throws.

      +

       
      Spell : Lower Resistance
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (73)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "LOWER RESISTANCE" [TARGET NAME]
      Example : cast "lower resistance" orc
      Causes the target to instantly lose the benefits of any abjuration or
      resistance spells, and to become more susceptible to spells and other affects
      requireing saving throws.


      Mage Armor (Spell_MageArmor) -


      Spell : Mage Armor
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (54)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MAGE ARMOR"
      Example : cast "mage armor"
      This spell causes the caster to become adorned with powerful magical armor.
      This armor has no effect on spell casting.

      +

       
      Spell : Mage Armor
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (54)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MAGE ARMOR"
      Example : cast "mage armor"
      This spell causes the caster to become adorned with powerful magical armor.
      This armor has no effect on spell casting.


      Mage Claws (Spell_MageClaws) -


      Spell : Mage Claws
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (66)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST MAGE CLAWS
      Example : cast "mage claws"
      This spell causes the casters hands to turn into brutal jagged claws. When
      fighting unarmed, the mage will do mildly horrible damage with his bare hands

      -
      Magic Bullets (Spell_MagicBullets) -


      Spell : Magic Bullets
      Domain : Alteration
      Available: Alterer
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MAGIC BULLETS" [TARGET BULLETS]
      Example : cast "magic bullets" bullets
      Causes the targeted bullets to become harder and heavier, doing extra bashing
      damage when they strike their target.

      +

       
      Spell : Mage Claws
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (66)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST MAGE CLAWS
      Example : cast "mage claws"
      This spell causes the casters hands to turn into brutal jagged claws. When
      fighting unarmed, the mage will do mildly horrible damage with his bare hands


      Magic Item (Spell_MagicItem) -


      Spell : Magic Item
      Domain : Enchantment/charm
      Available: Arcanist
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I, Wise Crafting I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MAGIC ITEM" [SPELL NAME] [TARGET NAME]
      Example : cast "magic item" "Giant Strength" sword
      This spell allows magic to be permanently melded with a mundane item that has
      no existing effects on it. Casting the spell requires all of the casters mana,
      and costs experience starting at 1100 (and going up depending on the level of
      the spell). However, when completed, the item is permanently magical. Armor
      will endow the wearer with the spell whenever the armor is worn. Weapons will
      deliver the spell as damage. Potions and Pills can also be created from this
      spell, though creating potions using Alchemy is far less expensive.

      +

       
      Spell : Magic Item
      Domain : Enchantment/charm
      Available: Arcanist
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I, Wise Crafting I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MAGIC ITEM" [SPELL NAME] [TARGET NAME]
      Example : cast "magic item" "Giant Strength" sword
      This spell allows magic to be permanently melded with a mundane item that has
      no existing effects on it. Casting the spell requires all of the casters mana,
      and costs experience starting at 1100 (and going up depending on the level of
      the spell). However, when completed, the item is permanently magical. Armor
      will endow the wearer with the spell whenever the armor is worn. Weapons will
      deliver the spell as damage. Potions and Pills can also be created from this
      spell, though creating potions using Alchemy is far less expensive.


      Magic Missile (Spell_MagicMissile) -


      Spell : Magic Missile
      Domain : Conjuration
      Available: Charlatan Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CAST, CA, C
      Usage : CAST "MAGIC MISSILE" [TARGET NAME]
      Example : cast "magic missile" orc
      This spell conjures painful flashes of magical energy, shooting them towards
      the target. The higher the level of the caster, the greater the number of
      missiles generated by this spell.

      +

       
      Spell : Magic Missile
      Domain : Conjuration
      Available: Charlatan Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (51)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CAST, CA, C
      Usage : CAST "MAGIC MISSILE" [TARGET NAME]
      Example : cast "magic missile" orc
      This spell conjures painful flashes of magical energy, shooting them towards
      the target. The higher the level of the caster, the greater the number of
      missiles generated by this spell.


      Magic Mouth (Spell_MagicMouth) -


      Spell : Magic Mouth
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MAGIC MOUTH" [TARGET] [TOUCH/HOLD/WIELD/WEAR/ENTER] [MESSAGE]
      Example : cast "magic mouth" sword wield "Let's go kill something!"
      This is a complicated spell that allows an object to impart a message when
      affected in a certain way. The first argument is the target of the spell,
      which is any inanimate object. The second argument describes the circumstances
      under which the object speaks, whether when touched (such as getting, getting
      from, or putting into), held or wielded, worn, or whenever anyone enters the
      same room. The third argument is what the object should say when the conditions
      have been met. The object will only impart the message once before the spell
      expires.

      +

       
      Spell : Magic Mouth
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MAGIC MOUTH" [TARGET] [TOUCH/HOLD/WIELD/WEAR/ENTER] [MESSAGE]
      Example : cast "magic mouth" sword wield "Let's go kill something!"
      This is a complicated spell that allows an object to impart a message when
      affected in a certain way. The first argument is the target of the spell,
      which is any inanimate object. The second argument describes the circumstances
      under which the object speaks, whether when touched (such as getting, getting
      from, or putting into), held or wielded, worn, or whenever anyone enters the
      same room. The third argument is what the object should say when the conditions
      have been met. The object will only impart the message once before the spell
      expires.


      Magical Aura (Spell_MagicalAura) -


      Spell : Magical Aura
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MAGICAL AURA" [TARGET NAME]
      Example : cast "magical aura" sword
      The target of this spell, whether object or creature, gains an aura of magic
      about them. This has the effect of making them appear magical to spells such
      as "Detect Magic".

      +

       
      Spell : Magical Aura
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MAGICAL AURA" [TARGET NAME]
      Example : cast "magical aura" sword
      The target of this spell, whether object or creature, gains an aura of magic
      about them. This has the effect of making them appear magical to spells such
      as "Detect Magic".


      Major Mana Shield (Spell_MajManaShield) -


      Spell : Major Mana Shield
      Domain : Abjuration
      Available: Abjurer
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MAJOR MANA SHIELD"
      Example : cast "major mana shield"
      This spell causes the caster to become adorned with a powerful aura of mana.
      This aura will absorb a 75% of all hit point damage as mana instead.

      +

       
      Spell : Major Mana Shield
      Domain : Abjuration
      Available: Abjurer
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MAJOR MANA SHIELD"
      Example : cast "major mana shield"
      This spell causes the caster to become adorned with a powerful aura of mana.
      This aura will absorb a 75% of all hit point damage as mana instead.


      Mana Burn (Spell_ManaBurn) -


      Spell : Mana Burn
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MANA BURN" [TARGET NAME]
      Example : cast "mana burn" orc
      The target of this spell instantly loses some of their mana, and continues to
      use up mana at roughly twice the normal rate.

      +

       
      Spell : Mana Burn
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MANA BURN" [TARGET NAME]
      Example : cast "mana burn" orc
      The target of this spell instantly loses some of their mana, and continues to
      use up mana at roughly twice the normal rate.


      Mana Shield (Spell_ManaShield) -


      Spell : Mana Shield
      Domain : Abjuration
      Available: Abjurer
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MANA SHIELD"
      Example : cast "mana shield"
      This spell causes the caster to become adorned with an aura of mana. This aura
      will absorb half of all hit point damage as mana instead.

      +

       
      Spell : Mana Shield
      Domain : Abjuration
      Available: Abjurer
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (65)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MANA SHIELD"
      Example : cast "mana shield"
      This spell causes the caster to become adorned with an aura of mana. This aura
      will absorb half of all hit point damage as mana instead.


      Marker Portal (Spell_MarkerPortal) -


      Spell : Marker Portal
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (70)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MARKER PORTAL"
      Example : cast "marker portal"
      This spell opens a swirling energy portal to the room in which the caster has
      placed their marker with the "SUMMON MARKER" spell. The portal will only stay
      open for a short time, and may be entered using the "ENTER" command.

      +

       
      Spell : Marker Portal
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (70)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MARKER PORTAL"
      Example : cast "marker portal"
      This spell opens a swirling energy portal to the room in which the caster has
      placed their marker with the "SUMMON MARKER" spell. The portal will only stay
      open for a short time, and may be entered using the "ENTER" command.


      Marker Summoning (Spell_MarkerSummoning) -


      Spell : Marker Summoning
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (67)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MARKER SUMMONING"
      Example : cast "marker summoning"
      This spell will summon to the caster all the monsters and items in the room
      where the caster has placed their marker with the "SUMMON MARKER" spell. The
      chance of success is lowered if there are too many items and/or the monsters
      there are much higher level than the caster.

      +

       
      Spell : Marker Summoning
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (67)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MARKER SUMMONING"
      Example : cast "marker summoning"
      This spell will summon to the caster all the monsters and items in the room
      where the caster has placed their marker with the "SUMMON MARKER" spell. The
      chance of success is lowered if there are too many items and/or the monsters
      there are much higher level than the caster.


      Mass Disintegrate (Spell_MassDisintegrate) -


      Spell : Mass Disintegrate
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (200)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : CAST, CA, C
      Usage : CAST "MASS DISINTEGRATE"
      Example : cast "mass disintegrate"
      If this spell is successful, the all enemies and items in the room are complete
      disintegrated and destroyed. Living creatures will die just before vanishing.
      However, this spell is not always successful, especially against non-weak
      enemies.

      +

       
      Spell : Mass Disintegrate
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (200)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 2
      Commands : CAST, CA, C
      Usage : CAST "MASS DISINTEGRATE"
      Example : cast "mass disintegrate"
      If this spell is successful, the all enemies and items in the room are complete
      disintegrated and destroyed. Living creatures will die just before vanishing.
      However, this spell is not always successful, especially against non-weak
      enemies.


      Mass FeatherFall (Spell_MassFeatherfall) -


      Spell : Mass FeatherFall
      Domain : Alteration
      Available: Alterer
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MASS FEATHERFALL"
      Example : cast "mass featherfall"
      This spell causes the caster, and those in the same room or group as the caster
      to float gently whenever falling.

      +

       
      Spell : Mass FeatherFall
      Domain : Alteration
      Available: Alterer
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (60)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MASS FEATHERFALL"
      Example : cast "mass featherfall"
      This spell causes the caster, and those in the same room or group as the caster
      to float gently whenever falling.


      Mass Fly (Spell_MassFly) -


      Spell : Mass Fly
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MASS FLY"
      Example : cast "mass fly"
      This spell causes the caster, and those in the same room or group as the caster
      to fly around.

      +

       
      Spell : Mass Fly
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MASS FLY"
      Example : cast "mass fly"
      This spell causes the caster, and those in the same room or group as the caster
      to fly around.


      Mass Haste (Spell_MassHaste) -


      Spell : Mass Haste
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MASS HASTE"
      Example : cast "mass HASTE"
      This spell causes the caster, and those in the same room or group as the caster
      to act more quickly, gaining more attacks per round.

      +

       
      Spell : Mass Haste
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MASS HASTE"
      Example : cast "mass HASTE"
      This spell causes the caster, and those in the same room or group as the caster
      to act more quickly, gaining more attacks per round.


      Mass Hold (Spell_MassHold) -


      Spell : Mass Hold
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MASS HOLD"
      Example : cast "mass hold"
      This spell will immobilize of the casters enemies, or non-group members in the
      same room.

      +

       
      Spell : Mass Hold
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (74)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MASS HOLD"
      Example : cast "mass hold"
      This spell will immobilize of the casters enemies, or non-group members in the
      same room.


      Mass Invisibility (Spell_MassInvisibility) -


      Spell : Mass Invisibility
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MASS INVISIBILITY"
      Example : cast "mass invisibility"
      This spell causes the caster, and those in the same room or group as the caster
      to become invisible. Like the "Invisibility" spell, entering combat will
      cancel the spell. Use the VISIBLE command to revoke this spell from yourself.

      +

       
      Spell : Mass Invisibility
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (64)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MASS INVISIBILITY"
      Example : cast "mass invisibility"
      This spell causes the caster, and those in the same room or group as the caster
      to become invisible. Like the "Invisibility" spell, entering combat will
      cancel the spell. Use the VISIBLE command to revoke this spell from yourself.


      Mass Sleep (Spell_MassSleep) -


      Spell : Mass Sleep
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MASS SLEEP"
      Example : cast "mass sleep"
      This spell will put all of the casters enemies, or non-group members in the
      same room, to sleep.

      +

       
      Spell : Mass Sleep
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (63)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MASS SLEEP"
      Example : cast "mass sleep"
      This spell will put all of the casters enemies, or non-group members in the
      same room, to sleep.


      Mass Slow (Spell_MassSlow) -


      Spell : Mass Slow
      Domain : Alteration
      Available: Alterer
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MASS SLOW"
      Example : cast "mass slow"
      This spell will make all of the casters enemies, or non-group members in the
      same room, move more slowly in combat.

      +

       
      Spell : Mass Slow
      Domain : Alteration
      Available: Alterer
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MASS SLOW"
      Example : cast "mass slow"
      This spell will make all of the casters enemies, or non-group members in the
      same room, move more slowly in combat.


      Mass Waterbreath (Spell_MassWaterbreath) -


      Spell : Mass Waterbreath
      Domain : Transmutation
      Available: Transmuter
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (59)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MASS WATERBREATH"
      Example : cast "mass waterbreath"
      This spell causes the caster, and those in the same room or group as the caster
      to be able to breathe when under water.

      +

       
      Spell : Mass Waterbreath
      Domain : Transmutation
      Available: Transmuter
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (59)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MASS WATERBREATH"
      Example : cast "mass waterbreath"
      This spell causes the caster, and those in the same room or group as the caster
      to be able to breathe when under water.


      Meld (Spell_Meld) -


      Spell : Meld
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST MELD [ITEM ONE] [ITEM TWO]
      Example : cast "meld" leggings belt
      This spell melds two compatible objects together, making them one. When cast
      on weapons, the melded weapon becomes two handed. When melding armor, only
      adjacently worn armor pieces may be melded. This spell can have a detrimental
      impact on magical affects of the objects.

      +

       
      Spell : Meld
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST MELD [ITEM ONE] [ITEM TWO]
      Example : cast "meld" leggings belt
      This spell melds two compatible objects together, making them one. When cast
      on weapons, the melded weapon becomes two handed. When melding armor, only
      adjacently worn armor pieces may be melded. This spell can have a detrimental
      impact on magical affects of the objects.


      Mend (Spell_Mend) -


      Spell : Mend
      Domain : Alteration
      Available: Arcanist Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (55)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MEND" [TARGET NAME]
      Example : cast "mend" sword
      Allows the caster to mend damaged items and blunt weapons, making them whole
      and as new.

      +

       
      Spell : Mend
      Domain : Alteration
      Available: Arcanist Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (55)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MEND" [TARGET NAME]
      Example : cast "mend" sword
      Allows the caster to mend damaged items and blunt weapons, making them whole
      and as new.


      Meteor Storm (Spell_MeteorStorm) -


      Spell : Meteor Storm
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CAST, CA, C
      Usage : CAST "METEOR STORM"
      Example : cast "meteor storm"
      This spell causes a shower of heavy rocks to strike all enemies in the same
      room as the caster.

      +

       
      Spell : Meteor Storm
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (72)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CAST, CA, C
      Usage : CAST "METEOR STORM"
      Example : cast "meteor storm"
      This spell causes a shower of heavy rocks to strike all enemies in the same
      room as the caster.


      Mind Block (Spell_MindBlock) -


      Spell : Mind Block
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (73)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MIND BLOCK" [TARGET NAME]
      Example : cast "mind block" bob
      This spell allows the target to become immune to certain illusions,
      enchantments, and mind-affecting spells and affects.

      +

       
      Spell : Mind Block
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (73)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MIND BLOCK" [TARGET NAME]
      Example : cast "mind block" bob
      This spell allows the target to become immune to certain illusions,
      enchantments, and mind-affecting spells and affects.


      Mind Fog (Spell_MindFog) -


      Spell : Mind Fog
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MIND FOG" [TARGET NAME]
      Example : cast "mind fog" bob
      This spell causes the target to lose all common sense and wisdom for the
      duration of the spell. This has no appreciable affect in combat, though will
      irritate clerics terribly.

      +

       
      Spell : Mind Fog
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (67)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MIND FOG" [TARGET NAME]
      Example : cast "mind fog" bob
      This spell causes the target to lose all common sense and wisdom for the
      duration of the spell. This has no appreciable affect in combat, though will
      irritate clerics terribly.


      Mind Light (Spell_MindLight) -


      Spell : Mind Light
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MIND LIGHT"
      Example : cast "mind light"
      For the duration of the spell, all inhabitants of the room in which this spell
      was cast will gain mana at an accelerated rate, so long as the caster remains.

      +

       
      Spell : Mind Light
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (59)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MIND LIGHT"
      Example : cast "mind light"
      For the duration of the spell, all inhabitants of the room in which this spell
      was cast will gain mana at an accelerated rate, so long as the caster remains.


      Minor Image (Spell_MinorImage) -


      Spell : Minor Image
      Domain : Illusion
      Available: Illusionist
      Allows : Extended Illusing I, Lesser Image, Ranged Illusing I
      Allows : Power Illusing I, Reduced Illusing I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MINOR IMAGE"
      Example : cast "minor image"
      This spell causes an illusion of the caster to appear in the room. The illusion
      will last for a brief time and then vanish. It won't do anything, and will
      vanish if attacked or has a spell cast upon it.

      +

       
      Spell : Minor Image
      Domain : Illusion
      Available: Illusionist
      Allows : Reduced Illusing I, Power Illusing I, Lesser Image
      Allows : Ranged Illusing I, Extended Illusing I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MINOR IMAGE"
      Example : cast "minor image"
      This spell causes an illusion of the caster to appear in the room. The illusion
      will last for a brief time and then vanish. It won't do anything, and will
      vanish if attacked or has a spell cast upon it.


      Minor Mana Shield (Spell_MinManaShield) -


      Spell : Minor Mana Shield
      Domain : Abjuration
      Available: Abjurer
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MINOR MANA SHIELD"
      Example : cast "minor mana shield"
      This spell causes the caster to become adorned with a weak aura of mana. This
      aura will absorb a quarter of all hit point damage as mana instead.

      +

       
      Spell : Minor Mana Shield
      Domain : Abjuration
      Available: Abjurer
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MINOR MANA SHIELD"
      Example : cast "minor mana shield"
      This spell causes the caster to become adorned with a weak aura of mana. This
      aura will absorb a quarter of all hit point damage as mana instead.


      Mirage (Spell_Mirage) -


      Spell : Mirage
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MIRAGE"
      Example : cast "mirage"
      This spell causes the room in which this spell is cast to appear to be some
      other place in the same area. Even characters and items in the other area will
      appear in the mirage.

      +

       
      Spell : Mirage
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MIRAGE"
      Example : cast "mirage"
      This spell causes the room in which this spell is cast to appear to be some
      other place in the same area. Even characters and items in the other area will
      appear in the mirage.


      Mirror Image (Spell_MirrorImage) -


      Spell : Mirror Image
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MIRROR IMAGE"
      Example : cast "mirror image"
      This spell causes numerous illusionary copies of the caster to follow him or
      her around. The caster thus becomes more difficult to determine in combat.

      +

       
      Spell : Mirror Image
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MIRROR IMAGE"
      Example : cast "mirror image"
      This spell causes numerous illusionary copies of the caster to follow him or
      her around. The caster thus becomes more difficult to determine in combat.


      Misstep (Spell_Misstep) -


      Spell : Misstep
      Domain : Transmutation
      Available: Transmuter
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MISSTEP" [TARGET NAME]
      Example : cast "misstep" orc
      This spell causes the target to become extremely clumzy, losing almost all the
      benefits of their dexterity.

      +

       
      Spell : Misstep
      Domain : Transmutation
      Available: Transmuter
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MISSTEP" [TARGET NAME]
      Example : cast "misstep" orc
      This spell causes the target to become extremely clumzy, losing almost all the
      benefits of their dexterity.


      Monster Summoning (Spell_SummonMonster) -


      Spell : Monster Summoning
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MONSTER SUMMONING"
      Example : cast "monster summoning"
      This spell will cause a random creature (depending on the casters level) to
      appear. The creature will be utterly loyal to the caster, joining his or her
      group, and obeying his or her commands (if the creature understands the casters
      language) for the duration of the spell.

      +

       
      Spell : Monster Summoning
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MONSTER SUMMONING"
      Example : cast "monster summoning"
      This spell will cause a random creature (depending on the casters level) to
      appear. The creature will be utterly loyal to the caster, joining his or her
      group, and obeying his or her commands (if the creature understands the casters
      language) for the duration of the spell.


      Mute (Spell_Mute) -


      Spell : Mute
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST MUTE [TARGET NAME]
      Example : cast mute orc
      Causes the target to become mute, unable to speak or cast verbal spells.

      +

       
      Spell : Mute
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST MUTE [TARGET NAME]
      Example : cast mute orc
      Causes the target to become mute, unable to speak or cast verbal spells.

      +
      Mystic Loom (Spell_MysticLoom) +

       
      Spell : Mystic Loom
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (66)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Range 1 - Range 10
      Commands : CAST, CA, C
      Usage : CAST "MYSTIC LOOM"
      Example : cast "mystic loom"
      This spell causes a magical loom to appear ready and willing to weave raw
      ingredients into cloth as per the Textiling skill. It will use any cloth it
      can find available, on the ground, in containers, or in inventories. With
      ranging expertise, it can even span rooms looking for ingredients.


      Mystic Shine (Spell_MysticShine) -


      Spell : Mystic Shine
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MYSTIC SHINE" [TARGET]
      Example : cast "mystic shine" sword
      This spell causes a magical shine to appear on the surface of the target
      metallic item. The shine will be so bright as to act as a light source, as
      well as repelling any darkness magic within the item.

      +

       
      Spell : Mystic Shine
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (55)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "MYSTIC SHINE" [TARGET]
      Example : cast "mystic shine" sword
      This spell causes a magical shine to appear on the surface of the target
      metallic item. The shine will be so bright as to act as a light source, as
      well as repelling any darkness magic within the item.


      Natural Communion (Spell_NaturalCommunion) -


      Spell : Natural Communion
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (58)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "NATURAL COMMUNION"
      Example : cast "natural communion"
      This spell brings the caster into communion with his or her surroundings.
      Actually being outside when the spell is cast will increase chances of success.
      The spell will reveal to the caster any available natural resources and animals
      in the surronding rooms. With expertise, the sphere is enlarged.

      +

       
      Spell : Natural Communion
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (58)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "NATURAL COMMUNION"
      Example : cast "natural communion"
      This spell brings the caster into communion with his or her surroundings.
      Actually being outside when the spell is cast will increase chances of success.
      The spell will reveal to the caster any available natural resources and animals
      in the surronding rooms. With expertise, the sphere is enlarged.


      Nightmare (Spell_Nightmare) -


      Spell : Nightmare
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CAST, CA, C
      Usage : CAST "NIGHTMARE" [TARGET NAME]
      Example : cast "nightmare" orc
      This spell causes the target to be drawn into their worst possible nightmare
      state. They will scream and throw fits, unable to deal with reality (or
      combat) for the duration of the nightmare.

      +

       
      Spell : Nightmare
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CAST, CA, C
      Usage : CAST "NIGHTMARE" [TARGET NAME]
      Example : cast "nightmare" orc
      This spell causes the target to be drawn into their worst possible nightmare
      state. They will scream and throw fits, unable to deal with reality (or
      combat) for the duration of the nightmare.


      Obscure Self (Spell_ObscureSelf) -


      Spell : Obscure Self
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "OBSCURE SELF"
      Example : cast "obscure self"
      This spell causes the caster to become nondescript, and not very noticable.
      The caster is neither invisible nor hidden, but just beneath notice. Others
      will be aware of the caster, but only vaguely.

      +

       
      Spell : Obscure Self
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "OBSCURE SELF"
      Example : cast "obscure self"
      This spell causes the caster to become nondescript, and not very noticable.
      The caster is neither invisible nor hidden, but just beneath notice. Others
      will be aware of the caster, but only vaguely.


      Pass Door (Spell_PassDoor) -


      Spell : Pass Door
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "PASS DOOR" [DIRECTION]
      Example : cast "pass door" east
      This spell allows the caster to move through a locked or closed door as if it
      wasn't even there.

      +

       
      Spell : Pass Door
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "PASS DOOR" [DIRECTION]
      Example : cast "pass door" east
      This spell allows the caster to move through a locked or closed door as if it
      wasn't even there.


      Permanency (Spell_Permanency) -


      Spell : Permanency
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items Creatures Exits
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST PERMANENCY [TARGET NAME]
      Example : cast permanency orc
      This spell makes permanent any spell which the caster has already cast on the
      target which does have a duration. For instance, enlarge, sleep, armor, or
      similar spells can be made permanent with this spell. This spell drains mana
      permanently from the caster. Permanency cast on rooms or exits will not
      survive reboots unless the owner is the one who casts it.

      +

       
      Spell : Permanency
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets : Items Creatures Exits
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST PERMANENCY [TARGET NAME]
      Example : cast permanency orc
      This spell makes permanent any spell which the caster has already cast on the
      target which does have a duration. For instance, enlarge, sleep, armor, or
      similar spells can be made permanent with this spell. This spell drains mana
      permanently from the caster. Permanency cast on rooms or exits will not
      survive reboots unless the owner is the one who casts it.


      Phantasm (Spell_Phantasm) -


      Spell : Phantasm
      Domain : Illusion
      Available: Illusionist
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "PHANTASM" [RACE NAME]
      Example : cast phantasm dragon
      This spell causes an illusionary creature of the type given to appear. The
      creature will protect the caster, taking up a position between the caster and
      his or her enemy. Any damage done will be completely believed by the enemies
      (meaning it is real), and spells will be useless against the phantasm.
      However, any physical damage done to the creature will cause it to disappear.

      +

       
      Spell : Phantasm
      Domain : Illusion
      Available: Illusionist
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (71)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "PHANTASM" [RACE NAME]
      Example : cast phantasm dragon
      This spell causes an illusionary creature of the type given to appear. The
      creature will protect the caster, taking up a position between the caster and
      his or her enemy. Any damage done will be completely believed by the enemies
      (meaning it is real), and spells will be useless against the phantasm.
      However, any physical damage done to the creature will cause it to disappear.


      Phantom Hound (Spell_PhantomHound) -


      Spell : Phantom Hound
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "PHANTOM HOUND"
      Example : cast "phantom hound"
      This spell creates an illusionary beast to appear during combat. The beast
      will immediately engage the casters enemy, taking all damage for the caster.
      The beast will appear to do great damage, but all damage is illusionary. The
      beast disappears when the enemy is vanquished, if the beast is disbelieved, or
      if the beast takes too much damage.

      +

       
      Spell : Phantom Hound
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "PHANTOM HOUND"
      Example : cast "phantom hound"
      This spell creates an illusionary beast to appear during combat. The beast
      will immediately engage the casters enemy, taking all damage for the caster.
      The beast will appear to do great damage, but all damage is illusionary. The
      beast disappears when the enemy is vanquished, if the beast is disbelieved, or
      if the beast takes too much damage.


      Planeshift (Spell_Planeshift) -


      Spell : Planeshift
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (966367641)
      Quality : Circumstantial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "PLANESHIFT" [PLANE NAME]
      Example : cast "planeshift" nirvana
      This spell allows the caster and his/her group to shift into another plane of
      existence for a period of time. Unless the caster is perfectly proficient, the
      chances of actually reaching the intended plane is small. The caster should be
      ready for unusual environmental, including planes where there is no air to
      breathe. If perfectly successful, the new plane will appear identical to the
      area from which the spell was cast, except that the laws and rules of the plane
      will apply. To return home, the caster should travel to the "Prime Material"
      plane.

      +

       
      Spell : Planeshift
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (966367641)
      Quality : Circumstantial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "PLANESHIFT" [PLANE NAME]
      Example : cast "planeshift" nirvana
      This spell allows the caster and his/her group to shift into another plane of
      existence for a period of time. Unless the caster is perfectly proficient, the
      chances of actually reaching the intended plane is small. The caster should be
      ready for unusual environmental, including planes where there is no air to
      breathe. If perfectly successful, the new plane will appear identical to the
      area from which the spell was cast, except that the laws and rules of the plane
      will apply. To return home, the caster should travel to the "Prime Material"
      plane.


      Pocket (Spell_Pocket) -


      Spell : Pocket
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (200)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST POCKET [TARGET NAME] [CONTAINER]
      Example : cast pocket orc
      This spell changes the target into a tiny light ceramic version of its former
      self and puts it in the given container. Anyone who removes the little item
      from the container will cause all the original items to pop right back out
      again. Creatures so converted are not killed. Success with this magic requires
      that the caster be more powerful than the item or mob being pocketed.

      +

       
      Spell : Pocket
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (200)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST POCKET [TARGET NAME] [CONTAINER]
      Example : cast pocket orc
      This spell changes the target into a tiny light ceramic version of its former
      self and puts it in the given container. Anyone who removes the little item
      from the container will cause all the original items to pop right back out
      again. Creatures so converted are not killed. Success with this magic requires
      that the caster be more powerful than the item or mob being pocketed.


      Polymorph (Spell_Polymorph) -


      Spell : Polymorph
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST POLYMORPH [TARGET NAME]
      Example : cast polymorph orc
      This spell changes the race of the target to a random race, for the duration of
      the spell.

      +

       
      Spell : Polymorph
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (65)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST POLYMORPH [TARGET NAME]
      Example : cast polymorph orc
      This spell changes the race of the target to a random race, for the duration of
      the spell.


      Polymorph Object (Spell_PolymorphObject) -


      Spell : Polymorph Object
      Domain : Alteration
      Available: Alterer
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (71)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "POLYMORPH OBJECT" [TARGET NAME] [NEW OBJECT]
      Example : cast "polymorph object" chair longsword
      The caster causes the target item to temporarily take on a whole new identity.
      The new object must be roughly the same size as the original object. The newly
      created object will be made out of the same material as the original object.
      This spell requires a small amount of the casters experience, and tends to
      render magical items mundane.

      +

       
      Spell : Polymorph Object
      Domain : Alteration
      Available: Alterer
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (71)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "POLYMORPH OBJECT" [TARGET NAME] [NEW OBJECT]
      Example : cast "polymorph object" chair longsword
      The caster causes the target item to temporarily take on a whole new identity.
      The new object must be roughly the same size as the original object. The newly
      created object will be made out of the same material as the original object.
      This spell requires a small amount of the casters experience, and tends to
      render magical items mundane.


      Polymorph Self (Spell_PolymorphSelf) -


      Spell : Polymorph Self
      Domain : Transmutation
      Available: Transmuter
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "POLYMORPH SELF" [NEW RACE]
      Example : cast "polymorph self" lizard
      This spell changes the race of the caster into the race specified, for the
      duration of the spell. The difficulty in succeeding will also depend on how
      strong or weak the new race is.

      +

       
      Spell : Polymorph Self
      Domain : Transmutation
      Available: Transmuter
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (71)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "POLYMORPH SELF" [NEW RACE]
      Example : cast "polymorph self" lizard
      This spell changes the race of the caster into the race specified, for the
      duration of the spell. The difficulty in succeeding will also depend on how
      strong or weak the new race is.


      Portal (Spell_Portal) -


      Spell : Portal
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (966367641)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST PORTAL [PLACE/ROOM NAME]
      Example : cast portal junction
      This spell opens a swirling energy portal to the specific room or place named
      in the spell. The 'place name' must be contained in the short description
      shown of the place. The portal will only stay open for a short time, and may
      be entered using the "ENTER" command.

      +

       
      Spell : Portal
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (966367641)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST PORTAL [PLACE/ROOM NAME]
      Example : cast portal junction
      This spell opens a swirling energy portal to the specific room or place named
      in the spell. The 'place name' must be contained in the short description
      shown of the place. The portal will only stay open for a short time, and may
      be entered using the "ENTER" command.


      Portal Other (Spell_PortalOther) -


      Spell : Portal Other
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (74)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "PORTAL OTHER" [PLAYER/MOB NAME]
      Example : cast "portal other" bob
      This spell opens a swirling energy portal from the person or mob named to the
      casters current room. The portal will only stay open for a short time, and may
      be entered using the "ENTER" command. There is no guarantee that the target
      will enter the portal, unless they want to.

      +

       
      Spell : Portal Other
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (74)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "PORTAL OTHER" [PLAYER/MOB NAME]
      Example : cast "portal other" bob
      This spell opens a swirling energy portal from the person or mob named to the
      casters current room. The portal will only stay open for a short time, and may
      be entered using the "ENTER" command. There is no guarantee that the target
      will enter the portal, unless they want to.


      Prayer Shield (Spell_PrayerShield) -


      Spell : Prayer Shield
      Domain : Abjuration
      Available: Abjurer
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (70)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "PRAYER SHIELD" [TARGET NAME]
      Example : cast "prayer shield" bob
      This spell allows the target to become almost immune to Clerical prayers.

      +

       
      Spell : Prayer Shield
      Domain : Abjuration
      Available: Abjurer
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (70)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "PRAYER SHIELD" [TARGET NAME]
      Example : cast "prayer shield" bob
      This spell allows the target to become almost immune to Clerical prayers.


      Produce Flame (Spell_ProduceFlame) -


      Spell : Produce Flame
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I, Ignalist I
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST PRODUCE FLAME
      Example : cast "produce flame"
      Causes the casters hands to erupt in magical flames. The flames provide a
      natural light source, but also scorch anyone struck by the flames in combat.
      They do not harm equipment or friends.

      +

       
      Spell : Produce Flame
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Ignalist I
      Allows : Extended In/Evoking I, Power In/Evoking I
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST PRODUCE FLAME
      Example : cast "produce flame"
      Causes the casters hands to erupt in magical flames. The flames provide a
      natural light source, but also scorch anyone struck by the flames in combat.
      They do not harm equipment or friends.


      Prying Eye (Spell_PryingEye) -


      Spell : Prying Eye
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Divining Eye
      Allows : Ranged Divining I, Reduced Divining I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "PRYING EYE" [DIRECTION] ([DIRECTION]...)
      Example : cast "prying eye" north east north up west
      This spell causes a small floating eyeball to appear. It will be weak and
      vulnerable to attack, but will can move freely through open walkways. The
      spell must be invoked with directions for the eye to follow. The caster will
      be able to see through the eye as it travels, seeing what it sees. When the eye
      finishes following its final direction, it will pause and float for a
      relatively brief time before vanishing.

      +

       
      Spell : Prying Eye
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Divining Eye
      Allows : Reduced Divining I, Ranged Divining I
      Use Cost : Mana (56)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "PRYING EYE" [DIRECTION] ([DIRECTION]...)
      Example : cast "prying eye" north east north up west
      This spell causes a small floating eyeball to appear. It will be weak and
      vulnerable to attack, but will can move freely through open walkways. The
      spell must be invoked with directions for the eye to follow. The caster will
      be able to see through the eye as it travels, seeing what it sees. When the eye
      finishes following its final direction, it will pause and float for a
      relatively brief time before vanishing.


      Purge Invisibility (Spell_PurgeInvisibility) -


      Spell : Purge Invisibility
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (55)
      Quality : Circumstantial
      Targets : Items Creatures Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "PURGE INVISIBIITY"
      Example : cast "purge invisibility"
      This spell causes an invisibility supressing wave to wash over the entire room,
      dispelling all invisibility magic that can be dispelled, and supressing for a
      time any that can not.

      +

       
      Spell : Purge Invisibility
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (55)
      Quality : Circumstantial
      Targets : Items Creatures Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "PURGE INVISIBIITY"
      Example : cast "purge invisibility"
      This spell causes an invisibility supressing wave to wash over the entire room,
      dispelling all invisibility magic that can be dispelled, and supressing for a
      time any that can not.


      Read Magic (Spell_ReadMagic) -


      Spell : Read Magic
      Domain : Divination
      Available: Bard Charlatan Jester Ranger
      Available: Several Classes Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "READ MAGIC" [TARGET NAME]
      Example : cast "read magic" scroll
      This spell is required in order to be able to cast spells off of scrolls.
      After casting read magic on a scroll, the scroll may be 'read' normally for the
      purposes of copying or casting spells off of it. Seek help on the 'read'
      command for more information on scroll use.

      +

       
      Spell : Read Magic
      Domain : Divination
      Available: Bard Charlatan Jester Ranger
      Available: Several Classes Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "READ MAGIC" [TARGET NAME]
      Example : cast "read magic" scroll
      This spell is required in order to be able to cast spells off of scrolls.
      After casting read magic on a scroll, the scroll may be 'read' normally for the
      purposes of copying or casting spells off of it. Seek help on the 'read'
      command for more information on scroll use.


      Recharge Wand (Spell_RechargeWand) -


      Spell : Recharge Wand
      Domain : Enchantment/charm
      Available: Arcanist Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (100)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RECHARGE WAND" [TARGET NAME]
      Example : cast "recharge wand" mirror
      This spell allows the caster to recharge the magical properties of a magic
      wand. If a wand ceases to function due to overuse, this spell can make the
      wand usable again.

      +

       
      Spell : Recharge Wand
      Domain : Enchantment/charm
      Available: Arcanist Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (100)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RECHARGE WAND" [TARGET NAME]
      Example : cast "recharge wand" mirror
      This spell allows the caster to recharge the magical properties of a magic
      wand. If a wand ceases to function due to overuse, this spell can make the
      wand usable again.


      Refit (Spell_Refit) -


      Spell : Refit
      Domain : Alteration
      Available: Arcanist Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (57)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "REFIT" [TARGET NAME]
      Example : cast "refit" sleeves
      Allows the caster to resize a piece of armor to fit another character.

      +

       
      Spell : Refit
      Domain : Alteration
      Available: Arcanist Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (57)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "REFIT" [TARGET NAME]
      Example : cast "refit" sleeves
      Allows the caster to resize a piece of armor to fit another character.


      Reinforce (Spell_Reinforce) -


      Spell : Reinforce
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "REINFORCE" [TARGET NAME]
      Example : cast "reinforce" sword
      Allows the caster to reinforce undamaged weapons and armor, allowing them to be
      used longer before suffering wear and tear.

      +

       
      Spell : Reinforce
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (63)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "REINFORCE" [TARGET NAME]
      Example : cast "reinforce" sword
      Allows the caster to reinforce undamaged weapons and armor, allowing them to be
      used longer before suffering wear and tear.


      Repairing Aura (Spell_RepairingAura) -


      Spell : Repairing Aura
      Domain : Abjuration
      Available: Arcanist Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (50)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "REPAIRING AURA" [TARGET NAME]
      Example : cast "REPAIRING aura" shirt
      Example : cast "REPAIRING aura" bob
      This spell will cause the affected item to automagically repair itself when it
      takes damage. It can also be targeted at a person to enchant a random item.
      The magic works very slowly at first, but gains in speed and power as the mage
      does.

      +

       
      Spell : Repairing Aura
      Domain : Abjuration
      Available: Arcanist Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (50)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "REPAIRING AURA" [TARGET NAME]
      Example : cast "REPAIRING aura" shirt
      Example : cast "REPAIRING aura" bob
      This spell will cause the affected item to automagically repair itself when it
      takes damage. It can also be targeted at a person to enchant a random item.
      The magic works very slowly at first, but gains in speed and power as the mage
      does.


      Repulsion (Spell_Repulsion) -


      Spell : Repulsion
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 3
      Commands : CAST, CA, C
      Usage : CAST "REPULSION"
      Example : cast "repulsion"
      This spell repells enemies of the caster from the caster and his or her group.
      The affected creatures are unable to advance towards their targets until
      through time or strength, the repulsion is broken through. If the caster leaves
      the target`s room, or leaves combat, the repulsion is dispelled.

      +

       
      Spell : Repulsion
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (70)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 3
      Commands : CAST, CA, C
      Usage : CAST "REPULSION"
      Example : cast "repulsion"
      This spell repells enemies of the caster from the caster and his or her group.
      The affected creatures are unable to advance towards their targets until
      through time or strength, the repulsion is broken through. If the caster leaves
      the target`s room, or leaves combat, the repulsion is dispelled.


      Resist Acid (Spell_ResistAcid) -


      Spell : Resist Acid
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (54)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST ACID" [TARGET NAME]
      Example : cast "resist acid" bob
      This spell allows the target to become resistant (but not immune) to acid
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.

      +

       
      Spell : Resist Acid
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (54)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST ACID" [TARGET NAME]
      Example : cast "resist acid" bob
      This spell allows the target to become resistant (but not immune) to acid
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.


      Resist Arrows (Spell_ResistArrows) -


      Spell : Resist Arrows
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (60)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST ARROWS" [TARGET NAME]
      Example : cast "resist arrows" bob
      This spell allows the target to become immune to attacks from projectile
      weapons, including bows, cross bows, and the like.

      +

       
      Spell : Resist Arrows
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (60)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST ARROWS" [TARGET NAME]
      Example : cast "resist arrows" bob
      This spell allows the target to become immune to attacks from projectile
      weapons, including bows, cross bows, and the like.


      Resist Bludgeoning (Spell_ResistBludgeoning) -


      Spell : Resist Bludgeoning
      Domain : Abjuration
      Available: Abjurer
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (55)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST BLUDGEONING" [TARGET NAME]
      Example : cast "resist bludgeoning" bob
      This spell allows the target to become almost immune to bludgeoning attacks.

      +

       
      Spell : Resist Bludgeoning
      Domain : Abjuration
      Available: Abjurer
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (55)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST BLUDGEONING" [TARGET NAME]
      Example : cast "resist bludgeoning" bob
      This spell allows the target to become almost immune to bludgeoning attacks.


      Resist Cold (Spell_ResistCold) -


      Spell : Resist Cold
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (55)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST COLD" [TARGET NAME]
      Example : cast "resist cold" bob
      This spell allows the target to become resistant (but not immune) to cold
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.

      +

       
      Spell : Resist Cold
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (55)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST COLD" [TARGET NAME]
      Example : cast "resist cold" bob
      This spell allows the target to become resistant (but not immune) to cold
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.


      Resist Disease (Spell_ResistDisease) -


      Spell : Resist Disease
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (58)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST DISEASE" [TARGET NAME]
      Example : cast "resist disease" bob
      This spell allows the target to become resistant (but not immune) to diseases
      and similar organic attacks. Attacks of this kind include spells, and other
      magical and non-magical attacks.

      +

       
      Spell : Resist Disease
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (58)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST DISEASE" [TARGET NAME]
      Example : cast "resist disease" bob
      This spell allows the target to become resistant (but not immune) to diseases
      and similar organic attacks. Attacks of this kind include spells, and other
      magical and non-magical attacks.


      Resist Divination (Spell_Nondetection) -


      Spell : Resist Divination
      Domain : Abjuration
      Available: Abjurer
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST DIVINATION" [TARGET NAME]
      Example : cast "resist divination" bob
      This spell allows the target to become immune to divination spells and affects.

      +

       
      Spell : Resist Divination
      Domain : Abjuration
      Available: Abjurer
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST DIVINATION" [TARGET NAME]
      Example : cast "resist divination" bob
      This spell allows the target to become immune to divination spells and affects.


      Resist Electricity (Spell_ResistElectricity) -


      Spell : Resist Electricity
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (56)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST ELECTRICITY" [TARGET NAME]
      Example : cast "resist electricity" bob
      This spell allows the target to become resistant (but not immune) to electrical
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.

      +

       
      Spell : Resist Electricity
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (56)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST ELECTRICITY" [TARGET NAME]
      Example : cast "resist electricity" bob
      This spell allows the target to become resistant (but not immune) to electrical
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.


      Resist Fire (Spell_ResistFire) -


      Spell : Resist Fire
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST FIRE" [TARGET NAME]
      Example : cast "resist fire" bob
      This spell allows the target to become resistant (but not immune) to heat
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.

      +

       
      Spell : Resist Fire
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (57)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST FIRE" [TARGET NAME]
      Example : cast "resist fire" bob
      This spell allows the target to become resistant (but not immune) to heat
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.


      Resist Gas (Spell_ResistGas) -


      Spell : Resist Gas
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (53)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST GAS" [TARGET NAME]
      Example : cast "resist gas" bob
      This spell allows the target to become resistant (but not immune) to gas
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.

      +

       
      Spell : Resist Gas
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (53)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST GAS" [TARGET NAME]
      Example : cast "resist gas" bob
      This spell allows the target to become resistant (but not immune) to gas
      attacks. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.


      Resist Indignities (Spell_ResistIndignities) -


      Spell : Resist Indignities
      Domain : Abjuration
      Available: Abjurer
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (72)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST INDIGNITIES" [TARGET NAME]
      Example : cast "resist indignities" bob
      This spell allows the target to become almost immune to attacks which place the
      Mage in an undignified attacks, such as tripping, whomping, stealing, and
      swiping.

      +

       
      Spell : Resist Indignities
      Domain : Abjuration
      Available: Abjurer
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (72)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST INDIGNITIES" [TARGET NAME]
      Example : cast "resist indignities" bob
      This spell allows the target to become almost immune to attacks which place the
      Mage in an undignified attacks, such as tripping, whomping, stealing, and
      swiping.


      Resist Magic Missiles (Spell_ResistMagicMissiles) -


      Spell : Resist Magic Missiles
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST MAGIC MISSILES" [TARGET NAME]
      Example : cast "resist magic missiles" bob
      This spell allows the target to become resistant to the magic missiles.

      +

       
      Spell : Resist Magic Missiles
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST MAGIC MISSILES" [TARGET NAME]
      Example : cast "resist magic missiles" bob
      This spell allows the target to become resistant to the magic missiles.


      Resist Paralysis (Spell_ResistParalyzation) -


      Spell : Resist Paralysis
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST PARALYSIS" [TARGET NAME]
      Example : cast "resist paralysis" bob
      This spell allows the target to become resistant (but not immune) to paralysis
      attacks. Attacks of this kind include spells and other magical and non-magical
      attacks.

      +

       
      Spell : Resist Paralysis
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST PARALYSIS" [TARGET NAME]
      Example : cast "resist paralysis" bob
      This spell allows the target to become resistant (but not immune) to paralysis
      attacks. Attacks of this kind include spells and other magical and non-magical
      attacks.


      Resist Petrification (Spell_ResistPetrification) -


      Spell : Resist Petrification
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST PETRIFICATION" [TARGET NAME]
      Example : cast "resist petrification" bob
      This spell allows the target to become immune to spells or affects which would
      turn them into stone.

      +

       
      Spell : Resist Petrification
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST PETRIFICATION" [TARGET NAME]
      Example : cast "resist petrification" bob
      This spell allows the target to become immune to spells or affects which would
      turn them into stone.


      Resist Piercing (Spell_ResistPiercing) -


      Spell : Resist Piercing
      Domain : Abjuration
      Available: Abjurer
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST PIERCING" [TARGET NAME]
      Example : cast "resist piercing" bob
      This spell allows the target to become almost immune to piercing attacks.

      +

       
      Spell : Resist Piercing
      Domain : Abjuration
      Available: Abjurer
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST PIERCING" [TARGET NAME]
      Example : cast "resist piercing" bob
      This spell allows the target to become almost immune to piercing attacks.


      Resist Poison (Spell_ResistPoison) -


      Spell : Resist Poison
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (52)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST POISON" [TARGET NAME]
      Example : cast "resist poison" bob
      This spell allows the target to become resistant (but not immune) to poisonous
      attacks. Attacks of this kind include spells, bites and other magical and
      non-magical attacks.

      +

       
      Spell : Resist Poison
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (52)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST POISON" [TARGET NAME]
      Example : cast "resist poison" bob
      This spell allows the target to become resistant (but not immune) to poisonous
      attacks. Attacks of this kind include spells, bites and other magical and
      non-magical attacks.


      Resist Slashing (Spell_ResistSlashing) -


      Spell : Resist Slashing
      Domain : Abjuration
      Available: Abjurer
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (69)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST SLASHING" [TARGET NAME]
      Example : cast "resist slashing" bob
      This spell allows the target to become almost immune to slashing attacks.

      +

       
      Spell : Resist Slashing
      Domain : Abjuration
      Available: Abjurer
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (69)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RESIST SLASHING" [TARGET NAME]
      Example : cast "resist slashing" bob
      This spell allows the target to become almost immune to slashing attacks.


      Returning (Spell_Boomerang) -


      Spell : Returning
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (74)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RETURNING" [ITEM]
      Example : cast "returning" sword
      This spell will immediately cause the item to await the next person to get it.
      When the next person gets the item, the item will become that persons private
      posession. For the duration of the spell, whenever the item goes out of the
      persons possession, it will magically return. This spells is a great candidate
      for the Permanency spell.

      +

       
      Spell : Returning
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (74)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "RETURNING" [ITEM]
      Example : cast "returning" sword
      This spell will immediately cause the item to await the next person to get it.
      When the next person gets the item, the item will become that persons private
      posession. For the duration of the spell, whenever the item goes out of the
      persons possession, it will magically return. This spells is a great candidate
      for the Permanency spell.


      Reverse Gravity (Spell_ReverseGravity) -


      Spell : Reverse Gravity
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (536870912)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST REVERSE GRAVITY
      Example : cast "reverse gravity"
      The caster causes gravity in the place to become reversed. Everything will
      fall upwards, and only those flying will be unaffected.

      +

       
      Spell : Reverse Gravity
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (536870912)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST REVERSE GRAVITY
      Example : cast "reverse gravity"
      The caster causes gravity in the place to become reversed. Everything will
      fall upwards, and only those flying will be unaffected.


      Rogue Limb (Spell_RogueLimb) -


      Spell : Rogue Limb
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (75)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ROGUE LIMB" [TARGET NAME]
      Example : cast "rogue limb" bob
      This spell causes one of the target`s limbs to begin to fight with them.

      +

       
      Spell : Rogue Limb
      Domain : Enchantment/charm
      Available: Enchanter
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (75)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "ROGUE LIMB" [TARGET NAME]
      Example : cast "rogue limb" bob
      This spell causes one of the target`s limbs to begin to fight with them.


      Scatter (Spell_Scatter) -


      Spell : Scatter
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SCATTER [TARGET NAME] (NEAR/FAR)
      Example : cast scatter orc
      Example : cast scatter orc far
      Example : cast scatter orc near
      Example : cast scatter all sword near
      Example : cast scatter sword.3 far
      This spell causes a random item in the target mobs inventory, or the target
      item(s) in the casters inventory to be whisked away to another place. The
      destination defaults to a room in the same area as the caster. However, the
      caster can designate their same area with the "near" parameter, or a random
      area with the "far" parameter.

      +

       
      Spell : Scatter
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SCATTER [TARGET NAME] (NEAR/FAR)
      Example : cast scatter orc
      Example : cast scatter orc far
      Example : cast scatter orc near
      Example : cast scatter all sword near
      Example : cast scatter sword.3 far
      This spell causes a random item in the target mobs inventory, or the target
      item(s) in the casters inventory to be whisked away to another place. The
      destination defaults to a room in the same area as the caster. However, the
      caster can designate their same area with the "near" parameter, or a random
      area with the "far" parameter.


      Scribe (Spell_Scribe) -


      Spell : Scribe
      Domain : Invocation/evocation
      Available: Arcanist Wizard Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I, Wise Crafting I
      Use Cost : Mana (536870912)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SCRIBE [SPELL NAME] [TARGET NAME]
      Example : cast scribe "resist cold" scroll
      This spell allows the caster to place any spell he or she knows onto a scroll.
      Once placed on the scroll, the spell may be cast off it. Scribing is draining
      on the caster however. The caster will lose some experience points for casting
      this spell. Magical scribing also requires that the caster be at half mana or
      more.

      +

       
      Spell : Scribe
      Domain : Invocation/evocation
      Available: Arcanist Wizard Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Wise Crafting I
      Allows : Extended In/Evoking I, Power In/Evoking I
      Use Cost : Mana (536870912)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SCRIBE [SPELL NAME] [TARGET NAME]
      Example : cast scribe "resist cold" scroll
      This spell allows the caster to place any spell he or she knows onto a scroll.
      Once placed on the scroll, the spell may be cast off it. Scribing is draining
      on the caster however. The caster will lose some experience points for casting
      this spell. Magical scribing also requires that the caster be at half mana or
      more.


      Scry (Spell_Scry) -


      Spell : Scry
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (70)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SCRY [TARGET NAME]
      Example : cast scry orc
      Causes the invoker to see and hear everything the target sees and hears, as if
      he or she was in the same room. Re-cast the spell to revoke it.

      +

       
      Spell : Scry
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (70)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SCRY [TARGET NAME]
      Example : cast scry orc
      Causes the invoker to see and hear everything the target sees and hears, as if
      he or she was in the same room. Re-cast the spell to revoke it.


      See Aura (Spell_SeeAura) -


      Spell : See Aura
      Domain : Divination
      Available: Numerous Classes
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (68)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SEE AURA" [TARGET NAME]
      Example : cast "see aura" orc
      This spell gives the caster a complete profile of the target.

      +

       
      Spell : See Aura
      Domain : Divination
      Available: Numerous Classes
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (68)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SEE AURA" [TARGET NAME]
      Example : cast "see aura" orc
      This spell gives the caster a complete profile of the target.


      Shape Object (Spell_ShapeObject) -


      Spell : Shape Object
      Domain : Alteration
      Available: Alterer
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SHAPE OBJECT" [TARGET NAME] [LIKE WHAT]
      Example : cast "shape object" sword banana
      The item affected by this spell takes on the apparent shape desired by the
      caster.

      +

       
      Spell : Shape Object
      Domain : Alteration
      Available: Alterer
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SHAPE OBJECT" [TARGET NAME] [LIKE WHAT]
      Example : cast "shape object" sword banana
      The item affected by this spell takes on the apparent shape desired by the
      caster.


      Shatter (Spell_Shatter) -


      Spell : Shatter
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SHATTER" [TARGET NAME]
      Example : cast "shatter" sword
      Example : cast "shatter" orc
      Example : cast "shatter" monster
      The item affected by this spell begins to vibrate and resonate. The item
      suffers damage as a result, and the possibility of destruction.

      +

       
      Spell : Shatter
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SHATTER" [TARGET NAME]
      Example : cast "shatter" sword
      Example : cast "shatter" orc
      Example : cast "shatter" monster
      The item affected by this spell begins to vibrate and resonate. The item
      suffers damage as a result, and the possibility of destruction.


      Shelter (Spell_Shelter) -


      Spell : Shelter
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (62)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SHELTER
      Example : cast shelter
      Shelter will instantaneously teleport the caster and his or her group into a
      magical, extra-planar location. The caster may remain in the shelter as long
      as he or she would like. To leave the shelter, the same caster must revoke the
      spell by casting it again.

      +

       
      Spell : Shelter
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (62)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SHELTER
      Example : cast shelter
      Shelter will instantaneously teleport the caster and his or her group into a
      magical, extra-planar location. The caster may remain in the shelter as long
      as he or she would like. To leave the shelter, the same caster must revoke the
      spell by casting it again.


      Shield (Spell_Shield) -


      Spell : Shield
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SHIELD [TARGET NAME]
      Example : cast shield bob
      This spell invokes a protective shield around the target, giving the target an
      added bit of protection during melee combat.

      +

       
      Spell : Shield
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (51)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SHIELD [TARGET NAME]
      Example : cast shield bob
      This spell invokes a protective shield around the target, giving the target an
      added bit of protection during melee combat.


      Shocking Grasp (Spell_ShockingGrasp) -


      Spell : Shocking Grasp
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Airelist I
      Allows : Ranged In/Evoking I, Reduced In/Evoking I
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SHOCKING GRASP" [TARGET NAME]
      Example : cast "shocking grasp" orc
      This spell causes a high charge of electricity to flow from the caster to his
      or her target, damaging the target.

      +

       
      Spell : Shocking Grasp
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Airelist I, Power In/Evoking I
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SHOCKING GRASP" [TARGET NAME]
      Example : cast "shocking grasp" orc
      This spell causes a high charge of electricity to flow from the caster to his
      or her target, damaging the target.


      Shockshield (Spell_Shockshield) -


      Spell : Shockshield
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Extended In/Evoking I, Power In/Evoking I, Airelist I
      Allows : Ranged In/Evoking I, Reduced In/Evoking I
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SHOCKSHIELD [TARGET NAME]
      Example : cast shockshield bob
      This spell evokes an electric field to surround the target. Anyone trying to
      touch or engage in melee combat with the target thus becomes vulnerable to the
      scorching sparks.

      +

       
      Spell : Shockshield
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Airelist I, Power In/Evoking I
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SHOCKSHIELD [TARGET NAME]
      Example : cast shockshield bob
      This spell evokes an electric field to surround the target. Anyone trying to
      touch or engage in melee combat with the target thus becomes vulnerable to the
      scorching sparks.


      Shove (Spell_Shove) -


      Spell : Shove
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (72)
      Quality : Malicious
      Targets :
      Range : Touch - Range 4
      Commands : CAST, CA, C
      Usage : CAST SHOVE [MOB NAME] [DIRECTION]
      Example : cast "shove" orc east
      Causes a powerful force to pick up the victim and carry them to an adjacent
      room or area and drop them off there.

      +

       
      Spell : Shove
      Domain : Invocation/evocation
      Available: Evoker
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (72)
      Quality : Malicious
      Targets :
      Range : Touch - Range 4
      Commands : CAST, CA, C
      Usage : CAST SHOVE [MOB NAME] [DIRECTION]
      Example : cast "shove" orc east
      Causes a powerful force to pick up the victim and carry them to an adjacent
      room or area and drop them off there.


      Shrink (Spell_Shrink) -


      Spell : Shrink
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (52)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SHRINK" [TARGET NAME]
      Example : cast "shrink" orc
      Allows the caster to cause a monster or item to shrink to 10% of its previous
      size. Mass does not change, and neither does the size of the items carried.
      Dexterity, however, goes up tremendously, at the cost of some Strength.

      +

       
      Spell : Shrink
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (52)
      Quality : Malicious
      Targets : Items Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SHRINK" [TARGET NAME]
      Example : cast "shrink" orc
      Allows the caster to cause a monster or item to shrink to 10% of its previous
      size. Mass does not change, and neither does the size of the items carried.
      Dexterity, however, goes up tremendously, at the cost of some Strength.


      Shrink Mouth (Spell_ShrinkMouth) -


      Spell : Shrink Mouth
      Domain : Transmutation
      Available: Transmuter
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SHRINK MOUTH" [TARGET NAME]
      Example : cast "shrink mouth" dragon
      This spell causes the target`s mouth to pucker up. The target remains able to
      use any breath weapons, but is unable to put eat anything.

      +

       
      Spell : Shrink Mouth
      Domain : Transmutation
      Available: Transmuter
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SHRINK MOUTH" [TARGET NAME]
      Example : cast "shrink mouth" dragon
      This spell causes the target`s mouth to pucker up. The target remains able to
      use any breath weapons, but is unable to put eat anything.


      Silence (Spell_Silence) -


      Spell : Silence
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (64)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SILENCE
      Example : cast silence
      When cast, this spell causes the entire room or place around the caster to
      become entirely quiet. Speaking, verbal spellcasting, and noisemaking becomes
      impossible.

      +

       
      Spell : Silence
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (64)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SILENCE
      Example : cast silence
      When cast, this spell causes the entire room or place around the caster to
      become entirely quiet. Speaking, verbal spellcasting, and noisemaking becomes
      impossible.


      Simulacrum (Spell_Simulacrum) -


      Spell : Simulacrum
      Domain : Illusion
      Available: Illusionist
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SIMULACRUM
      Example : cast simulacrum
      When cast, this spell causes an illusory copy of the caster to appear. The
      simulacrum will do anything the caster says, even if they aren't in the same
      room. The simulacrum neither does nor takes damage, nor can spells be cast
      upon it. It can not manipulate objects, but as it is an illusion, it can pass
      through doors.

      +

       
      Spell : Simulacrum
      Domain : Illusion
      Available: Illusionist
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SIMULACRUM
      Example : cast simulacrum
      When cast, this spell causes an illusory copy of the caster to appear. The
      simulacrum will do anything the caster says, even if they aren't in the same
      room. The simulacrum neither does nor takes damage, nor can spells be cast
      upon it. It can not manipulate objects, but as it is an illusion, it can pass
      through doors.


      Siphon (Spell_Siphon) -


      Spell : Siphon
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (67)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CAST, CA, C
      Usage : CAST SIPHON [TARGET NAME]
      Example : cast siphon bob
      Bestows the target of the spell with a thirst for the mana of others as well as
      a way to get that mana. The catch is that in order to siphon mana, the target
      of the spell must be attacked and successfully hit by a weapon.

      +

       
      Spell : Siphon
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (67)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CAST, CA, C
      Usage : CAST SIPHON [TARGET NAME]
      Example : cast siphon bob
      Bestows the target of the spell with a thirst for the mana of others as well as
      a way to get that mana. The catch is that in order to siphon mana, the target
      of the spell must be attacked and successfully hit by a weapon.


      Sleep (Spell_Sleep) -


      Spell : Sleep
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (53)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SLEEP [TARGET NAME]
      Example : cast sleep orc
      If successful, this spell puts the target into a deep sleep, from which it is
      almost impossible to wake him or her.

      +

       
      Spell : Sleep
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (53)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SLEEP [TARGET NAME]
      Example : cast sleep orc
      If successful, this spell puts the target into a deep sleep, from which it is
      almost impossible to wake him or her.


      Slow (Spell_Slow) -


      Spell : Slow
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SLOW [TARGET NAME]
      Example : cast slow orc
      This spell makes the target move very slowly, effectively cutting in half the
      number of attacks allowed by the target.

      +

       
      Spell : Slow
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SLOW [TARGET NAME]
      Example : cast slow orc
      This spell makes the target move very slowly, effectively cutting in half the
      number of attacks allowed by the target.


      Slow Projectiles (Spell_SlowProjectiles) -


      Spell : Slow Projectiles
      Domain : Alteration
      Available: Alterer
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (67)
      Quality : Always Beneficial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SLOW PROJECTILES"
      Example : cast "slow projectiles"
      The caster causes any thrown or physical ranged attack weapons in the room to
      slow in flight. Because of this, they will only do half damage.

      +

       
      Spell : Slow Projectiles
      Domain : Alteration
      Available: Alterer
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (67)
      Quality : Always Beneficial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SLOW PROJECTILES"
      Example : cast "slow projectiles"
      The caster causes any thrown or physical ranged attack weapons in the room to
      slow in flight. Because of this, they will only do half damage.


      Solve Maze (Spell_SolveMaze) -


      Spell : Solve Maze
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SOLVE MAZE" ([DIRECTION])
      Example : cast "solve maze"
      Example : cast "solve maze" north
      If the caster is in a maze or similar form of area, this spell allows the
      caster to know the path from their current room to the exit from the maze in
      the direction specified (or a random exit if unspecified).

      +

       
      Spell : Solve Maze
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SOLVE MAZE" ([DIRECTION])
      Example : cast "solve maze"
      Example : cast "solve maze" north
      If the caster is in a maze or similar form of area, this spell allows the
      caster to know the path from their current room to the exit from the maze in
      the direction specified (or a random exit if unspecified).


      Sonar (Spell_Sonar) -


      Spell : Sonar
      Domain : Transmutation
      Available: Transmuter
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SONAR"
      Example : cast sonar
      This spell causes the caster's ears to begin "seeing" through sonic waves. This
      gives the caster the benefit of blindsight, except in cases where there is
      silence, or the caster is deaf.

      +

       
      Spell : Sonar
      Domain : Transmutation
      Available: Transmuter
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (63)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SONAR"
      Example : cast sonar
      This spell causes the caster's ears to begin "seeing" through sonic waves. This
      gives the caster the benefit of blindsight, except in cases where there is
      silence, or the caster is deaf.


      Song Shield (Spell_SongShield) -


      Spell : Song Shield
      Domain : Abjuration
      Available: Abjurer
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (53)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SONG SHIELD" [TARGET NAME]
      Example : cast "song shield" bob
      This spell allows the target to become almost immune to Bardic songs.

      +

       
      Spell : Song Shield
      Domain : Abjuration
      Available: Abjurer
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (53)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SONG SHIELD" [TARGET NAME]
      Example : cast "song shield" bob
      This spell allows the target to become almost immune to Bardic songs.


      Spell Turning (Spell_SpellTurning) -


      Spell : Spell Turning
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SPELL TURNING"
      Example : cast "spell turning"
      This spell allows the caster to repell enemy spells cast at him or her. The
      spell may bounce off the caster and fire back towards the source of the spell.
      This spell will work, at most, once per combat round.

      +

       
      Spell : Spell Turning
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SPELL TURNING"
      Example : cast "spell turning"
      This spell allows the caster to repell enemy spells cast at him or her. The
      spell may bounce off the caster and fire back towards the source of the spell.
      This spell will work, at most, once per combat round.


      Spellbinding (Spell_Spellbinding) -


      Spell : Spellbinding
      Domain : Alteration
      Available: Mage
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (30)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SPELLBINDING" [TRIGGER WORD] "[SPELL]" "[SPELL]" etc..
      Example : cast "spellbinding" fire! fireball "lightning bolt"
      Example : cast "spellbinding" help "flameshield" "mage armor"
      Example : cast "spellbinding" oops "feeblemind" "charm" "sleep"
      This spell allows the caster to bind one or more spells to a single magical
      trigger word. Holding the spells bound in this way will cost the caster 100
      points of temporary max mana per bound spell plus double the mana cost of
      casting the bound spell in temporary max mana. Speaking the trigger word to the
      intended target will release the bound spells in one single moment, also
      releasing the max mana.

      This effect can be harmlessly revoked from the caster using the REVOKE skill.

      +

       
      Spell : Spellbinding
      Domain : Alteration
      Available: Mage
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (30)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SPELLBINDING" [TRIGGER WORD] "[SPELL]" "[SPELL]" etc..
      Example : cast "spellbinding" fire! fireball "lightning bolt"
      Example : cast "spellbinding" help "flameshield" "mage armor"
      Example : cast "spellbinding" oops "feeblemind" "charm" "sleep"
      This spell allows the caster to bind one or more spells to a single magical
      trigger word. Holding the spells bound in this way will cost the caster 100
      points of temporary max mana per bound spell plus double the mana cost of
      casting the bound spell in temporary max mana. Speaking the trigger word to the
      intended target will release the bound spells in one single moment, also
      releasing the max mana.

      This effect can be harmlessly revoked from the caster using the REVOKE skill.


      Spider Climb (Spell_SpiderClimb) -


      Spell : Spider Climb
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SPIDER CLIMB
      Example : cast spider climb
      This spell makes the caster into a natural climber of even the smoothest and
      most sheer walls. The spell is exhausting though, even when just standing
      around. When not sitting or sleeping, this spell will inhibit health and mana
      rejuvination.

      +

       
      Spell : Spider Climb
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (51)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SPIDER CLIMB
      Example : cast spider climb
      This spell makes the caster into a natural climber of even the smoothest and
      most sheer walls. The spell is exhausting though, even when just standing
      around. When not sitting or sleeping, this spell will inhibit health and mana
      rejuvination.


      Spook (Spell_Spook) -


      Spell : Spook
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SPOOK [TARGET NAME]
      Example : cast spook orc
      If successful, this spell causes the target to flee before the caster.

      +

       
      Spell : Spook
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SPOOK [TARGET NAME]
      Example : cast spook orc
      If successful, this spell causes the target to flee before the caster.


      Spotters Orders (Spell_SpottersOrders) -


      Spell : Spotters Orders
      Domain : Divination
      Available: Diviner
      Requires : 'Detect Weaknesses'
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SPOTTERS ORDERS"
      Example : cast "spotters orders"
      The caster detects the weaknesses of his or her current combat target, and
      simultaneously makes a telepathic link with all of his or her group members in
      order to communicate that knowledge to them. The effect of this is that, so
      long as the caster focuses on his combat target and his group members remain in
      the room, they will benefit from the spell Detect Weaknesses and have enhanced
      attack and damage bonuses from the knowledge imparted to them. This spell
      requires that the caster be in combat, that the caster be in a group, and that
      his or her group be nearby.

      +

       
      Spell : Spotters Orders
      Domain : Divination
      Available: Diviner
      Requires : 'Detect Weaknesses'
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (68)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SPOTTERS ORDERS"
      Example : cast "spotters orders"
      The caster detects the weaknesses of his or her current combat target, and
      simultaneously makes a telepathic link with all of his or her group members in
      order to communicate that knowledge to them. The effect of this is that, so
      long as the caster focuses on his combat target and his group members remain in
      the room, they will benefit from the spell Detect Weaknesses and have enhanced
      attack and damage bonuses from the knowledge imparted to them. This spell
      requires that the caster be in combat, that the caster be in a group, and that
      his or her group be nearby.


      Spying Stone (Spell_SpyingStone) -


      Spell : Spying Stone
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (62)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SPYING STONE" [TARGET NAME]
      Example : cast "spying stone" fountain
      The caster causes the target item to grow a pair of translucent eyes. For the
      duration of the spell, the item will observe and hear everything that happens
      around it, recording it in magical memory. If the original caster then returns
      to the item and says "speak" to it, it will grow a mouth and repeat all that it
      has seen and heard. The item will have true sight and immunity to silencing
      spells. When the spell expires, it will become instantly mundane, forgetting
      all that it has known.

      +

       
      Spell : Spying Stone
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (62)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SPYING STONE" [TARGET NAME]
      Example : cast "spying stone" fountain
      The caster causes the target item to grow a pair of translucent eyes. For the
      duration of the spell, the item will observe and hear everything that happens
      around it, recording it in magical memory. If the original caster then returns
      to the item and says "speak" to it, it will grow a mouth and repeat all that it
      has seen and heard. The item will have true sight and immunity to silencing
      spells. When the spell expires, it will become instantly mundane, forgetting
      all that it has known.


      Stinking Cloud (Spell_StinkingCloud) -


      Spell : Stinking Cloud
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 3
      Commands : CAST, CA, C
      Usage : CAST STINKING CLOUD
      Example : cast "stinking cloud"
      Causes a putrid cloud of green and orange gas to consume the casters opponents.
      Those in the cloud may advance or move to get out of it, but while they remain
      in the cloud, they will heave and puke, possibly taking damage.

      +

       
      Spell : Stinking Cloud
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 3
      Commands : CAST, CA, C
      Usage : CAST STINKING CLOUD
      Example : cast "stinking cloud"
      Causes a putrid cloud of green and orange gas to consume the casters opponents.
      Those in the cloud may advance or move to get out of it, but while they remain
      in the cloud, they will heave and puke, possibly taking damage.


      Stone Flesh (Spell_StoneFlesh) -


      Spell : Stone Flesh
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "STONE FLESH" [TARGET NAME]
      Example : cast "stone flesh" statue
      This spell effectively revokes the 'Flesh to Stone' spell from the target.

      +

       
      Spell : Stone Flesh
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (69)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "STONE FLESH" [TARGET NAME]
      Example : cast "stone flesh" statue
      This spell effectively revokes the 'Flesh to Stone' spell from the target.


      Stoneskin (Spell_Stoneskin) -


      Spell : Stoneskin
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST [TARGET NAME]
      Example : cast stoneskin bob
      This spell causes the target`s skin to become as hard and impenetrable as
      stone. While affected by this spell, the target will be able to absorb, without
      any harm, the effects of 6 or more attacks, depending on the casters level, 25%
      of the time.

      +

       
      Spell : Stoneskin
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (61)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST [TARGET NAME]
      Example : cast stoneskin bob
      This spell causes the target`s skin to become as hard and impenetrable as
      stone. While affected by this spell, the target will be able to absorb, without
      any harm, the effects of 6 or more attacks, depending on the casters level, 25%
      of the time.


      Store Spell (Spell_StoreSpell) -


      Spell : Store Spell
      Domain : Enchantment/charm
      Available: Arcanist
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (75)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "STORE SPELL" [SPELL NAME] [ITEM]
      Example : cast "store spell" "resist fire" hat
      This spell allows the caster to store a known spell into an item. The spell
      may then be cast simply by holding (or wielding or wearing) the item, and
      speaking the name of the item to a target, or to the item itself using SAYTO.
      This is similar to a wand, but the item is only enchanted, not an actual wand.
      For this reason, it cannot be recharged as normal, but IS capable of storing
      the same spell multiple times using Store Spell.

      +

       
      Spell : Store Spell
      Domain : Enchantment/charm
      Available: Arcanist
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (75)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "STORE SPELL" [SPELL NAME] [ITEM]
      Example : cast "store spell" "resist fire" hat
      : sayto hat "hat"
      This spell allows the caster to store a known spell into an item. The spell
      may then be cast simply by holding (or wielding or wearing) the item, and
      speaking the name of the item to a target, or to the item itself using SAYTO.
      This is similar to a wand, but the item is only enchanted, not an actual wand.
      For this reason, it cannot be recharged as normal, but IS capable of storing
      the same spell multiple times using Store Spell.


      Summon (Spell_Summon) -


      Spell : Summon
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (536870912)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SUMMON [TARGET NAME]
      Example : cast summon bob
      This spell will cause the target creature or player to appear before the
      caster, regardless of where they were before.

      +

       
      Spell : Summon
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (536870912)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SUMMON [TARGET NAME]
      Example : cast summon bob
      This spell will cause the target creature or player to appear before the
      caster, regardless of where they were before.


      Summon Army (Spell_SummonArmy) -


      Spell : Summon Army
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (80)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SUMMON ARMY
      Example : cast "summon army"
      This spell will conjur up an army of creatures to fight with the caster. The
      creatures will not be powerful, but will be numerous. The creatures will take
      up a position to protect the caster, and will vanish if there is no longer
      anything to fight.

      +

       
      Spell : Summon Army
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (80)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SUMMON ARMY
      Example : cast "summon army"
      This spell will conjur up an army of creatures to fight with the caster. The
      creatures will not be powerful, but will be numerous. The creatures will take
      up a position to protect the caster, and will vanish if there is no longer
      anything to fight.


      Summon Companion (Spell_SummonCompanion) -


      Spell : Summon Companion
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SUMMON COMPANION
      Example : cast summon companion
      This spell will cause one of the absent group members of the caster to be
      summoned to his or her present location.

      +

       
      Spell : Summon Companion
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SUMMON COMPANION
      Example : cast summon companion
      This spell will cause one of the absent group members of the caster to be
      summoned to his or her present location.


      Summon Enemy (Spell_SummonEnemy) -


      Spell : Summon Enemy
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (536870912)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SUMMON ENEMY
      Example : cast "summon enemy"
      This spell will conjur up a duplicate of some creature in the world with an
      opposed alignment, but with equal or better level to the caster. The summoned
      enemy will become instantly hostile towards the caster.

      +

       
      Spell : Summon Enemy
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (536870912)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SUMMON ENEMY
      Example : cast "summon enemy"
      This spell will conjur up a duplicate of some creature in the world with an
      opposed alignment, but with equal or better level to the caster. The summoned
      enemy will become instantly hostile towards the caster.


      Summon Flyer (Spell_SummonFlyer) -


      Spell : Summon Flyer
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (74)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SUMMON FLYER
      Example : cast "summon flyer"
      This spell will conjur up a flying horse for the caster. Beware of herds.

      +

       
      Spell : Summon Flyer
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (74)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SUMMON FLYER
      Example : cast "summon flyer"
      This spell will conjur up a flying horse for the caster. Beware of herds.


      Summon Marker (Spell_SummonMarker) -


      Spell : Summon Marker
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SUMMON MARKER"
      Example : cast "summon marker"
      This spell summons the caster's magic marker to the room in which this spell is
      cast. The caster may only have one marker in the game. The marker lasts a
      long time, and may be used by other spells, such as MARKER SUMMONING, and
      MARKER PORTAL.

      +

       
      Spell : Summon Marker
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SUMMON MARKER"
      Example : cast "summon marker"
      This spell summons the caster's magic marker to the room in which this spell is
      cast. The caster may only have one marker in the game. The marker lasts a
      long time, and may be used by other spells, such as MARKER SUMMONING, and
      MARKER PORTAL.


      Summon Steed (Spell_SummonSteed) -


      Spell : Summon Steed
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SUMMON STEED
      Example : cast "summon steed"
      This spell will conjur up a riding horse for the caster. The type of horse,
      and the number who may ride it will improve with the level of the caster.
      Beware of herds, as they may fight amongst each other.

      +

       
      Spell : Summon Steed
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (52)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST SUMMON STEED
      Example : cast "summon steed"
      This spell will conjur up a riding horse for the caster. The type of horse,
      and the number who may ride it will improve with the level of the caster.
      Beware of herds, as they may fight amongst each other.


      Summoning Ward (Spell_SummoningWard) -


      Spell : Summoning Ward
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SUMMONING WARD" [TARGET NAME]
      Example : cast "summoning ward" orc
      Example : cast "summoning ward" room
      Causes the target to become protected from summoning magic. If the target is a
      room, the entire room will negate all summon spells in it. If the caster owns
      the room, or the caster is following the owner, the spell effect will be
      permanent.

      +

       
      Spell : Summoning Ward
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SUMMONING WARD" [TARGET NAME]
      Example : cast "summoning ward" orc
      Example : cast "summoning ward" room
      Causes the target to become protected from summoning magic. If the target is a
      room, the entire room will negate all summon spells in it. If the caster owns
      the room, or the caster is following the owner, the spell effect will be
      permanent.


      Superior Image (Spell_SuperiorImage) -


      Spell : Superior Image
      Domain : Illusion
      Available: Illusionist
      Requires : 'Greater Image' at 75%
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (74)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SUPERIOR IMAGE" [TARGET]
      Example : cast "superior image" Bob
      This spell causes an illusion of the target to appear in the room. The illusion
      will last for a very long time and then vanish. It won't do anything, and will
      vanish if attacked or has a spell cast upon it, but will look exactly like the
      caster if examined.

      +

       
      Spell : Superior Image
      Domain : Illusion
      Available: Illusionist
      Requires : 'Greater Image' at 75%
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (74)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "SUPERIOR IMAGE" [TARGET]
      Example : cast "superior image" Bob
      This spell causes an illusion of the target to appear in the room. The illusion
      will last for a very long time and then vanish. It won't do anything, and will
      vanish if attacked or has a spell cast upon it, but will look exactly like the
      caster if examined.


      Telepathy (Spell_Telepathy) -


      Spell : Telepathy
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Hear Thoughts, Extended Divining I
      Allows : Ranged Divining I, Reduced Divining I
      Use Cost : Mana (57)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST TELEPATHY [TARGET]
      Example : cast telepathy orc
      This spell allow the caster to hear some of the thoughts of the target, which
      will usually be related to the behaviors and actions of the creature. This
      spell does not work on boring creatures, but does work on behaving animals. It
      can only reveal the true name, class, and race of players.

      +

       
      Spell : Telepathy
      Domain : Divination
      Available: Diviner
      Allows : Hear Thoughts, Extended Divining I, Power Divining I
      Allows : Reduced Divining I, Ranged Divining I
      Use Cost : Mana (57)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST TELEPATHY [TARGET]
      Example : cast telepathy orc
      This spell allow the caster to hear some of the thoughts of the target, which
      will usually be related to the behaviors and actions of the creature. This
      spell does not work on boring creatures, but does work on behaving animals. It
      can only reveal the true name, class, and race of players.


      Teleport (Spell_Teleport) -


      Spell : Teleport
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (60)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST TELEPORT [AREA NAME]
      Example : cast teleport shire
      This spell will teleport the caster and his or her group to a random location
      within the specified area. Use the 'areas' command to see a list of valid
      areas.

      +

       
      Spell : Teleport
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (60)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST TELEPORT [AREA NAME]
      Example : cast teleport shire
      This spell will teleport the caster and his or her group to a random location
      within the specified area. Use the 'areas' command to see a list of valid
      areas.


      Teleport Object (Spell_TeleportObject) -


      Spell : Teleport Object
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (71)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "TELEPORT OBJECT" [OBJECT NAME] ([DESTINATION TYPE])
      [DESTINATION NAME]
      Example : cast "teleport object" sword garden
      Example : cast "teleport object" sword bob
      Example : cast "teleport object" sword room garden
      Example : cast "teleport object" sword player bob
      This spell will teleport the targeted object to the same room as the specified
      destination person, place, or item by name. The object must be held by the
      caster. You may optionally specify, before the name of the destination, the
      type of destination. This may be area, room, player, mob, or item.

      +

       
      Spell : Teleport Object
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (71)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "TELEPORT OBJECT" [OBJECT NAME] ([DESTINATION TYPE])
      [DESTINATION NAME]
      Example : cast "teleport object" sword garden
      Example : cast "teleport object" sword bob
      Example : cast "teleport object" sword room garden
      Example : cast "teleport object" sword player bob
      This spell will teleport the targeted object to the same room as the specified
      destination person, place, or item by name. The object must be held by the
      caster. You may optionally specify, before the name of the destination, the
      type of destination. This may be area, room, player, mob, or item.


      Teleportation Ward (Spell_TeleportationWard) -


      Spell : Teleportation Ward
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Power Abjuring I, Extended Abjuring I, Ranged Abjuring I
      Allows : Reduced Abjuring I
      Use Cost : Mana (58)
      Quality : Circumstantial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "TELEPORTATION WARD" [TARGET NAME]
      Example : cast "teleportation ward" orc
      Example : cast "teleportation ward" room
      Causes the target to become protected from teleportation magic such as Gate. If
      the target is a room, the entire room will negate all spells which attempt to
      teleport someone into it. If the caster owns the room, or the caster is
      following the owner, the spell effect will be permanent.

      +

       
      Spell : Teleportation Ward
      Domain : Abjuration
      Available: Numerous Classes
      Allows : Ranged Abjuring I, Reduced Abjuring I, Extended Abjuring I
      Allows : Power Abjuring I
      Use Cost : Mana (58)
      Quality : Circumstantial
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "TELEPORTATION WARD" [TARGET NAME]
      Example : cast "teleportation ward" orc
      Example : cast "teleportation ward" room
      Causes the target to become protected from teleportation magic such as Gate. If
      the target is a room, the entire room will negate all spells which attempt to
      teleport someone into it. If the caster owns the room, or the caster is
      following the owner, the spell effect will be permanent.


      Thirstless (Spell_Thirstless) -


      Spell : Thirstless
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (74)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST THIRSTLESS [TARGET NAME]
      Example : cast thirstless bob
      The caster causes the target to lose all feeling of thirstiness for the
      duration of the spell.

      +

       
      Spell : Thirstless
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (74)
      Quality : Always Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST THIRSTLESS [TARGET NAME]
      Example : cast thirstless bob
      The caster causes the target to lose all feeling of thirstiness for the
      duration of the spell.


      Time Stop (Spell_TimeStop) -


      Spell : Time Stop
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (100)
      Quality : Malicious
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST TIME STOP
      Example : cast time stop
      The caster causes time to come to a complete stop for everyone in the room
      (except him or herself). The caster is able to act normally, while all others
      are bound to stand around and do nothing.

      +

       
      Spell : Time Stop
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (100)
      Quality : Malicious
      Targets : Creatures Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST TIME STOP
      Example : cast time stop
      The caster causes time to come to a complete stop for everyone in the room
      (except him or herself). The caster is able to act normally, while all others
      are bound to stand around and do nothing.


      Timeport (Spell_Timeport) -


      Spell : Timeport
      Domain : Alteration
      Available: Alterer
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (70)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "TIMEPORT" [TARGET NAME]
      Example : cast "timeport" orc
      The caster causes the target to travel forwards in time a few ticks. To
      everyone else, they will seem to disappear, and then reappear a little later.

      +

       
      Spell : Timeport
      Domain : Alteration
      Available: Alterer
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (70)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "TIMEPORT" [TARGET NAME]
      Example : cast "timeport" orc
      The caster causes the target to travel forwards in time a few ticks. To
      everyone else, they will seem to disappear, and then reappear a little later.


      Toadstool (Spell_Toadstool) -


      Spell : Toadstool
      Domain : Transmutation
      Available: Transmuter
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "TOADSTOOL" [TARGET NAME]
      Example : cast "toadstool" bob
      This spell causes the target to become a weak, harmless, level 1 toadstool.

      +

       
      Spell : Toadstool
      Domain : Transmutation
      Available: Transmuter
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (69)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "TOADSTOOL" [TARGET NAME]
      Example : cast "toadstool" bob
      This spell causes the target to become a weak, harmless, level 1 toadstool.


      Torture (Spell_Torture) -


      Spell : Torture
      Domain : Illusion
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CAST, CA, C
      Usage : CAST "TORTURE" [TARGET NAME]
      Example : cast "torture" bob
      This spell causes the target to feel horrible pain. The target will repeatedly
      cry out in agony as they take damage. If others are present, they may also
      yell out information about themselves or their clan.

      +

       
      Spell : Torture
      Domain : Illusion
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch - Range 1
      Commands : CAST, CA, C
      Usage : CAST "TORTURE" [TARGET NAME]
      Example : cast "torture" bob
      This spell causes the target to feel horrible pain. The target will repeatedly
      cry out in agony as they take damage. If others are present, they may also
      yell out information about themselves or their clan.


      Tourettes (Spell_Tourettes) -


      Spell : Tourettes
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST TOURETTES [TARGET NAME]
      Example : cast "tourettes" orc
      The target of this spell catches the disease of tourettes syndrome. They will
      begin to spontaneously blurt out curses and obscenities to other players and
      creatures. This disease is contagious.

      +

       
      Spell : Tourettes
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST TOURETTES [TARGET NAME]
      Example : cast "tourettes" orc
      The target of this spell catches the disease of tourettes syndrome. They will
      begin to spontaneously blurt out curses and obscenities to other players and
      creatures. This disease is contagious.


      Transformation (Spell_Transformation) -


      Spell : Transformation
      Domain : Transmutation
      Available: Transmuter
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "TRANSFORMATION"
      Example : cast "transformation"
      This spell causes the caster to turn into a strong, brutish warrior. The
      caster will gain bonus strength, dexterity, and damage, though they will find
      their intelligence lacking.

      +

       
      Spell : Transformation
      Domain : Transmutation
      Available: Transmuter
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (75)
      Quality : Always Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "TRANSFORMATION"
      Example : cast "transformation"
      This spell causes the caster to turn into a strong, brutish warrior. The
      caster will gain bonus strength, dexterity, and damage, though they will find
      their intelligence lacking.


      True Sight (Spell_TrueSight) -


      Spell : True Sight
      Domain : Divination
      Available: Diviner
      Allows : Power Divining I, Extended Divining I, Ranged Divining I
      Allows : Reduced Divining I
      Use Cost : Mana (75)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "TRUE SIGHT"
      Example : cast "true sight"
      Allows the caster to see hidden, sneaking, and invisible creatures and things.
      While under the affect of this spell, the caster may also look directly at
      things or people to see through disguises and polymorphs.

      +

       
      Spell : True Sight
      Domain : Divination
      Available: Diviner
      Allows : Extended Divining I, Power Divining I, Reduced Divining I
      Allows : Ranged Divining I
      Use Cost : Mana (75)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "TRUE SIGHT"
      Example : cast "true sight"
      Allows the caster to see hidden, sneaking, and invisible creatures and things.
      While under the affect of this spell, the caster may also look directly at
      things or people to see through disguises and polymorphs.


      Ugliness (Spell_Ugliness) -


      Spell : Ugliness
      Domain : Illusion
      Available: Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "UGLINESS"
      Example : cast "ugliness"
      This spell causes the caster to appear horribly ugly and offensive.

      +

       
      Spell : Ugliness
      Domain : Illusion
      Available: Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (60)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "UGLINESS"
      Example : cast "ugliness"
      This spell causes the caster to appear horribly ugly and offensive.


      Ventriloquate (Spell_Ventriloquate) -


      Spell : Ventriloquate
      Domain : Illusion
      Available: Thief Numerous Classes
      Allows : Extended Illusing I, Ranged Illusing I, Power Illusing I
      Allows : Reduced Illusing I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST VENTRILOQUATE [TARGET NAME] [MESSAGE]
      Example : cast ventriloquate spring "It's so nice to be wet!"
      This spell will create the illusion of an inanimate object speaking. The
      target may be any inanimate object, followed by the words that the object
      should appear to say.

      +

       
      Spell : Ventriloquate
      Domain : Illusion
      Available: Thief Numerous Classes
      Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
      Allows : Extended Illusing I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items Creatures Exits Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST VENTRILOQUATE [TARGET NAME] [MESSAGE]
      Example : cast ventriloquate spring "It's so nice to be wet!"
      This spell will create the illusion of an inanimate object speaking. The
      target may be any inanimate object, followed by the words that the object
      should appear to say.


      Wall of Air (Spell_WallOfAir) -


      Spell : Wall of Air
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (64)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Range 1 - Range 10
      Commands : CAST, CA, C
      Usage : CAST "WALL OF AIR"
      Example : cast "wall of air"
      This combat spell will conjur up a wall between the caster and his or her
      enemies, when all are at a missile range from each other. Any missile weapons
      fired at the caster will enter the wall of air, and be swirled back around to
      the enemy.

      +

       
      Spell : Wall of Air
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (64)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Range 1 - Range 10
      Commands : CAST, CA, C
      Usage : CAST "WALL OF AIR"
      Example : cast "wall of air"
      This combat spell will conjur up a wall between the caster and his or her
      enemies, when all are at a missile range from each other. Any missile weapons
      fired at the caster will enter the wall of air, and be swirled back around to
      the enemy.


      Wall of Darkness (Spell_WallOfDarkness) -


      Spell : Wall of Darkness
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (58)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Range 1 - Range 10
      Commands : CAST, CA, C
      Usage : CAST "WALL OF DARKNESS"
      Example : cast "wall of darkness"
      This combat spell will conjur up a wall between the caster and his or her
      enemies, when all are at a missile range from each other. Missile weapons and
      spells can not be targeted at the caster, since the darkness obscures any line
      of sight.

      +

       
      Spell : Wall of Darkness
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (58)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Range 1 - Range 10
      Commands : CAST, CA, C
      Usage : CAST "WALL OF DARKNESS"
      Example : cast "wall of darkness"
      This combat spell will conjur up a wall between the caster and his or her
      enemies, when all are at a missile range from each other. Missile weapons and
      spells can not be targeted at the caster, since the darkness obscures any line
      of sight.


      Wall of Fire (Spell_WallOfFire) -


      Spell : Wall of Fire
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Ignalist I, Power Conjuring I
      Use Cost : Mana (67)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Range 1 - Range 10
      Commands : CAST, CA, C
      Usage : CAST "WALL OF FIRE"
      Example : cast "wall of fire"
      This combat spell will conjur up a wall between the caster and his or her
      enemies, when all are at a missile range from each other. Missile weapons and
      spells may still be used, but anyone entering the wall of fire (which remains
      at range 1 from the caster), will take damage from the flames.

      +

       
      Spell : Wall of Fire
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ignalist I, Ranged Conjuring I
      Use Cost : Mana (67)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Range 1 - Range 10
      Commands : CAST, CA, C
      Usage : CAST "WALL OF FIRE"
      Example : cast "wall of fire"
      This combat spell will conjur up a wall between the caster and his or her
      enemies, when all are at a missile range from each other. Missile weapons and
      spells may still be used, but anyone entering the wall of fire (which remains
      at range 1 from the caster), will take damage from the flames.


      Wall of Force (Spell_WallOfForce) -


      Spell : Wall of Force
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (69)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Range 1 - Range 10
      Commands : CAST, CA, C
      Usage : CAST "WALL OF FORCE"
      Example : cast "wall of force"
      This combat spell will conjur up a wall between the caster and his or her
      enemies, when all are at a missile range from each other. The wall prevents
      anyone from entering or leaving it, while they are at range from the caster.
      Missile weapons and spells can neither enter nor leave the wall.

      +

       
      Spell : Wall of Force
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (69)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Range 1 - Range 10
      Commands : CAST, CA, C
      Usage : CAST "WALL OF FORCE"
      Example : cast "wall of force"
      This combat spell will conjur up a wall between the caster and his or her
      enemies, when all are at a missile range from each other. The wall prevents
      anyone from entering or leaving it, while they are at range from the caster.
      Missile weapons and spells can neither enter nor leave the wall.


      Wall of Ice (Spell_WallOfIce) -


      Spell : Wall of Ice
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (61)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Range 1 - Range 10
      Commands : CAST, CA, C
      Usage : CAST "WALL OF ICE"
      Example : cast "wall of ice"
      This combat spell will conjur up a wall between the caster and his or her
      enemies, when all are at a missile range from each other. Missile weapons and
      spells may still be used, but only by destroying the wall may melee combat be
      entered into. When the wall of ice is destroyed, the shardes will damage all
      those still at range from the caster.

      +

       
      Spell : Wall of Ice
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (61)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Range 1 - Range 10
      Commands : CAST, CA, C
      Usage : CAST "WALL OF ICE"
      Example : cast "wall of ice"
      This combat spell will conjur up a wall between the caster and his or her
      enemies, when all are at a missile range from each other. Missile weapons and
      spells may still be used, but only by destroying the wall may melee combat be
      entered into. When the wall of ice is destroyed, the shardes will damage all
      those still at range from the caster.


      Wall of Stone (Spell_WallOfStone) -


      Spell : Wall of Stone
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Range 1 - Range 10
      Commands : CAST, CA, C
      Usage : CAST "WALL OF STONE"
      Example : cast "wall of stone"
      This combat spell will conjur up a wall between the caster and his or her
      enemies, when all are at a missile range from each other. Missile weapons and
      spells may still be used, but only by destroying the wall may melee combat be
      entered into.

      +

       
      Spell : Wall of Stone
      Domain : Conjuration
      Available: Numerous Classes
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (55)
      Quality : Sometimes Beneficial
      Targets : Caster only
      Range : Range 1 - Range 10
      Commands : CAST, CA, C
      Usage : CAST "WALL OF STONE"
      Example : cast "wall of stone"
      This combat spell will conjur up a wall between the caster and his or her
      enemies, when all are at a missile range from each other. Missile weapons and
      spells may still be used, but only by destroying the wall may melee combat be
      entered into.


      Ward Area (Spell_WardArea) -


      Spell : Ward Area
      Domain : Invocation/evocation
      Available: Arcanist
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WARD AREA" [SPELL NAME] [PARAMETERS]
      Example : cast "ward area" fireball all
      Allows the caster to cast a spell when then next person enters. The caster
      specifies the arcane spell to cast, and any parameters required by that spell
      while casting ward area. When the next person enters the room, the spell
      effect will occur.

      +

       
      Spell : Ward Area
      Domain : Invocation/evocation
      Available: Arcanist
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (66)
      Quality : Malicious
      Targets : Rooms
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WARD AREA" [SPELL NAME] [PARAMETERS]
      Example : cast "ward area" fireball all
      Allows the caster to cast a spell when then next person enters. The caster
      specifies the arcane spell to cast, and any parameters required by that spell
      while casting ward area. When the next person enters the room, the spell
      effect will occur.


      Watchful Hound (Spell_WatchfulHound) -


      Spell : Watchful Hound
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WATCHFUL HOUND"
      Example : cast "watchful hound"
      This combat spell will conjur up a hound that will watch over the caster while
      he or she sleeps. If an aggressive monster enters the room, the hound will
      bark and wake the caster up. The hound will also rescue the mage if he or she
      is attacked, but won't take many hits.

      +

       
      Spell : Watchful Hound
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WATCHFUL HOUND"
      Example : cast "watchful hound"
      This combat spell will conjur up a hound that will watch over the caster while
      he or she sleeps. If an aggressive monster enters the room, the hound will
      bark and wake the caster up. The hound will also rescue the mage if he or she
      is attacked, but won't take many hits.


      Water Breathing (Spell_WaterBreathing) -


      Spell : Water Breathing
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WATER BREATHING" [TARGET NAME]
      Example : cast "water breathing" bob
      This spell will allow the target to breath underwater, eliminating the threat
      of drowning for the duration of the spell.

      +

       
      Spell : Water Breathing
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (54)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WATER BREATHING" [TARGET NAME]
      Example : cast "water breathing" bob
      This spell will allow the target to breath underwater, eliminating the threat
      of drowning for the duration of the spell.


      Water Cannon (Spell_WaterCannon) -


      Spell : Water Cannon
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Range 2 - Range 3
      Commands : CAST, CA, C
      Usage : CAST "WATER CANNON" [TARGET NAME]
      Example : cast "water cannon" orc
      When casting this spell, the caster creates a portal to the Elemental plane of
      water and points it towards a target. The water gushing out of the portal acts
      as a massive water jet dealing damage and possibly knocking over the target.

      +

       
      Spell : Water Cannon
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Range 2 - Range 3
      Commands : CAST, CA, C
      Usage : CAST "WATER CANNON" [TARGET NAME]
      Example : cast "water cannon" orc
      When casting this spell, the caster creates a portal to the Elemental plane of
      water and points it towards a target. The water gushing out of the portal acts
      as a massive water jet dealing damage and possibly knocking over the target.


      Weaken (Spell_Weaken) -


      Spell : Weaken
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST WEAKEN [TARGET NAME]
      Example : cast weaken orc
      This spell cuts the strength of the target in half, greatly weakening him or
      her.

      +

       
      Spell : Weaken
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (61)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST WEAKEN [TARGET NAME]
      Example : cast weaken orc
      This spell cuts the strength of the target in half, greatly weakening him or
      her.


      Weakness to Acid (Spell_WeaknessAcid) -


      Spell : Weakness to Acid
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WEAKNESS TO ACID" [TARGET NAME]
      Example : cast "weakness to acid" bob
      This spell makes the target vulnerable to acid-based attacks and to exposure to
      acidic substances. Attacks of this kind include spells, breath weapons, and
      other magical and non-magical attacks.

      +

       
      Spell : Weakness to Acid
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (56)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WEAKNESS TO ACID" [TARGET NAME]
      Example : cast "weakness to acid" bob
      This spell makes the target vulnerable to acid-based attacks and to exposure to
      acidic substances. Attacks of this kind include spells, breath weapons, and
      other magical and non-magical attacks.


      Weakness to Cold (Spell_WeaknessCold) -


      Spell : Weakness to Cold
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WEAKNESS TO COLD" [TARGET NAME]
      Example : cast "weakness to cold" bob
      This spell makes the target vulnerable to cold attacks and very cold
      conditions. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.

      +

       
      Spell : Weakness to Cold
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (57)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WEAKNESS TO COLD" [TARGET NAME]
      Example : cast "weakness to cold" bob
      This spell makes the target vulnerable to cold attacks and very cold
      conditions. Attacks of this kind include spells, breath weapons, and other
      magical and non-magical attacks.


      Weakness to Electricity (Spell_WeaknessElectricity) -


      Spell : Weakness to Electricity
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WEAKNESS TO ELECTRICITY" [TARGET NAME]
      Example : cast "weakness to electricity" bob
      This spell makes the target vulnerable to electric attacks and certain
      electrically charged conditions. Attacks of this kind include spells, breath
      weapons, and other magical and non-magical attacks.

      +

       
      Spell : Weakness to Electricity
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (58)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WEAKNESS TO ELECTRICITY" [TARGET NAME]
      Example : cast "weakness to electricity" bob
      This spell makes the target vulnerable to electric attacks and certain
      electrically charged conditions. Attacks of this kind include spells, breath
      weapons, and other magical and non-magical attacks.


      Weakness to Fire (Spell_WeaknessFire) -


      Spell : Weakness to Fire
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WEAKNESS TO FIRE" [TARGET NAME]
      Example : cast "weakness to fire" bob
      This spell makes the target vulnerable to fire attacks. Attacks of this kind
      include spells, breath weapons, and other magical and non-magical attacks.

      +

       
      Spell : Weakness to Fire
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (59)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WEAKNESS TO FIRE" [TARGET NAME]
      Example : cast "weakness to fire" bob
      This spell makes the target vulnerable to fire attacks. Attacks of this kind
      include spells, breath weapons, and other magical and non-magical attacks.


      Weakness to Gas (Spell_WeaknessGas) -


      Spell : Weakness to Gas
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WEAKNESS TO GAS" [TARGET NAME]
      Example : cast "weakness to gas" bob
      This spell makes the target vulnerable to gas-based attacks. Attacks of this
      kind include spells, breath weapons, and other magical and non-magical attacks.

      +

       
      Spell : Weakness to Gas
      Domain : Transmutation
      Available: Numerous Classes
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (55)
      Quality : Malicious
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WEAKNESS TO GAS" [TARGET NAME]
      Example : cast "weakness to gas" bob
      This spell makes the target vulnerable to gas-based attacks. Attacks of this
      kind include spells, breath weapons, and other magical and non-magical attacks.


      Web (Spell_Web) -


      Spell : Web
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Extended In/Evoking I, Power In/Evoking I, Ranged In/Evoking I
      Allows : Reduced In/Evoking I
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CAST, CA, C
      Usage : CAST WEB
      Example : cast web
      This spell will cause a wide spray of sticky web-like material to assault every
      enemy of the caster in the same room or place. The targets will be unable to
      move until they can break free.

      +

       
      Spell : Web
      Domain : Invocation/evocation
      Available: Numerous Classes
      Allows : Ranged In/Evoking I, Reduced In/Evoking I, Extended In/Evoking I
      Allows : Power In/Evoking I
      Use Cost : Mana (68)
      Quality : Malicious
      Targets : Creatures
      Range : Range 1 - Range 5
      Commands : CAST, CA, C
      Usage : CAST WEB
      Example : cast web
      This spell will cause a wide spray of sticky web-like material to assault every
      enemy of the caster in the same room or place. The targets will be unable to
      move until they can break free.


      Wish (Spell_Wish) -


      Spell : Wish
      Domain : Alteration
      Available: Alterer
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Wise Crafting I, Ranged Altering I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST WISH (FOR)([TARGET NAME]) (...)
      Example : cast wish for hassan to turn into a frog
      Example : cast wish to be recalled
      Example : cast wish to teleport to smurfy road
      Example : cast wish for more strength
      Example : cast wish for 1000 gold coins
      Example : cast wish for the one ring
      Example : cast wish for hassan to be immune to fire
      Example : cast wish for bob to be higher level
      This, the most powerful of magic spells, causes the spellcasters wish to come
      true. The cost to cast the spell is all of the casters mana plus 25 experience
      points. The cost to having the wish granted may range from nothing more, to
      further experience drains, to the loss of a level, and/or a point of permanent
      Constitution. Wishing for changes in level to players or items is the most
      costly, as it will cause the caster to lose at least as many levels as he
      wishes the target to gain or lose. ** If wish is cast ON another target, the
      other target must be in the room when the wish is cast!

      +

       
      Spell : Wish
      Domain : Alteration
      Available: Alterer
      Allows : Ranged Altering I, Wise Crafting I, Reduced Altering I
      Allows : Extended Altering I, Power Altering I
      Use Cost : Mana (all)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST WISH (FOR)([TARGET NAME]) (...)
      Example : cast wish for hassan to turn into a frog
      Example : cast wish to be recalled
      Example : cast wish to teleport to smurfy road
      Example : cast wish for more strength
      Example : cast wish for 1000 gold coins
      Example : cast wish for the one ring
      Example : cast wish for hassan to be immune to fire
      Example : cast wish for bob to be higher level
      This, the most powerful of magic spells, causes the spellcasters wish to come
      true. The cost to cast the spell is all of the casters mana plus 25 experience
      points. The cost to having the wish granted may range from nothing more, to
      further experience drains, to the loss of a level, and/or a point of permanent
      Constitution. Wishing for changes in level to players or items is the most
      costly, as it will cause the caster to lose at least as many levels as he
      wishes the target to gain or lose. ** If wish is cast ON another target, the
      other target must be in the room when the wish is cast!


      Wizard Lock (Spell_WizardLock) -


      Spell : Wizard Lock
      Domain : Alteration
      Available: Numerous Classes
      Allows : Extended Altering I, Power Altering I, Reduced Altering I
      Allows : Ranged Altering I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WIZARD LOCK" [TARGET NAME]
      Example : cast "wizard lock" chest
      When cast on any object with a lid or lock, whether it be door or container,
      the object will become magically locked. This lock cannot be picked by
      thieves, or unlocked by any mundane means. When the caster revokes this spell,
      or the spell expires, the object will remain in its default locked state, but
      the lock will be mundane. The lock will always be permanent if the caster
      owns the room, or is following someone who owns the room.

      +

       
      Spell : Wizard Lock
      Domain : Alteration
      Available: Numerous Classes
      Allows : Ranged Altering I, Reduced Altering I, Extended Altering I
      Allows : Power Altering I
      Use Cost : Mana (53)
      Quality : Circumstantial
      Targets : Items Exits
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WIZARD LOCK" [TARGET NAME]
      Example : cast "wizard lock" chest
      When cast on any object with a lid or lock, whether it be door or container,
      the object will become magically locked. This lock cannot be picked by
      thieves, or unlocked by any mundane means. When the caster revokes this spell,
      or the spell expires, the object will remain in its default locked state, but
      the lock will be mundane. The lock will always be permanent if the caster
      owns the room, or is following someone who owns the room.


      Wizards Chest (Spell_WizardsChest) -


      Spell : Wizards Chest
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Power Enchanting I, Reduced Enchanting I, Ranged Enchanting I
      Allows : Extended Enchanting I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WIZARDS CHEST" [TARGET NAME]
      Example : cast "wizards chest" chest
      This spell only works when cast on an open container with a lid and a lock.
      This spell will cause the container to lock up tight, and reopen only by the
      casters hand, or when the caster says the word "open" to the container.

      +

       
      Spell : Wizards Chest
      Domain : Enchantment/charm
      Available: Numerous Classes
      Allows : Extended Enchanting I, Power Enchanting I, Ranged Enchanting I
      Allows : Reduced Enchanting I
      Use Cost : Mana (51)
      Quality : Circumstantial
      Targets : Items
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST "WIZARDS CHEST" [TARGET NAME]
      Example : cast "wizards chest" chest
      This spell only works when cast on an open container with a lid and a lock.
      This spell will cause the container to lock up tight, and reopen only by the
      casters hand, or when the caster says the word "open" to the container.


      Word of Recall (Spell_WordRecall) -


      Spell : Word of Recall
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Ranged Conjuring I, Extended Conjuring I
      Allows : Power Conjuring I
      Use Cost : Mana (966367641)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST WORD OF RECALL
      Example : cast word of recall
      This spell is equivalent to the divine skill Recall. However, the spell does
      not cause any withdrawal penalties during combat.

      +

       
      Spell : Word of Recall
      Domain : Conjuration
      Available: Conjurer
      Allows : Reduced Conjuring I, Power Conjuring I, Extended Conjuring I
      Allows : Ranged Conjuring I
      Use Cost : Mana (966367641)
      Quality : Circumstantial
      Targets :
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST WORD OF RECALL
      Example : cast word of recall
      This spell is equivalent to the divine skill Recall. However, the spell does
      not cause any withdrawal penalties during combat.


      Youth (Spell_Youth) -


      Spell : Youth
      Domain : Transmutation
      Allows : Power Transmuting I, Extended Transmuting I, Ranged Transmuting I
      Allows : Reduced Transmuting I
      Use Cost : Mana (65)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST YOUTH [TARGET]
      Example : cast youth bob
      This spell will cause the target to draw closer to the ideal age of young
      adulthood. It has no effect on children, or those for whom age is
      indeterminate.

      +
       
      Spell : Youth
      Domain : Transmutation
      Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
      Allows : Ranged Transmuting I
      Use Cost : Mana (all)
      Quality : Sometimes Beneficial
      Targets : Creatures
      Range : Touch, or not applicable
      Commands : CAST, CA, C
      Usage : CAST YOUTH [TARGET]
      Example : cast youth bob
      This spell will cause the target to draw closer to the ideal age of young
      adulthood. It has no effect on children, or those for whom age is
      indeterminate.

      \ No newline at end of file