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ABANDON_SHIP=SKILL_ABANDONSHIP
ABANDONSHIP=SKILL_ABANDONSHIP
SKILL_ABANDONSHIP=<ABILITY>\
Usage    : ABANDONSHIP\n\r\
Example  : abandonship\n\r\
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.

PALADIN_ABIDINGAURA=PALADIN_ABIDING_AURA
ABIDING_AURA=PALADIN_ABIDING_AURA
PALADIN_ABIDING_AURA=<ABILITY>\
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_ABOVETHELAW=ABOVE_THE_LAW
ABOVE_THE_LAW=<ABILITY>\
Example  : \n\r\
Some people, Oracles for instance, are so beloved and respected in their home cities \
that they are instantly forgiven any crimes they might commit.  

ACIDBREATH=<ABILITY>\
Usage    : ACIDBREATH [TARGET]\n\r\
Example  : acidbreath bob\n\r

SKILL_ADLIB=AD_LIB
ADLIB=AD_LIB
AD_LIB=<ABILITY>\
Usage    : ADLIB [TARGET]\n\r\
Example  : adlib bob\n\r\
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.

ADORABLE=<ABILITY>\
The character is just so adorable that higher level players and creatures simply won't \
attack them, and they get a natural charisma boost.

THIEF_ALERTNESS=ALERTNESS
ALERTNESS=<ABILITY>\
Usage    : ALERTNESS\n\r\
Example  : alertness\n\r\
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
DEFENCE=PALADIN_DEFEND
PALADIN_DEFEND=<ABILITY>\
Usage    : DEFENCE\n\r\
Example  : defence\n\r\
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.

THIEF_AMBUSH=AMBUSH
AMBUSH=<ABILITY>\
Usage    : AMBUSH\n\r\
Example  : ambush\n\r\
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.

AMPUTATE=AMPUTATION
AMPUTATION=<ABILITY>\
Usage    : AMPUTATE [TARGET NAME] [PART]\n\r\
Example  : amputate orc arm\n\r\
This ability governs the careful removal of body parts as a punishment for \
crimes, or from corpses.  A non-corpse target is, amazingly, not harmed during the procedure, but merely \
loses the specified limb.  Unwilling targets must be lying on an operating table or bed, \
and bound.  Amputation can also be done to player followers, with their permission.

THIEF_ANALYZEMARK=ANALYZE_MARK
ANALYZE_MARK=<ABILITY>\
Example  : \n\r\
The thief, after marking a target for death (see the MARK skill), and \
"observing" the mark for awhile (~ a minute), gains great insight into \
the target. The thief will be able to see all vital information \
about the mark every time they examine the mark directly (LOOK).

FIGHTER_ANKLELOCK=ANKLELOCK
ANKLE_LOCK=ANKLELOCK
ANKLELOCK=<ABILITY>\
Usage    : ANKLELOCK [TARGET NAME]\n\r\
Example  : anklelock orc\n\r\
On a successful attack, \
the fighter pulls back and locks the targets ankle.  For a short period, \
both the fighter and the target are locked in struggle and can't \
perform some actions.  \
It may even lead to breaking a foot. \
During combat, attempting this move may allow \
your opponent a quick attack.  The initiator can use "release" to \
release the hold.

RANGER_ANIMALFRENZY=ANIMAL_FRENZY
ANIMAL_FRENZY=<ABILITY>\
Example  : \n\r\
All animal followers of the ranger gain amazing attack feats, and \
up to quadruple damage bonuses.

THIEF_APPRAISE=APPRAISE
APPRAISE=<ABILITY>\
Usage    : APPRAISE [ITEM NAME] \n\r\
Example  : appraise sword\n\r\
The thief carefully examines the item, determining (perhaps even successfully), the items material, \
weight, size (for armor), and base gold value.

DRUID_AQUATICPASS=AQUATIC_PASS
APASS=AQUATIC_PASS
AQUAPASS=AQUATIC_PASS
AQUATIC_PASS=<ABILITY>\
Usage    : AQUAPASS [DIRECTION]\n\r\
Example  : aquapass east\n\r\
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.

FIGHTER_ARMHOLD=ARMHOLD
ARM_HOLD=ARMHOLD
ARMHOLD=<ABILITY>\
Usage    : ARMHOLD [TARGET NAME]\n\r\
Example  : armhold orc\n\r\
On a successful attack, \
the fighter grabs and pins the targets main weapon hand.  For a short period, \
both the fighter and the target are locked in struggle and can't \
make main hand attacks, or perform certain actions.  \
During combat, attempting this move may allow \
your opponent a quick attack.  The initiator can use "release" to \
release the hold.

FIGHTER_ARMOREDVANITY=ARMORED_VANITY
ARMOREDVANITY=ARMORED_VANITY
ARMORED_VANITY=<ABILITY>\
The foppish fighter gains added armor based upon the obvious value of his or her clothing, \
but only when in combat with someone who can see you.  \
Wearing exquisitely crafted armor provides additional armor bonuses.

FAMILIARITY_ARMOR=ARMOR_FAMILIARITY
ARMOR_FAMILIARITY=<ABILITY>\
The player is familiar with armor they have crafted themselves, \
gaining an armor bonus from wearing the product of their own \
hands.

SPECIALIZATION_ARMOR=ARMOR_SPECIALIZATION
ARMOR_SPECIALIZATION=<ABILITY>\
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.

FIGHTER_ARMORTWEAKING=ARMOR_TWEAKING
ARMOR_TWEAKING=<ABILITY>\
Usage    : TWEAK [ARMOR PIECE]\n\r\
Example  : tweak leggings\n\r\
The fighter becomes familiar enough with his or her armor that he is able to \
properly arrange, tighten straps, twist, and otherwise tweak a worn armor piece \
to get maximum benefit from it. The result is a 10% benefit bonus from the armor. \
The benefits of the tweaking last as long as the armor is worn by the same wearer.

ARREST=SKILL_ARREST
SKILL_ARREST=<ABILITY>\
Usage    : ARREST [TARGET NAME] \n\r\
Example  : arrest orc\n\r\
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.

ASAP=SKILL_ARRESTINGSAP
ARRESTING_SAP=SKILL_ARRESTINGSAP
ARRESTINGSAP=SKILL_ARRESTINGSAP
SKILL_ARRESTINGSAP=<ABILITY>\
Usage    : ASAP [TARGET NAME] \n\r\
Example  : asap orc\n\r\
If the target has warrants out in the area, this skill will knock them out so that \
they can be cuffed for transport to the judge for trial.  The Handcuff or Bind skill is \
required to cuff them, and the Collect Bounty skill is \
required to turn the prisoner over to the judge.  Otherwise, your other recourse \
is to turn the prisoner over to a cityguard.

THIEF_ARSONRY=ARSONRY
ARSON=ARSONRY
ARSONRY=<ABILITY>\
Usage    : ARSONRY [TARGET ITEM]/[DIRECTION]\n\r\
Example  : arsonry pile of wood\n\r\
Example  : arsonry east\n\r\
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
THIEF_ARTICLES=<ABILITY>\
Usage    : ARTICLES [TARGET NAME]\n\r\
Example  : articles bob\n\r\
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:\n\r\
\n\r\
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.\n\r\
\n\r\
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.\n\r\
\n\r\
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.\n\r\
\n\r\
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.

THIEF_ASSASSINATE=ASSASSINATE
ASSASSINATE=<ABILITY>\
Usage    : ASSASSINATE ([TARGET NAME]) \n\r\
Example  : \n\r\
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.

THIEF_ASTROLOGY=ASTROLOGY
ASTROLOGY=<ABILITY>\
Usage    : ASTROLOGY [TARGET NAME]\n\r\
Example  : astrology bob\n\r\
The gypsy studies the stars carefully to discern \
the future of the target.  Astrology readings tend to see futures related to the birthday \
of the target.

FIGHTER_ATEMISTRIKE=ATEMI_STRIKE
ATEMI=ATEMI_STRIKE
ATEMI_STRIKE=<ABILITY>\
Usage    : ATEMI [TARGET NAME]\n\r\
Example  : atemi orc\n\r\
The Monk delivers a lethal, deadly, and powerful strike to the target. \
Some time later, the target WILL die.

FIGHTER_AUTOBASH=AUTOBASH
AUTOBASH=<ABILITY>\
Usage    : AUTOBASH\n\r\
Example  : autobash\n\r\
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.

FIGHTER_AUTOHAMMERRING=AUTOHAMMERRING
AUTOHAMMERRING=<ABILITY>\
Usage    : AUTOHAMMERRING\n\r\
Example  : autohammerring\n\r\
Using this command will toggle Auto HammerRinging on and off.  If the Fighter \
turns this feature on, and knows HammerRing, he will attempt a free hammer \
bash attempt every third combat round in which his autohammerring proficiency check is made.

THIEF_AUTOCALTROPS=AUTOCALTROPS
AUTO_CALTROPS=AUTOCALTROPS
AUTOCALTROPS=<ABILITY>\
Usage    : AUTOCALTROPS\n\r\
Example  : \n\r\
The thief quickly prepares a handful of caltrops and drops them into \
every room he or she enters automatically.  These traps are permanent \
on owned property, but won't affect those who live there.

SKILL_AUTOCLIMB=AUTOCLIMB
AUTO_CLIMB=AUTOCLIMB
AUTOCLIMB=<ABILITY>\
Usage    : AUTOCLIMB\n\r\
Example  : \n\r\
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. 

SKILL_AUTOCRAWL=AUTOCRAWL
AUTO_SWIM=AUTOCRAWL
AUTOCRAWL=<ABILITY>\
Usage    : AUTOCRAWL\n\r\
Example  : \n\r\
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. 

AUTODETECTTRAPS=THIEF_AUTODETECTTRAPS
THIEF_AUTODETECTTRAPS=<ABILITY>\
Usage    : AUTODETECTTRAPS\n\r\
Example  : autodetecttraps\n\r\
The thief concentrates on scanning all exits and obvious items \
in a room for signs of traps whenever entering a room.

AUTOMARKTRAPS=THIEF_AUTOMARKTRAPS
THIEF_AUTOMARKTRAPS=<ABILITY>\
Usage    : AUTOMARKTRAPS\n\r\
Example  : automarktraps\n\r\
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.

THIEF_AUTOSNEAK=AUTOSNEAK
AUTO_SNEAK=AUTOSNEAK
AUTOSNEAK=<ABILITY>\
Usage    : AUTOSNEAK\n\r\
Example  : \n\r\
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_AUTOSWIM=AUTOSWIM
AUTO_SWIM=AUTOSWIM
AUTOSWIM=<ABILITY>\
Usage    : AUTOSWIM\n\r\
Example  : \n\r\
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. 

THIEF_AUTOSWIPE=AUTOSWIPE
AUTOSWIPE=<ABILITY>\
Usage    : AUTOSWIPE (PCT %)\n\r\
Example  : autoswipe\n\r\
Example  : autoswipe 98%\n\r\
The player begins instinctively using their ability to swipe gold from people when \
moving through crowds.  When the player enters a room, if at least two eligible \
victims are available, the thief will attempt to swipe from one of them at random. \
To use the skill, it must be turned on by entering AUTOSWIPE.  It is turned off by \
entering AUTOSWIPE again.  Normally, the thief will only go after a victim if the \
chance of going undiscovered is at least 90%.  However, this can be raised or lowered \
by entering a new percentage along with the command when turning it on. 

SKILL_AVOID_CURRENTS=SKILL_AVOIDCURRENTS
AVOID_CURRENTS=SKILL_AVOIDCURRENTS
SKILL_AVOIDCURRENTS=<ABILITY>\
This skill allows the sailor to guide their sailing ship \
around the tug of currents, putting the captain back in charge \
of the course.

AWAIT_SHIP=SKILL_AWAITSHIP
AWAITSHIP=SKILL_AWAITSHIP
SKILL_AWAITSHIP=<ABILITY>\
Usage    : AWAITSHIP\n\r\
Example  : awaitship\n\r\
While standing on a shore, this skill will cause the sailors nearest big sailing ship \
to be sailed to where the sailor is.

AWAIT_CLAN_SHIP=SKILL_AWAITCLANSHIP
AWAITCLANSHIP=SKILL_AWAITCLANSHIP
SKILL_AWAITCLANSHIP=<ABILITY>\
Usage    : AWAITCLANSHIP\n\r\
Example  : awaitclanship\n\r\
While standing on a shore, this skill will cause the sailors nearest big sailing ship \
belonging to their clan/guild to be sailed to where they are, provided there is no one \
aboard who could do it for them.

FIGHTER_AWEMOUNTS=AWE_MOUNTS
FIGHTER_AWE_MOUNTS=AWE_MOUNTS
AWE_MOUNTS=<ABILITY>\
The character is so skilled with mounts, especially his favored or racial mounts, \
that he or she can instill in such creatures a feeling of awe.  This will prevent \
any aggressive individuals from initiating combat against them or anyone in their \
group.

THIEF_AVOIDTRAPS=AVOID_TRAPS
AVOID_TRAPS=<ABILITY>\
Example  : \n\r\
The player gains the ability to skirt, dodge, withstand, avoid, and \
otherwise survive traps which he may trigger or be fixing to trigger.

FIGHTER_AXKICK=AX_KICK
AXKICK=AX_KICK
AX_KICK=<ABILITY>\
Usage    : AXKICK [TARGET NAME]\n\r\
Example  : axkick orc\n\r\
The Monk delivers swift and powerful kick to the target.

SPECIALIZATION_AXE=AXE_SPECIALIZATION
AXE_SPECIALIZATION=<ABILITY>\
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.

FAMILIARITY_AXE=AXE_FAMILIARITY
AXE_FAMILIARITY=<ABILITY>\
The player is familiar with axes they have crafted themselves, \
gaining an attack bonus from wielding the product of their own \
hands.

PROFICIENCY_AXE=AXE_PROFICIENCY
AXE_PROFICIENCY=<ABILITY>\
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.

SIEGE_WEAPON_SPECIALIZATION=SPECIALIZATION_SIEGEWEAPON
SPECIALIZATION_SIEGEWEAPON=<ABILITY>\
The player is a siege weapon master, gaining bonuses to damage \
when used during combat.

FIGHTER_BACKHAND=BACK_HAND
BACKHAND=BACK_HAND
BACK_HAND=<ABILITY>\
Example  : \n\r\
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.

THIEF_BACKSTAB=BACK_STAB
BACKSTAB=BACK_STAB
BS=BACK_STAB
BACK_STAB=<ABILITY>\
Usage    : BACKSTAB [TARGET NAME] \n\r\
Example  : backstab orc\n\r\
Shorts   : BS\n\r\
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.

FIGHTER_BATTLECRY=BATTLE_CRY
BATTLECRY=BATTLE_CRY
BATTLE_CRY=<ABILITY>\
Usage    : BATTLECRY\n\r\
Example  : battlecry\n\r\
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_BEAR_FORAGING=SKILL_BEARFORAGE
BEAR_FORAGING=SKILL_BEARFORAGE
BEARFORAGING=SKILL_BEARFORAGE
BEARFORAGE=SKILL_BEARFORAGE
SKILL_BEARFORAGE=<ABILITY>\
Usage    : BEARFORAGE\n\r\
Example  : bearforage\n\r\
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.

FIGHTER_BEARHUG=BEARHUG
FIGHTER_BEAR_HUG=BEARHUG
BEAR_HUG=BEARHUG
BEARHUG=<ABILITY>\
Usage    : BEARHUG [TARGET NAME]\n\r\
Example  : bearhug orc\n\r\
On a successful attack, \
the fighter grabs the target and puts them in a strong bear hug.  For a short period, \
both the fighter and the target are locked in struggle and too \
occupied to fight, though the initiator gets a bit of protection.  \
During combat, attempting this move may allow \
your opponent a quick attack.  The initiator can use "release" to \
release the hold.

SKILL_BEFOULSHRINE=BEFOUL_SHRINE
BEFOULSHRINE=BEFOUL_SHRINE
BEFOUL_SHRINE=<ABILITY>\
Usage    : BEFOULSHRINE\n\r\
Example  : befoulshrine\n\r\
Befouling a shrine makes the infused sacred place unusuable for religious services \
until it is appropriately cleansed and purified.

SKILL_BEFRIEND=BEFRIEND
BEFRIEND=<ABILITY>\
Usage    : BEFRIEND [TARGET NAME]\n\r\
Example  : befriend vagabond\n\r\
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.

FIGHTER_BEHEAD=BEHEAD
BEHEADING=BEHEAD
BEHEAD=<ABILITY>\
Usage    : BEHEAD [TARGET NAME]\n\r\
Example  : behead orc\n\r\
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.

THIEF_BELAY=BELAY
BELAY=<ABILITY>\
Usage    : BELAY [ITEM]\n\r\
Example  : belay box\n\r\
This ability secures an item to the deck of a sailing ship, so that it cannot \
be washed overboard.

SKILL_BELLYROLLING=BELLY_ROLLING
BELLYROLLING=BELLY_ROLLING
BELLY_ROLLING=<ABILITY>\
During combat, the fighter gains the ability to dodge attacks while \
sitting or on the floor.

FIGHTER_BERZERK=BERZERK
BERZERK=<ABILITY>\
Usage    : BERZERK\n\r\
Example  : berzerk\n\r\
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.

THIEF_BIND=BIND
BIND=<ABILITY>\
Usage    : BIND [TARGET NAME] \n\r\
Example  : bind orc\n\r\
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. See also help on BOUND.

DRUID_BITE=BITE
BITE=<ABILITY>\
Usage    : BITE [TARGET NAME] \n\r\
Example  : bite orc\n\r\
While in his or her animal form (see ShapeShift), the Druid gains the \
ability to deliver an especially powerful and piercing bite of damage.

BLESSING=<ABILITY>\
Usage    : BLESSING [TARGET NAME] \n\r\
Example  : blessing orc\n\r\
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.

THIEF_BLEND_IN=BLEND_IN
THIEF_BLENDIN=BLEND_IN
BLENDIN=BLEND_IN
BLEND_IN=<ABILITY>\
Usage    : BLENDIN\n\r\
Example  : blendin\n\r\
Knowledge of the ways of other cities allows the character to blend in \
with local city populations, making the locals less likely to attack \
the rogue, if they were otherwise inclined to.  Venturing too far from \
familiar streets and shops, however, makes the deception more difficult.

FIGHTER_BLINDFIGHTING=BLIND_FIGHTING
BLIND_FIGHTING=<ABILITY>\
Example  : \n\r\
Negates the affects of not being able to see your opponent \
during combat.

BLOOD_BROTHER=FIGHTER_BLOODBROTHER
BLOODBROTHER=FIGHTER_BLOODBROTHER
BROTHER=FIGHTER_BLOODBROTHER
FIGHTER_BLOODBROTHER=<ABILITY>\
Usage    : BLOODBROTHER [TARGET NAME] \n\r\
Example  : bloodbrother bob\n\r\
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.

SPECIALIZATION_BLUNTWEAPON=BLUNT_WEAPON_SPECIALIZATION
BLUNT_WEAPON_SPECIALIZATION=<ABILITY>\
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.

FAMILIARITY_BLUNTWEAPON=BLUNT_WEAPON_FAMILIARITY
BLUNT_WEAPON_FAMILIARITY=<ABILITY>\
The player is familiar with blunt weapons they have crafted themselves, \
gaining an attack bonus from wielding the product of their own \
hands.

PROFICIENCY_BLUNT_WEAPON=BLUNT_WEAPON_PROFICIENCY
BLUNT_WEAPON_PROFICIENCY=<ABILITY>\
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.

FIGHTER_BODYFLIP=BODY_FLIP
BODYFLIP=BODY_FLIP
BODY_FLIP=<ABILITY>\
Usage    : BODYFLIP [TARGET NAME]\n\r\
Example  : bodyflip orc\n\r\
The Monk slips in and turns the target head over heels, dropping them \
to the ground stunned for a few moments.

SKILL_BOULDER_THROWING=SKILL_BOULDERTHROWING
BOULDER_THROWING=SKILL_BOULDERTHROWING
SKILL_BOULDERTHROWING=<ABILITY>\
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.

FIGHTER_BODYSHIELD=BODY_SHIELD
BODYSHIELD=BODY_SHIELD
BODY_SHIELD=<ABILITY>\
Example  :\n\r\
This skill allows a fighter to use an opponent who is being grappled \
as a shield against weapon attacks.

FIGHTER_BODYTOSS=BODY_TOSS
BODYTOSS=BODY_TOSS
BODY_TOSS=<ABILITY>\
Usage    : BODYTOSS [TARGET NAME]\n\r\
Example  : bodytoss orc\n\r\
The fighter picks up the target and tosses them away from himself, doing \
a bit of damage and putting them out of range.

BBORROW=BORROW_BOON
BORROWBOON=BORROW_BOON
THIEF_BORROWBOON=BORROW_BOON
THIEF_BORROW_BOON=BORROW_BOON
BORROW_BOON=<ABILITY>\
Usage    : BORROWBOON [TARGET NAME]\n\r\
Example  : borrowboon orc\n\r\
Example  : bborrow orc\n\r\
The thief will attempt to tap into the raw divine power of a holy item presently \
being held in order to borrow/copy a divine magical effect from the target and onto themselves. \
This skill can not be used in combat, and works best when the target can not \
see the thief.  This skill is almost always successful if the target is \
incapacitated (asleep, knocked out, bound, etc).  This skill has a small chance \
of depleting the item.

FAMILIARITY_BOW=BOW_FAMILIARITY
BOW_FAMILIARITY=<ABILITY>\
The player is familiar with bows they have crafted themselves, \
gaining an attack bonus from wielding the product of their own \
hands.

BOW_SPECIALIZATION=SPECIALIZATION_BOW
SPECIALIZATION_BOW=<ABILITY>\
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.

PROFICIENCY_BOW=BOW_PROFICIENCY
BOW_PROFICIENCY=<ABILITY>\
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_BREAKALEG=BREAK_A_LEG
BREAKALEG=BREAK_A_LEG
BREAK_A_LEG=<ABILITY>\
Usage    : BREAKALEG\n\r\
Example  : breakaleg\n\r\
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_BREAKMOUNT=BREAK_MOUNT
BREAKMOUNT=BREAK_MOUNT
BREAK_MOUNT=<ABILITY>\
The player is so capable with favored or racial mounts that he or she \
can attempt to mount them, even when that is normally impossible.  The \
creature will attempt to buck them, but if the player also succeeds at \
Bronco Busting, then the creature will remain a permanent mount.

FIGHTER_BREAKOUT=BREAKOUT
BREAKOUT=<ABILITY>\
Usage    : BREAKOUT\n\r\
Example  : breakout\n\r\
The fighter uses a burst of strength to attempt to break out of \
bonds, webs, and similar holds.

PALADIN_BREAKUP=BREAKUP_FIGHT
BREAKUP=BREAKUP_FIGHT
BREAKUP_FIGHT=<ABILITY>\
Usage    : BREAKUP [TARGET NAME] \n\r\
Example  : breakup bob\n\r\
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.

THIEF_BRIBE=BRIBE
BRIBE=<ABILITY>\
Usage    : BRIBE [TARGET NAME] [COMMAND]\n\r\
Example  : bribe orc sleep\n\r\
The thief will attempt to use money to get a target to do \
something for him or her.  

BREAKLIMB=BROKENLIMBS
BROKENLIMBS=<ABILITY>\
Usage    : BREAKLIMB [TARGET NAME] [PART]\n\r\
Example  : breaklimb orc arm\n\r\
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_BUCK=BUCK
BUCK=<ABILITY>\
Usage    : BUCK\n\r\
Example  : buck\n\r\
The centaur, horse or other rideable attempts to buck off all his or \
her riders off of them.

SKILL_BUFFOONERY=BUFFOONERY
BUFFOONERY=<ABILITY>\
Usage    : BUFFOONERY [TARGET NAME] [ITEM NAME]\n\r\
Example  : buffoonery orc banana\n\r\
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.

FIGHTER_BULLDOG=BULLDOG
BULLDOG=<ABILITY>\
Usage    : BULLDOG [TARGET NAME]\n\r\
Example  : bulldog orc\n\r\
The fighter pulls down a target in a headlock or chokehold, and runs them into \
the ground for a bit of damage, maintaining the hold.

FIGHTER_BULLRUSH=BULLRUSH
BULLRUSH=<ABILITY>\
Usage    : BULLRUSH [TARGET NAME] [DIRECTION]\n\r\
Example  : bullrush orc east\n\r\
The fighter takes a strong charge at the target, and runs them into \
the next room or area in one mighty heroic move.

THIEF_BURIEDTREASURE=BURIED_TREASURE
BURIED_TREASURE=<ABILITY>\
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_BURROW=BURROW
BURROW=<ABILITY>\
Usage    : BURROW [DIRECTION] \n\r\
Example  : burrow down\n\r\
The creature uses their claws to burrow a temporary hole in the ground \
that they can hide in for a time.

BURROW_HIDE=SKILL_BURROWHIDE
SKILL_BURROW_HIDE=SKILL_BURROWHIDE
SKILL_BURROWHIDE=<ABILITY>\
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_CAGE=CAGE
CAGE=<ABILITY>\
Usage    : CAGE [TARGET NAME] [CAGE ITEM]\n\r\
Example  : cage rabbit wagon\n\r\
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!

PALADIN_SUMMONMOUNT=CALL_MOUNT
CALLMOUNT=CALL_MOUNT
CALL_MOUNT=<ABILITY>\
Usage    : CALLMOUNT\n\r\
Example  : callmount\n\r\
Allows the Paladin to call upon a holy steed which can bear him from \
place to place.

FIGHTER_CALLSTEED=CALL_STEED
CALLSTEED=CALL_STEED
CALL_STEED=<ABILITY>\
Usage    : CALLSTEED ([RACE]/LIST/DISMISS)\n\r\
Example  : callsteed\n\r\
Example  : callsteed horse\n\r\
Example  : callsteed dismiss\n\r\
Allows the Fighter to call upon one of his or her steeds which can \
bear him from place to place.  Extra steeds become available from \
Favored and Racial mounts.  LIST will show steeds that can be \
switched-to, while DISMISS will shoo-away the current called steed.

FIGHTER_CALLEDSHOT=CALLED_SHOT
CALLEDSHOT=CALLED_SHOT
CALLED_SHOT=<ABILITY>\
Usage    : CALLEDSHOT ([TARGET NAME]) [BODY PART]\n\r\
Example  : calledshot left arm\n\r\
Example  : calledshot orc left arm\n\r\
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.

FIGHTER_CALLEDSTRIKE=CALLED_STRIKE
CALLEDSTRIKE=CALLED_STRIKE
CALLED_STRIKE=<ABILITY>\
Usage    : CALLEDSTRIKE ([TARGET NAME]) [BODY PART]\n\r\
Example  : calledstrike left arm\n\r\
Example  : calledstrike orc left arm\n\r\
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.

THIEF_CALLURCHINS=CALL_URCHINS
CALLURCHINS=CALL_URCHINS
CALL_URCHINS=<ABILITY>\
Usage    : CALLURCHINS\n\r\
Example  : callurchins\n\r\
A thief calls on the urchins sworn to them in the current area to gather around the \
thief.  The more experience and expertise, the farther the range that the word will reach.

CALTROPS=THIEF_CALTROPS
THIEF_CALTROPS=<ABILITY>\
Usage    : CALTROPS\n\r\
Example  : caltrops\n\r\
The thief drops numerous small metal spikes on the ground around him or her. \
While the thief will be able to avoid them, anyone entering, leaving, \
advancing, or retreating from the room will be damaged by them. This trap is permanent \
on owned property, but won't affect those who live there.

CAMOUFLAGE=RANGER_CAMOUFLAGE
RANGER_CAMOUFLAGE=<ABILITY>\
Usage    : CAMOUFLAGE [TARGET]\n\r\
Example  : camouflage bob\n\r\
Example  : camouflage table\n\r\
The ranger covers the target so that they resemble the surrounding country, making \
them more difficult to see.

FIGHTER_CARAVANCOMMANDER=CARAVAN_COMMANDER
CARAVAN_COMMANDER=<ABILITY>\
This skill gives the fighter and his or her group an edge in attack and armor when \
fighting inside a caravan that the fighter is associated with.  It also improves \
the attack potential of all siege weapons fired from the caravan while the commander \
is inside.

FIGHTER_CARAVANTACTICS=CARAVAN_TACTICS
CARAVAN_TACTICS=<ABILITY>\
This skill gives the fighter an edge in attack, defence, and damage \
when fighting inside a caravan. The fighter \
can also hide themselves simply by sitting down on the ground and \
staying still for a few mins.

CARAVAN_TRAVEL=SKILL_CARAVANTRAVEL
CARAVANTRAVEL=SKILL_CARAVANTRAVEL
CNAVIGATE=SKILL_CARAVANTRAVEL
SKILL_CARAVANTRAVEL=<ABILITY>\
Usage    : CARAVANTRAVEL [NUMBER]\n\r\
Example  : cnavigate 3\n\r\
This skill works with the charts created with the Trade Charting \
skill to find the direction the player must steer their caravan in \
order to reach a charted location.  If the driver has the authority \
and ability to set a course on a caravan, that will be done \
automatically.  Otherwise, the directions from the current \
location will be given.

THIEF_CAREFULSTEP=CAREFUL_STEP
CARESTEP=CAREFUL_STEP
CAREFULSTEP=CAREFUL_STEP
CAREFUL_STEP=<ABILITY>\
Usage    : CARESTEP [DIRECTION]\n\r\
Example  : carestep east\n\r\
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.

FIGHTER_CARTWHEEL=CARTWHEEL
CARTWHEEL=<ABILITY>\
Usage    : CARTWHEEL\n\r\
Example  : cartwheel\n\r\
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_CASTBLOCKING=CAST_BLOCKING
CASTBLOCKING=CAST_BLOCKING
CAST_BLOCKING=<ABILITY>\
Usage    : CASTBLOCKING\n\r\
Example  : castblocking\n\r\
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.

CASEJOINT=THIEF_CASEJOINT
THIEF_CASE_JOINT=THIEF_CASEJOINT
CASE_JOINT=THIEF_CASEJOINT
THIEF_CASEJOINT=<ABILITY>\
Usage    : CASEJOINT\n\r\
Example  : casejoint\n\r\
From the safety of a hidden position, the thief carefully examines a room \
noting the location of people and objects and their routines.  This will \
give the thief a higher change of success with certain thief skills, and a \
combat bonus fighting in that room for a period of time.  Casing a room \
for longer is better than not, and the benefits will begin as soon as the \
thief comes out of hiding and acts.

FIGHTER_CATCHPROJECTILE=CATCH_PROJECTILE
CATCHPROJECTILE=CATCH_PROJECTILE
CATCH_PROJECTILE=<ABILITY>\
Example  : \n\r\
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.

FIGHTER_CAVETACTICS=CAVE_TACTICS
CAVE_TACTICS=<ABILITY>\
This skill gives the fighter an edge in attack, defence, and damage \
when fighting in caves. The fighter \
can also hide themselves simply by sitting down on the ground and \
staying still for a few mins.

SKILL_CENTEROFATTENTION=CENTEROFATTENTION
CENTEROFATTENTION=<ABILITY>\
Usage    : CENTEROFATTENTION\n\r\
Example  : centerofattention\n\r\
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.  

SKILL_CHANTCRAFT=CHANTCRAFT
CHANTCRAFT=<ABILITY>\
Example  : \n\r\
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.  

PALADIN_CHAOSRAGE=CHAOS_RAGE
CHAOSRAGE=CHAOS_RAGE
CHAOS_RAGE=<ABILITY>\
Usage    : CHAOS RAGE\n\r\
Example  : chaosrage\n\r\
Allows the paladin to gain some temporary bonus hit points, \
bonus attack points, and bonus damage, at the expense of a \
slightly lower armor score.

FIGHTER_CHARGE=CHARGE
CHARGE=<ABILITY>\
Usage    : CHARGE [TARGET NAME]\n\r\
Example  : charge orc\n\r\
The Barbarian runs at top speed at a target, delivering a deadly \
attack, but sacrificing armor.

SKILL_CHILDLABOR=CHILD_LABOR
CHILDLABOR=CHILD_LABOR
CHILD_LABOR=<ABILITY>\
This skill gives one the unique ability to organize and coerce \
small innocent children into helping with mundane crafting and \
gathering skills, up to double the speed to completion.  This \
must be done on private property with the owner present.

CHIRGURY=SKILL_CHIRGURY
CHIRURGY=SKILL_CHIRGURY
CHIRGURY=SKILL_CHIRGURY
SKILL_CHIRGURY=<ABILITY>\
Usage    : CHIRGURY [BODY PART] [TARGET NAME]\n\r\
Example  : chirgury heart corpse\n\r\
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.

FIGHTER_CHOKEHOLD=CHOKEHOLD
FIGHTER_CHOKE_HOLD=CHOKEHOLD
CHOKE_HOLD=CHOKEHOLD
CHOKEHOLD=<ABILITY>\
Usage    : CHOKEHOLD [TARGET NAME]\n\r\
Example  : chokehold orc\n\r\
On a successful attack, \
the fighter grabs the target about the neck from behind in a choke hold.  For a short period, \
both the fighter and the target are locked in struggle and can't do much of anything else.  \
During combat, attempting this move may allow \
your opponent a quick attack.  The initiator can use "release" to \
release the hold.

FIGHTER_CIRCLEPARRY=CIRCLE_PARRY
CIRCLEPARRY=CIRCLE_PARRY
CIRCLE_PARRY=<ABILITY>\
Example  : \n\r\
The Monk gains the skill to block and parry melee attacks while \
unarmed.

FIGHTER_CIRCLETRIP=CIRCLE_TRIP
CIRCLETRIP=CIRCLE_TRIP
CTRIP=CIRCLE_TRIP
CIRCLE_TRIP=<ABILITY>\
Usage    : CIRCLETRIP\n\r\
Example  : circletrip\n\r\
Short(s) : ctrip\n\r\
The Monk becomes capable of swinging his foot along the floor, \
tripping all opponents in range.

FIGHTER_CLEAVE=CLEAVE
CLEAVE=<ABILITY>\
Example  : \n\r\
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_CLIMB=CLIMB
CLIMB=<ABILITY>\
Usage    : CLIMB [DIRECTION]\n\r\
Example  : climb up\n\r\
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.  

FIGHTER_CLINCHHOLD=CLINCHHOLD
FIGHTER_CLINCH_HOLD=CLINCHHOLD
CLINCH_HOLD=CLINCHHOLD
CLINCHHOLD=<ABILITY>\
Usage    : CLINCHHOLD [TARGET NAME]\n\r\
Example  : clinchhold orc\n\r\
On a successful attack, \
the fighter grabs the target about the shoulders and engages a clinch hold.  For a short period, \
both the fighter and the target are locked in struggle can do little more than \
hit each other with fists or claws, or engage in another grappling maneuver.  \
During combat, attempting this move may allow \
your opponent a quick attack.  The initiator can use release to \
release the hold.

UNDEAD_COLDTOUCH=\
Ability    : Undead_ColdTouch\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
An attack which, if successful, gives the target a strength and constitution of 3.

BOUNTY=SKILL_COLLECTBOUNTY
COLLECT_BOUNTY=SKILL_COLLECTBOUNTY
COLLECTBOUNTY=SKILL_COLLECTBOUNTY
SKILL_COLLECTBOUNTY=<ABILITY>\
Usage    : COLLECTBOUNTY [TARGET NAME]\n\r\
Example  : collectbounty orc\n\r\
If the player is able to bring a legitimately wanted criminal \
up before a judge in the same area, the judge will pay the player \
a bounty on the criminal and bring in an authorized cityguard to \
complete the trial.

COMBAT_FRENZY=COMBATFRENZY
COMBATFRENZY=<ABILITY>\
Usage    : COMBATFRENZY\n\r\
Example  : combatfrenzy\n\r\
This ability allows one to enter a state of blind combative frenzy.  \
Thus worked up to, the player gains temporary hit points, hits more often \
and does more damage in combat, but also becomes easier to hit.

COMBAT_LOG=SKILL_COMBATLOG
COMBATLOG=SKILL_COMBATLOG
SKILL_COMBATLOG=<ABILITY>\
Usage    : COMBATLOG ([TARGET NAME]/[COMMAND] ([ARGUMENT]))\n\r\
Usage    : COMBATLOG (STOP/REPORT/WRITE [TARGET PAPER])\n\r\
Example  : combatlog rabbit\n\r\
Example  : combatlog stop\n\r\
Example  : combatlog report\n\r\
Example  : combatlog write paper\n\r\
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_RECALL=SKILL_COMBATRECALL
COMBATRECALL=SKILL_COMBATRECALL
SKILL_COMBATRECALL=<ABILITY>\
Usage    : COMBATRECALL LIST/[#NUM]\n\r\
Example  : combatrecall list\n\r\
The player has the ability to perfectly recall fights and combat that \
he or she witnesses, and can review them at will.  The number of fights \
that can be recalled goes up with expertise.

SKILL_COMBAT_REPAIRS=SKILL_COMBATREPAIRS
COMBAT_REPAIRS=SKILL_COMBATREPAIRS
COMBATREPAIRS=SKILL_COMBATREPAIRS
COMBATREPAIR=SKILL_COMBATREPAIRS
SKILL_COMBATREPAIRS=<ABILITY>\
Usage    : COMBATREPAIR\n\r\
Example  : combatrepair\n\r\
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.

PALADIN_COMMANDHORSE=COMMAND_HORSE
COMMANDHORSE=COMMAND_HORSE
COMMAND_HORSE=<ABILITY>\
Usage    : COMMANDHORSE [TARGET] [COMMAND]\n\r\
Example  : commandhorse horse smile\n\r\
The Paladin`s affinity with his holy mount has grown such that they have the natural \
ability to command him to do just about anything he wants.  This requires a holy \
mount be summoned as per the skill, which may be a horse, or whatever mount race your  \
deity prefers.

FIGHTER_COMMANDMOUNT=COMMAND_MOUNT
COMMANDMOUNT=COMMAND_MOUNT
COMMAND_MOUNT=<ABILITY>\
Usage    : COMMANDMOUNT [TARGET] [COMMAND]\n\r\
Example  : commandmount horse smile\n\r\
The Fighter`s affinity for his racial and favored mount races has grown such that \
he attains the ability to command them to do just about anything he wants.

COMMONER_HONORARY_DEGREE=SKILL_HONORARYDEGREECOMMONER
HONORARY_DEGREE_COMMONER=SKILL_HONORARYDEGREECOMMONER
SKILL_HONORARYDEGREECOMMONER=<ABILITY>\
Example  : \n\r\
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.

FIGHTER_CONFIDENTVANITY=CONFIDENT_VANITY
CONFIDENTVANITY=CONFIDENT_VANITY
CONFIDENT_VANITY=<ABILITY>\
The foppish fighter gains added attack based upon the obvious value of his or her clothing, \
but only when in combat with someone who can see you.  \
Wearing exquisitely crafted armor provides additional attack bonuses.

PALADIN_CORRUPTION=PALADIN`S_CORRUPTION
PALADIN\'S_CORRUPTION=PALADIN`S_CORRUPTION
PALADINS_CORRUPTION=PALADIN`S_CORRUPTION
PALADIN`S_CORRUPTION=<ABILITY>\
Example  : \n\r\
The Paladins wickedness becomes capable of enhancing any influence over his chaotic evilness that originates \
from an external source, such as holy magic.  The Paladin must remain wicked for the corruption to endure, \
and the corruption will not enhance any intentional acts of wickedness.

THIEF_HOGTIE=THIEF_HOG_TIE
HOGTIE=THIEF_HOG_TIE
THIEF_HOG_TIE=<ABILITY>\
Usage    : HOGTIE [TARGET NAME] \n\r\
Example  : hogtie orc\n\r\
The player uses ropes to secure the target, making them unable to move.  \
The target must be tripped, sitting, or unconscious for the binding \
to work.  The bound creature can break free eventually, but the skill \
of the binding improves with the level and expertise of the player. \
See also help on BOUND.

HOLD_THE_LINE=FIGHTER_HOLDTHELINE
FIGHTER_HOLD_THE_LINE=FIGHTER_HOLDTHELINE
HOLDTHELINE=FIGHTER_HOLDTHELINE
FIGHTER_HOLDTHELINE=<ABILITY>\
Usage    : "HOLDTHELINE"\n\r\
Example  : "holdtheline"\n\r\
Using a two-handed polearm type weapon with reach, the fighter can prevent \
opponents from advancing for a very brief time.  During this period, the \
fighter can not make their first attack.

FIGHTER_HONORARY_DEGREE=SKILL_HONORARYDEGREEFIGHTER
HONORARY_DEGREE_FIGHTER=SKILL_HONORARYDEGREEFIGHTER
SKILL_HONORARYDEGREEFIGHTER=<ABILITY>\
Example  : \n\r\
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.

THIEF_HONORARY_DEGREE=SKILL_HONORARYDEGREETHIEF
HONORARY_DEGREE_THIEF=SKILL_HONORARYDEGREETHIEF
SKILL_HONORARYDEGREETHIEF=<ABILITY>\
Example  : \n\r\
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.

DRUID_HONORARY_DEGREE=SKILL_HONORARYDEGREEDRUID
HONORARY_DEGREE_DRUID=SKILL_HONORARYDEGREEDRUID
SKILL_HONORARYDEGREEDRUID=<ABILITY>\
Example  : \n\r\
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.

MAGE_HONORARY_DEGREE=SKILL_HONORARYDEGREEMAGE
HONORARY_DEGREE_DRUID=SKILL_HONORARYDEGREEMAGE
SKILL_HONORARYDEGREEMAGE=<ABILITY>\
Example  : \n\r\
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.

CLERIC_HONORARY_DEGREE=SKILL_HONORARYDEGREECLERIC
HONORARY_DEGREE_DRUID=SKILL_HONORARYDEGREECLERIC
SKILL_HONORARYDEGREECLERIC=<ABILITY>\
Example  : \n\r\
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.

BARD_HONORARY_DEGREE=SKILL_HONORARYDEGREEBARD
HONORARY_DEGREE_BARD=SKILL_HONORARYDEGREEBARD
SKILL_HONORARYDEGREEBARD=<ABILITY>\
Example  : \n\r\
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.

THIEF_CON=CON
CON=<ABILITY>\
Usage    : CON [TARGET NAME] [COMMAND]\n\r\
Example  : con orc "drop sword"\n\r\
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).

THIEF_CONCEALDOOR=CONCEAL_DOOR
DCONCEAL=CONCEAL_DOOR
DOORCONCEAL=CONCEAL_DOOR
CONCEAL_DOOR=<ABILITY>\
Usage    : DOORCONCEAL [EXIT NAME]\n\r\
Example  : doorconceal east\n\r\
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 npcs, group members, and enemies for a long time, or permanently if owned.

THIEF_CONCEALITEM=CONCEAL_ITEM
ICONCEAL=CONCEAL_ITEM
ITEMCONCEAL=CONCEAL_ITEM
CONCEAL_ITEM=<ABILITY>\
Usage    : ITEMCONCEAL [TARGET NAME]\n\r\
Example  : itemconceal chest\n\r\
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.

THIEF_CONCEALPATHWAY=CONCEAL_PATHWAY
PCONCEAL=CONCEAL_PATHWAY
PATHWAYCONCEAL=CONCEAL_PATHWAY
CONCEAL_PATHWAY=<ABILITY>\
Usage    : PATHWAYCONCEAL [EXIT NAME]\n\r\
Example  : walkway east\n\r\
The thief is able to hide a path from a moderate sized road pathway to or from the wilderness.  The level of the pathway he is \
able to hide is affected by level and stealth expertise. The pathway remains \
hidden from npcs, group members, and enemies for a long time, or permanently if owned.

THIEF_CONCEALWALKWAY=CONCEAL_WALKWAY
WCONCEAL=CONCEAL_WALKWAY
WALKWAYCONCEAL=CONCEAL_WALKWAY
CONCEAL_WALKWAY=<ABILITY>\
Usage    : WALKWAYCONCEAL [EXIT NAME]\n\r\
Example  : walkway east\n\r\
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 npcs, group members, and enemies for a long time, or permanently if owned.

THIEF_CONDEMNMARK=CONDEMN_MARK
CONDEMN_MARK=<ABILITY>\
Usage    : CONDEMNMARK\n\r\
Example  : condemnmark\n\r\
This wicked skill allows the thief to effectively accuse their \
mark of horrible sins against their deity.  This will cause the \
deity to express their displeasure.

SKILL_CONDUCT=CONDUCT_SYMPHONY
CONDUCT=CONDUCT_SYMPHONY
CONDUCTSYMPHONY=CONDUCT_SYMPHONY
CONDUCT_SYMPHONY=<ABILITY>\
Usage    : CONDUCT\n\r\
Example  : conduct\n\r\
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_CONSUMECORPSE=CONSUME_CORPSE
CONSUMECORPSE=CONSUME_CORPSE
CONSUME_CORPSE=<ABILITY>\
Usage    : CONSUMECORPSE [TARGET NAME] \n\r\
Example  : consumecorpse body\n\r\
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.

THIEF_CONTRACTHIT=CONTRACT_HIT
CONTRACTHIT=CONTRACT_HIT
CONTRACT_HIT=<ABILITY>\
Usage    : CONTRACTHIT [TARGET NAME]\n\r\
Example  : contracthit orc\n\r\
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_CONTROLUNDEAD=CONTROL_UNDEAD
CONTROL=CONTROL_UNDEAD
CONTROL_UNDEAD=<ABILITY>\
Usage    : CONTROL [TARGET NAME] \n\r\
Example  : control skeleton\n\r\
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_CONVERT=CONVERT
CONVERT=<ABILITY>\
Usage    : CONVERT [PLAYER NAME/DEITY NAME]\n\r\
Example  : convert bob\n\r\
Example  : convert odin\n\r\
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 period of doubt where \
the npc may not be converted by anyone.  That is then followed by another \
period where the mob will be susceptible 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.\n\r\
\n\r\
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.

FIGHTER_COUNTERATTACK=COUNTER-ATTACK
COUNTER_ATTACK=COUNTER-ATTACK
COUNTER-ATTACK=<ABILITY>\
Example  :\n\r\
This skill allows a fighter to position themselves for an extra attack \
following a successful Parry.

THIEF_COUNTERTRACKING=COUNTER-TRACKING
COUNTERTRACKING=COUNTER-TRACKING
COUNTER_TRACKING=COUNTER-TRACKING
COUNTER-TRACKING=<ABILITY>\
Example  : \n\r\
Proficiency in this skill negates mundane tracking skill use \
against the thief, such as the tracking done by rangers and \
assassins.

FIGHTER_COSMICADAPTATION=COSMIC_ADAPTATION
COSMIC_ADAPTATION=<ABILITY>\
Example  :\n\r\
Grants one the ability to breath an extraplanar atmosphere for a while, depending \
on proficiency, which is never absolutely perfect.

FIGHTER_COUPDEGRACE=COUP_DE_GRACE
COUP=COUP_DE_GRACE
COUPDEGRACE=COUP_DE_GRACE
COUP_DE_GRACE=<ABILITY>\
Usage    : COUP [TARGET NAME] \n\r\
Example  : coup orc\n\r\
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.

FIGHTER_COVERDEFENCE=COVER_DEFENCE
COVER_DEFENCE=<ABILITY>\
Example  : \n\r\
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.

PALADIN_CRAFTHOLYAVENGER=CRAFT_HOLY_AVENGER
CRAFT_HOLY_AVENGER=<ABILITY>\
Usage    : CRAFTHOLY\n\r\
Example  : \n\r\
Allows the Paladin with Weaponsmithing to craft a powerful \
+5 weapon. Attack and damage are based on the Paladin's level.

PALADIN_CRAFTUNHOLYREAVER=CRAFT_UNHOLY_REAVER
CRAFT_UNHOLY_REAVER=<ABILITY>\
Usage    : CRAFTUNHOLY\n\r\
Example  : \n\r\
Allows the Paladin with Weaponsmithing to craft a powerful \
+5 weapon. Attack and damage are based on the Paladin's level.

CRESCENT_KICK=FIGHTER_CRESCENTKICK
CRESCENTKICK=FIGHTER_CRESCENTKICK
FIGHTER_CRESCENTKICK=<ABILITY>\
Example  : \n\r\
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_CRITICALSHOT=CRITICAL_SHOT
CRITICAL_SHOT=<ABILITY>\
Example  : \n\r\
Gives the fighter a bonus to all damage during combat when \
firing or throwing a ranged weapon in combat.

FIGHTER_CRITSTRIKE=CRITICAL_STRIKE
CRITICAL_STRIKE=<ABILITY>\
Example  : \n\r\
Gives the fighter a bonus to all damage during combat when \
using a weapon in melee combat.

SKILL_CROW`S_NEST=SKILL_CROWSNEST
CROW`S_NEST=SKILL_CROWSNEST
CROWSNEST=SKILL_CROWSNEST
SKILL_CROWS_NEST=SKILL_CROWSNEST
CROWS_NEST=SKILL_CROWSNEST
SKILL_CROWSNEST=<ABILITY>\
Usage    : crowsnest\n\r\
Example  : crowsnest\n\r\
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.

PALADIN_CRUSHINGAURA=PALADIN_CRUSHING_AURA
CRUSHING_AURA=PALADIN_CRUSHING_AURA
PALADIN_CRUSHING_AURA=<ABILITY>\
This paladin aura causes any combatant of any member of the paladin`s \
group to face a saving throw or die when below 10% health, due to the \
aura crushing any remaining life out of them.

SKILL_CURTAINCALL=CURTAIN_CALL
CURTAINCALL=CURTAIN_CALL
CURTAIN_CALL=<ABILITY>\
Usage    : CURTAINCALL\n\r\
Example  : curtaincall\n\r\
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.

CULTURAL_ADAPTATION=SKILL_CULTURALADAPTATION
SKILL_CULTURAL_ADAPTATION=SKILL_CULTURALADAPTATION
SKILL_CULTURALADAPTATION=<ABILITY>\
The character is so good at adapting to other cultures that he or she automatically \
gains or loses 20% more faction than other characters.

THIEF_CUTTHROAT=CUT_THROAT
CUTTHROAT=CUT_THROAT
CT=CUT_THROAT
CUT_THROAT=<ABILITY>\
Usage    : CUTTHROAT [TARGET NAME] \n\r\
Example  : cutthroat orc\n\r\
Shorts   : CT\n\r\
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.

THIEF_DAGGERDEFENSE=DAGGER_DEFENSE
DAGGER_DEFENSE=<ABILITY>\
Example  : \n\r\
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.

FAMILIARITY_DAGGER=DAGGER_FAMILIARITY
DAGGER_FAMILIARITY=<ABILITY>\
The player is familiar with daggers they have crafted themselves, \
gaining an attack bonus from wielding the product of their own \
hands.

SPECIALIZATION_DAGGER=DAGGER_SPECIALIZATION
DAGGER_SPECIALIZATION=<ABILITY>\
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.

PROFICIENCY_DAGGER=DAGGER_PROFICIENCY
DAGGER_PROFICIENCY=<ABILITY>\
The player is proficient with daggers, gaining the ability to use \
them even if their current class training would not make it \
feasible normally.

THIEF_DAMPENAURAS=DAMPEN_AURAS
DAMPENAURAS=DAMPEN_AURAS
DAMPEN_AURAS=<ABILITY>\
Usage    : DAMPENAURAS\n\r\
Example  : dampenauras\n\r\
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).

DAZZLINGCALTROPS=THIEF_DAZZLINGCALTROPS
THIEF_DAZZLINGCALTROPS=<ABILITY>\
Usage    : DAZZLING CALTROPS\n\r\
Example  : dazzlingcaltrops\n\r\
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 have to avoid meeting their dazzling \
gaze or else risk losing mana from doing so.  This trap is permanent \
on owned property, but won't affect those who live there.

THIEF_DEADRECKONING=DEAD_RECKONING
DEADRECKONING=DEAD_RECKONING
DEADRECKON=DEAD_RECKONING
DEAD_RECKONING=<ABILITY>\
Usage    : DEADRECKON\n\r\
Example  : deadreckon\n\r\
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.

THIEF_DEATHTRAP=DEATH_TRAP
DEATHTRAP=DEATH_TRAP
DEATH_TRAP=<ABILITY>\
Usage    : DEATHTRAP\n\r\
Example  : deathtrap\n\r\
With 100 pounds of metal on the ground, the thief may construct \
a most horrible and astounding trap.  Anyone entering the room \
with the trap will be killed most horribly.  This trap is permanent \
on owned property, and won't affect those who live there.

DECIPHER=SKILL_DECIPHERSCRIPT
DECIPHER_SCRIPT=SKILL_DECIPHERSCRIPT
SKILL_DECIPHERSCRIPT=<ABILITY>\
Usage    : DECIPHER [TARGET NAME] ([PAGE NUMBER])\n\r\
Example  : decipher paper\n\r\
Example  : decipher book 3\n\r\
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.

THIEF_DEEPCUT=DEEP_CUT
DEEP_CUT=<ABILITY>\
Usage    : DEEPCUT ([TARGET NAME]) [BODY PART]\n\r\
Example  : deepcut left arm\n\r\
Example  : deepcut orc left arm\n\r\
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.

DEEP_BREATH=SKILL_DEEPBREATH
DEEPBREATH=SKILL_DEEPBREATH
SKILL_DEEPBREATH=<ABILITY>\
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. 

FIGHTER_DEFLECTPROJECTILE=DEFLECT_PROJECTILE
DEFLECTPROJECTILE=DEFLECT_PROJECTILE
DEFLECT_PROJECTILE=<ABILITY>\
Example  : \n\r\
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.

BANDAGE=BANDAGING
BANDAGING=<ABILITY>\
Usage    : BANDAGE [MOB NAME]\n\r\
Example  : bandage bob\n\r\
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.

DEPRECATED_POISON=THIEF_POISON
DOPOISON=THIEF_POISON
THIEF_POISON=<ABILITY>\
Usage    : DOPOISON [TARGET NAME] \n\r\
Example  : dopoison orc\n\r\
The thief attempts to inflict a poisonous wound the target, making them suffer and wither to death.

FIGHTER_DESERTTACTICS=DESERT_TACTICS
DESERT_TACTICS=<ABILITY>\
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.

FIGHTER_DESPERATEMOVES=DESPERATE_MOVES
DESPERATEMOVES=DESPERATE_MOVES
DESPERATE_MOVES=<ABILITY>\
When near death, the fighters desperation brings out their best \
evasive moves, cutting all damage in half when below 10% hit points.

THIEF_DETECTBOMBS=DETECT_BOMBS
BCHECK=DETECT_BOMBS
DETECT_BOMBS=<ABILITY>\
Usage    : BCHECK HERE/[TARGET]\n\r\
Example  : bcheck here\n\r\
Example  : bcheck coal\n\r\
The thief can take a careful look at an item or around a room \
and tell if there are any bombs present.

THIEF_DETECTTRAPS=DETECT_TRAPS
CHECK=DETECT_TRAPS
DETECT_TRAPS=<ABILITY>\
Usage    : CHECK\n\r\
Example  : check east\n\r\
Example  : check chest\n\r\
The thief can take a careful look at an item, container, \
or door to see if it is trapped.

THIEF_DETECTION=DETECTION
DETECTION=<ABILITY>\
Usage    : detect\n\r\
Example  : \n\r\
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.

DEVOUR_CORPSE=SKILL_DEVOURCORPSE
DEVOURCORPSE=SKILL_DEVOURCORPSE
SKILL_DEVOURCORPSE=<ABILITY>\
Usage    : EAT BODY\n\r\
Example  : eat body\n\r\
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_DIARY=DIARY
DIARY=<ABILITY>\
Usage    : DIARY [TARGET BOOK] [PERIOD] [ENTRY] ... \n\r\
Example  : diary book week xp\n\r\
Allows the player to keep a diary of the experiences they witness.  Each page in the \
target book will contain all entries for the given period (hour, day, week, month, season, \
or year).  The types of entries that can be written down are limited at first, but increase \
with expertise. 

THIEF_DIGSITE=DIGSITE
DIGSITE=<ABILITY>\
Usage    : DIGSITE\n\r\
Example  : digsite\n\r\
This skill allows the player to establish a digsite in particular places where it would \
otherwise be allowed to attempt gem digging, mining, or foraging.  Once this is done, and \
for as long as the digsite remains productive, any uses of one of the appropriate skills may instead \
produce an item from some long lost civilization.  Only one of the appropriate skills will \
be effective in revealing any item, and there is a very tiny chance that a truly \
majestic artifact might also be uncovered.  The level of the items will range within that \
of the area the digsite was created in.

SKILL_DIRT=DIRT
DIRT=<ABILITY>\
Usage    : DIRT [TARGET NAME] \n\r\
Example  : dirt orc\n\r\
The fighter attempts to kick dirt into the eyes of the target, making them temporarily blind.

DISABLINGCALTROPS=THIEF_DISABLINGCALTROPS
THIEF_DISABLINGCALTROPS=<ABILITY>\
Usage    : DISABLING CALTROPS\n\r\
Example  : disablingcaltrops\n\r\
The thief drops numerous small metal hooked spikes on the ground around him or her. \
While the thief will be able to avoid them, anyone entering, leaving, \
advancing, or retreating from the room will be have their feet caught on them, \
disabling movement.  This trap is permanent \
on owned property, but won't affect those who live there.

SKILL_DISARM=DISARM
DISARM=<ABILITY>\
Usage    : DISARM [TARGET NAME] \n\r\
Example  : disarm orc\n\r\
The fighter attempts to 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.

THIEF_DISASSEMBLETRAP=DISASSEMBLE_TRAPS
DISASSEMBLETRAPS=DISASSEMBLE_TRAPS
DISTRAP=DISASSEMBLE_TRAPS
DISASSEMBLE_TRAPS=<ABILITY>\
Usage    : DISTRAP [ITEM, DIRECTION]\n\r\
Example  : distrap east\n\r\
Example  : distrap chest\n\r\
If an item is trapped, the thief can attempt to disable \
and safely disassemble the trap, recovering the components \
used to create it.

PALADIN_DISEASEIMMUNITY=DISEASE_IMMUNITY
DISEASE_IMMUNITY=<ABILITY>\
Example  : \n\r\
As the Paladin's proficiency grows, he or she becomes more and more immune to diseases and \
disease like spell affects.

SKILL_DISGUISE=DISGUISE
DISGUISE=<ABILITY>\
Usage    : DISGUISE [ATTRIBUTE] [CHANGE DESCRIPTION]\n\r\
Example  : disguise race orc\n\r\
Example  : disguise class thief\n\r\
Example  : disguise height 1000\n\r\
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.

FORCE_DISMOUNT=FIGHTER_DISMOUNTINGBLOW
FORCEDISMOUNT=FIGHTER_DISMOUNTINGBLOW
DISMOUNTING_BLOW=FIGHTER_DISMOUNTINGBLOW
FIGHTER_DISMOUNTING_BLOW=FIGHTER_DISMOUNTINGBLOW
FIGHTER_DISMOUNTINGBLOW=<ABILITY>\
Usage    : FORCEDISMOUNT [TARGET]\n\r\
Example  : forcedismount orc\n\r\
This fighting skill requires the use of a polearm-type weapon, and \
allows the fighter to whack or poke the target from their mounts, \
leaving them temporarily dazed.

THIEF_DISTRACT=DISTRACT
DISTRACT=<ABILITY>\
Usage    : DISTRACT [TARGET NAME] \n\r\
Example  : distract orc\n\r\
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=<ABILITY>\
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_DODGE=DODGE
DODGE=<ABILITY>\
Example  : dodge\n\r\
During combat, the character begins to dance around on their feet, \
making them harder to hit in combat.

FIGHTER_DOUBLEARMHOLD=DDOUBLEARMHOLD
DARMHOLD=DOUBLEARMHOLD
DOUBLE_ARM_HOLD=DOUBLEARMHOLD
DOUBLEARMHOLD=<ABILITY>\
Usage    : DARMHOLD [TARGET NAME]\n\r\
Example  : darmhold orc\n\r\
On a successful attack, \
the fighter grabs and pins the targets hands.  For a short period, \
both the fighter and the target are locked in struggle and can't \
perform most actions.  \
During combat, attempting this move may allow \
your opponent a quick attack.  The initiator can use "release" to \
release the hold.

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

DRAWTREASUREMAP=THIEF_TREASUREMAP
DRAW_TREASURE_MAP=THIEF_TREASUREMAP
THIEF_DRAW_TREASURE_MAP=THIEF_TREASUREMAP
THIEF_TREASURE_MAP=THIEF_TREASUREMAP
THIEF_TREASUREMAP=<ABILITY>\
Usage    : DRAWTREASUREMAP [PAPER NAME]\n\r\
Example  : drawtreasuremap paper\n\r\
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. 

LIFE_DRAIN=UNDEAD_LIFEDRAIN
UNDEAD_LIFEDRAIN=\
Ability    : Undead_LifeDrain\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
An attack that is almost identical to the mage Drain spell, without the magical \
nature.  It causes the target to lose mana.

DRUID_DRUIDICPASS=DRUIDIC_PASS
PASS=DRUIDIC_PASS
DRUIDIC_PASS=<ABILITY>\
Usage    : PASS [DIRECTION]\n\r\
Example  : pass east\n\r\
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.

FIGHTER_DUALPARRY=DUAL_PARRY
DUALPARRY=DUAL_PARRY
DUAL_PARRY=<ABILITY>\
Example  : \n\r\
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.

FIGHTER_EARBOX=EARBOX
EARBOX=<ABILITY>\
Usage    : EARBOX [TARGET NAME]\n\r\
Example  : earbox orc\n\r\
If the Fighter has their target in a close grapple, they \
slam either side of their opponents head for a bit of \
damage, deafening the target for a brief time. 

FAMILIARITY_EDGEDWEAPON=EDGED_WEAPON_FAMILIARITY
EDGED_WEAPON_FAMILIARITY=<ABILITY>\
The player is familiar with edged weapons they have crafted themselves, \
gaining an attack bonus from wielding the product of their own \
hands. Edged weapons include small bladed weapons on hilts, shafts \
or pivots that do not fit into the sword, axe or pole-arm categories, \
such as daggers, sickles and shears.

SPECIALIZATION_EDGEDWEAPON=EDGED_WEAPON_SPECIALIZATION
EDGED_WEAPON_SPECIALIZATION=<ABILITY>\
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. \
Edged weapons include small bladed weapons on hilts, shafts \
or pivots that do not fit into the sword, axe or pole-arm categories, \
such as daggers, sickles and shears.

PROFICIENCY_EDGED_WEAPON=EDGED_WEAPON_PROFICIENCY
EDGED_WEAPON_PROFICIENCY=<ABILITY>\
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 weapons include small bladed weapons on hilts, shafts \
or pivots that do not fit into the sword, axe or pole-arm categories, \
such as daggers, sickles and shears.

FIGHTER_ELBOWJAB=ELBOWJAB
ELBOW_JAB=ELBOWJAB
ELBOWJAB=<ABILITY>\
Usage    : ELBOWJAB [TARGET NAME]\n\r\
Example  : elbowjab orc\n\r\
If the Fighter has their target in a close grapple, they \
can use their elbow to deal an extra bit of unarmed damage. 

FIGHTER_ELBOWLOCK=ELBOWLOCK
ELBOW_LOCK=ELBOWLOCK
ELBOWLOCK=<ABILITY>\
Usage    : ELBOWLOCK [TARGET NAME]\n\r\
Example  : elbowlock orc\n\r\
On a successful attack, \
the fighter grabs and hyper-flexes the targets elbow.  For a short period, \
both the fighter and the target are locked in struggle and can't \
make main hand attacks, cast somatic spells, or perform certain actions.  \
It may even lead to breaking an arm. \
During combat, attempting this move may allow \
your opponent a quick attack.  The initiator can use "release" to \
release the hold.

THIEF_EMBEZZLE=EMBEZZLE
EMBEZZLE=<ABILITY>\
Usage    : EMBEZZLE [BANKER NAME]\n\r\
Example  : embezzle bob\n\r\
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.

ENCRYPTEDWRITING=SKILL_ENCRYPTEDWRITING
ENCRYPTWRITE=SKILL_ENCRYPTEDWRITING
EWRITE=SKILL_ENCRYPTEDWRITING
ENCRYPTED_WRITING=SKILL_ENCRYPTEDWRITING
SKILL_ENCRYPTEDWRITING=<ABILITY>\
Usage    : EWRITE [ITEM] ([TEXT TO WRITE])\n\r\
Available: ALL\n\r\
Example  : ewrite parchment From recall, go nseeseenwesee\n\r\
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.  \n\r\
\n\r\
When writing on a journal, you need not specify any parameters \
when using this command.

FIGHTER_ENDURANCE=ENDURANCE
ENDURANCE=<ABILITY>\
Example  : \n\r\
Allows the fighter to recover hit points, mana, and movement \
more quickly when not in combat.

ENERGY_DRAIN=UNDEAD_ENERGYDRAIN
UNDEAD_ENERGYDRAIN=\
Ability    : Undead_EnergyDrain\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
An attack which, if successful, drains the target of temporary levels.

SKILL_EAGLE_EYES=SKILL_EAGLEEYES
SKILL_EAGLEEYES=\
Description: \n\r\
The character�s vision is so acute that they rarely overlook weaker \
creatures within their line of sight.  

SKILL_ENSLAVE=ENSLAVE
ENSLAVE=<ABILITY>\
Usage    : ENSLAVE [TARGET NAME]\n\r\
Example  : enslave orc\n\r\
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=THIEF_ESCAPEBONDS
ESCAPEBONDS=THIEF_ESCAPEBONDS
THIEF_ESCAPEBONDS=<ABILITY>\
Usage    : ESCAPEBONDS\n\r\
Example  : escapebonds\n\r\
The player uses his or her special skills to be released from ropes, \
webs, nets, and other bindings.  See also help on BOUND. 

THIEF_ESPIONAGE=ESPIONAGE
ESPIONAGE=<ABILITY>\
Usage    : ESPIONAGE [TARGET] \n\r\
Example  : espionage bob\n\r\
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.

THIEF_EVESDROP=EAVESDROP
EVESDROP=EAVESDROP
EAVESDROP=<ABILITY>\
Usage    : EAVESDROP [TARGET] \n\r\
Example  : eavesdrop bob\n\r\
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 eavesdrop on, \
and the duration of the eavesdropping will depend on alertness expertise.

SKILL_EXITSTAGELEFT=EXIT_STAGE_LEFT
EXITSTAGELEFT=EXIT_STAGE_LEFT
EXIT_STAGE_LEFT=<ABILITY>\
Usage    : EXITSTAGELEFT\n\r\
Example  : exitstageleft\n\r\
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.

FIGHTER_FAITHFULMOUNT=FIGHTER_FAITHFUL_MOUNT
FIGHTER_FAITHFUL_MOUNT=<ABILITY>\
The fighter's mount is loyal enough that, should the fighter die, the mount will scoop \
up his or her corpse and carry it to where the fighter presently is to deposit it.  The \
fighter will either know that the mount is on the way, or silently realize that they were never \
able to properly convince the mount of this important role.  Expertise will decrease the \
delay between death and the corpse arrival.  Leaving the game during this period is not \
advised.

SKILL_FALSEARREST=FALSE_ARREST
FALSEARREST=FALSE_ARREST
FALSE_ARREST=<ABILITY>\
Usage    : FALSEARREST [CRIMINAL NAME]\n\r\
Example  : falsearrest joe\n\r\
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.

THIEF_FALSE_FAITH=THIEF_FALSEFAITH=
FALSE_FAITH=THIEF_FALSEFAITH
THIEF_FALSEFAITH=<ABILITY>\
Usage    : FALSEFAITH [DEITY NAME]/NONE/STOP]\n\r\
Example  : ffaith Odin\n\r\
Example  : ffaith none\n\r\
Example  : ffaith stop\n\r\
Short(s) : ffaith\n\r\
The thief is so flexible in his or her beliefs that he can internally \
take on a false faith which is able to fool all but the gods themselves.

THIEF_FALSE_SERVICE=THIEF_FALSESERVICE
FALSE_SERVICE=THIEF_FALSESERVICE
THIEF_FALSESERVICE=<ABILITY>\
Usage    : FALSESERVICE\n\r\
Example  : falseservice\n\r\
When the thief is falsely believing in some other deity, as per false faith, \
they may also start a false religious service once per day.  The service will \
proceed as if the thief were the cleric leading the service, and will attract \
followers of the false deity, as normal.  At the end, the parishoners will not \
receive their normal bounty, but the thief will receive their money from the \
donation plate, some experience, and possibly reputation from their true deity.

FIGHTER_FARSHOT=FAR_SHOT
FARSHOT=FAR_SHOT
FAR_SHOT=<ABILITY>\
Example  :\n\r\
This skill allows a fighter to use a ranged weapon, such as a bow and \
arrow, at extremely far ranges.

FAST_SLINGING=FIGHTER_FASTSLINGING
FASTSLINGING=FIGHTER_FASTSLINGING
FIGHTER_FASTSLINGING=<ABILITY>\
Example  : \n\r\
Fast Slinging is the ability to make extra attacks per round whenever using \
a ranged sling weapon that requires ammunition. \
The number of extra attacks will go up as the players level does.

FAVORED_ENEMY_1=FAVORED_ENEMY
FAVORED_ENEMY_2=FAVORED_ENEMY
FAVORED_ENEMY_3=FAVORED_ENEMY
FAVORED_ENEMY_4=FAVORED_ENEMY
RANGER_ENEMY1=FAVORED_ENEMY
RANGER_ENEMY2=FAVORED_ENEMY
RANGER_ENEMY3=FAVORED_ENEMY
RANGER_ENEMY4=FAVORED_ENEMY
RANGER_ENEMY5=FAVORED_ENEMY
FAVORED_ENEMY=<ABILITY>\
Example  : \n\r\
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.

FIGHTER_FAVOREDMOUNT=FAVORED_MOUNT
FIGHTER_FAVOREDMOUNT2=FAVORED_MOUNT
FIGHTER_FAVOREDMOUNT3=FAVORED_MOUNT
FIGHTER_FAVOREDMOUNT4=FAVORED_MOUNT
FIGHTER_FAVOREDMOUNT5=FAVORED_MOUNT
FIGHTER_FAVOREDMOUNT6=FAVORED_MOUNT
FIGHTER_FAVOREDMOUNT7=FAVORED_MOUNT
FIGHTER_FAVOREDMOUNT8=FAVORED_MOUNT
FIGHTER_FAVOREDMOUNT9=FAVORED_MOUNT
FAVORED_MOUNT_2=FAVORED_MOUNT
FAVORED_MOUNT_3=FAVORED_MOUNT
FAVORED_MOUNT_4=FAVORED_MOUNT
FAVORED_MOUNT_5=FAVORED_MOUNT
FAVORED_MOUNT_6=FAVORED_MOUNT
FAVORED_MOUNT_7=FAVORED_MOUNT
FAVORED_MOUNT_8=FAVORED_MOUNT
FAVORED_MOUNT_9=FAVORED_MOUNT
FAVOREDMOUNT=FAVORED_MOUNT
FAVORED_MOUNT=<ABILITY>\
The player has developed favor for certain mounts, and \
gains knowledge handling and riding those creatures.  When riding \
such creatures, they move more quickly when on long trips, and \
can give and get items from horseback in some situations.

RACIAL_ENEMY=<ABILITY>\
Example  : \n\r\
A specific and instinctive hatred towards a particular kind \
of creature, granting an attack and damage bonus advantage \
against those creatures.

PLANAR_ENEMY=<ABILITY>\
Example  : \n\r\
A specific and instinctive hatred towards creatures from a \
particular plane of existence, granting an attack and damage bonus advantage \
against those creatures.

SKILL_FEINT=FEINT
FEINT=<ABILITY>\
Usage    : FEINT\n\r\
Example  : feint\n\r\
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.

FENCELOOT=THIEF_FENCELOOT
FENCE=THIEF_FENCELOOT
FENCE_LOOT=THIEF_FENCELOOT
THIEF_FENCE_LOOT=THIEF_FENCELOOT
THIEF_FENCELOOT=<ABILITY>\
Usage    : FENCE [ITEM NAME] ([SHOPKEEPER NAME])\n\r\
Example  : fence sword\n\r\
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.

FIGHTER_FIELDTACTICS=FIELD_TACTICS
FIELD_TACTICS=<ABILITY>\
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.

RANGER_FIERCECOMPANIONS=FIERCE_COMPANIONS
FIERCE_COMPANIONS=<ABILITY>\
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.

FIGHTER_FIERCEMOUNT=FIERCE_MOUNT
FIERCE_MOUNT=<ABILITY>\
This skill gives the fighter's mount an edge in attack and damage \
when fighting while the fighter is mounted.

SKILL_FINDHOME=FIND_HOME
FINDHOME=FIND_HOME
FIND_HOME=<ABILITY>\
Usage    : FINDHOME\n\r\
Example  : findhome\n\r\
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.

THIEF_FIND_RUNAWAY=THIEF_FINDRUNAWAY
FIND_RUNAWAY=THIEF_FINDRUNAWAY
THIEF_FINDRUNAWAY=<ABILITY>\
Usage    : FINDRUNAWAY\n\r\
Example  : findrunaway\n\r\
The thief uses their knowledge of the city streets to follow the trail \
of a runaway youth.  This can be attempted once per day.

SKILL_FINDSHIP=FIND_SHIP
FINDSHIP=FIND_SHIP
FIND_SHIP=<ABILITY>\
Usage    : FINDSHIP\n\r\
Example  : findship\n\r\
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.

RANGER_FINDWATER=FIND_WATER
FINDWATER=FIND_WATER
FIND_WATER=<ABILITY>\
Usage    : FINDWATER\n\r\
Example  : findwater\n\r\
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.

BREATHFIRE=FIREBREATH
BREATHEFIRE=FIREBREATH
FIREBREATH=<ABILITY>\
Usage    : FIREBREATH [TARGET]\n\r\
Example  : firebreath bob\n\r

SKILL_FIREBREATHING=FIRE_BREATHING
FIREBREATHING=FIRE_BREATHING
FIRE_BREATHING=<ABILITY>\
Usage    : FIREBREATH [TARGET NAME]\n\r\
Example  : firebreath orc\n\r\
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.

FIGHTER_FINGERLOCK=FINGERLOCK
FINGER_LOCK=FINGERLOCK
FINGERLOCK=<ABILITY>\
Usage    : FINGERLOCK [TARGET NAME]\n\r\
Example  : fingerlock orc\n\r\
On a successful attack, \
the fighter pulls back the targets fingers.  For a short period, \
both the fighter and the target are locked in struggle and can't \
make main hand attacks, cast somatic spells, or perform certain actions.  \
It may even lead to breaking a finger. \
During combat, attempting this move may allow \
your opponent a quick attack.  The initiator can use "release" to \
release the hold.

FAMILIARITY_FLAILEDWEAPON=FLAILED_WEAPON_FAMILIARITY
FLAILED_WEAPON_FAMILIARITY=<ABILITY>\
The player is familiar with flailed weapons they have crafted themselves, \
gaining an attack bonus from wielding the product of their own \
hands.

SPECIALIZATION_FLAILEDWEAPON=FLAILED_WEAPON_SPECIALIZATION
FLAILED_WEAPON_SPECIALIZATION=<ABILITY>\
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.

PROFICIENCY_FLAILEDWEAPON=FLAILED_WEAPON_PROFICIENCY
PROFICIENCY_FLAILED_WEAPON=FLAILED_WEAPON_PROFICIENCY
FLAILED_WEAPON_PROFICIENCY=<ABILITY>\
The player is proficient with flails, gaining the ability to use \
them even if their current class training would not make it \
feasible normally.

FLANK=THIEF_FLANK
THIEF_FLANK=<ABILITY>\
Usage    : FLANK\n\r\
Example  : flank\n\r\
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
THIEF_FLAY=<ABILITY>\
Example  : FLAY Orc\n\r\
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_FLEE=<ABILITY>\
Usage   : FLEE ([DIRECTION])\n\r\
Example : flee\n\r\
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.

FIGHTER_FLYINGKICK=FLYING_KICK
FLYINGKICK=FLYING_KICK
FLYING_KICK=<ABILITY>\
Usage    : FLYING KICK [TARGET NAME]\n\r\
Example  : flying kick orc\n\r\
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!

BEGFORFOOD=FOODBEGGING
BEG4FOOD=FOODBEGGING
FOOD_BEGGING=FOODBEGGING
FOODBEGGING=<ABILITY>\
Usage    : BEG4FOOD [TARGET]\n\r\
Example  : beg4food joe\n\r\
This skill allows the character to begin making cute faces at the \
target, compelling them to give up any food they might have.

THIEF_FOOTLOCKS=FOOTLOCKS
FOOTLOCKS=<ABILITY>\
Usage    : FOOTLOCKS [TARGET NAME]\n\r\
Example  : footlocks orc\n\r\
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.

FORCEBACK=FIGHTER_FORCEBACK
FIGHTER_FORCEBACK=<ABILITY>\
Usage    : FORCEBACK\n\r\
Example  : forceback\n\r\
During combat, this skill allows the fighter to use a long polearm-class \
weapon and a burst of fury to force their current opponent back to a \
longer range.  It can only be done once per minute, however. 

FOREARM_BLOCK=FIGHTER_FOREARMBLOCK
FOREARMBLOCK=FIGHTER_FOREARMBLOCK
FIGHTER_FOREARMBLOCK=<ABILITY>\
This skill allows the fighter a chance to block \
unarmed attacks every round.

FIGHTER_FORESTTACTICS=FOREST_TACTICS
FOREST_TACTICS=<ABILITY>\
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.

THIEF_FORGERY=FORGERY
FORGE=FORGERY
FORGERY=<ABILITY>\
Usage    : FORGERY [ROOM ID]/[SPELL NAME]/[NOTE NAME] [ITEM NAME]\n\r\
Example  : forge Midgaard#3001 parchment\n\r\
Example  : forge "wish" scrollpaper\n\r\
Example  : forge "an Archon's Note" parchment\n\r\
The thief gains the ability to forge title's to land, spells onto \
scrolls (or at least in seeming), paintings, or payment notes.  While \
shopkeepers will not be fooled by these documents, other \
players may well be.

THIEF_FORTUNE_TELLING=THIEF_FORTUNETELLING
THIEF_FORTUNETELLING=<ABILITY>\
Usage    : FORTUNETELLING [TARGET NAME]\n\r\
Example  : fortunetelling bob\n\r\
The gypsy peers into the future carefully to discern \
the fate of the target.  Fortune Telling readings can see all \
of the near future effects, but is taxing to the gypsy and can \
only be done infrequently.  More expertise can extend how far \
into the future that can be seen.

SKILL_FOUL_WEATHER_SAILING=SKILL_FOULWEATHERSAILING
FOUL_WEATHER_SAILING=SKILL_FOULWEATHERSAILING
SKILL_FOULWEATHERSAILING=<ABILITY>\
Usage    : FOULWEATHERSAILING\n\r\
Example  : foulweathersailing\n\r\
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.

FIGHTER_FRAGMENTATION=FRAGMENTATION
FRAGMENTATION=<ABILITY>\
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.

THIEF_FRAMEMARK=FRAME_MARK
FRAME_MARK=<ABILITY>\
Usage    : FRAME\n\r\
Example  : frame\n\r\
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.

FROSTBREATH=<ABILITY>\
Usage    : FROSTBREATH [TARGET]\n\r\
Example  : frostbreath bob\n\r

GASBREATH=<ABILITY>\
Usage    : GASBREATH [TARGET]\n\r\
Example  : gasbreath bob\n\r

DRUID_GOLEMFORM=GOLEM_FORM
GOLEMFORM=GOLEM_FORM
GOLEM_FORM=<ABILITY>\
Usage    : GOLEMFORM [LIST/FORM NAME]\n\r\
Example  : golemform\n\r\
Example  : golemform list\n\r\
Example  : golemform massive stone golem\n\r\
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.

FIGHTER_GOUGE=GOUGE
GOUGE=<ABILITY>\
Usage    : GOUGE [TARGET NAME]\n\r\
Example  : gouge orc\n\r\
The Fighter gouges at the eyes of the target, blinding them for a short time, \
and possibly taking out an eye in the process.

GORE=<ABILITY>\
This ability makes the character especially deadly with natural piercing weapons, \
dealing considerably more damage.

THIEF_GRAFFITI=GRAFFITI
GRAFFITI=THIEF_GRAFFITI
GRAFFITI=<ABILITY>\
Usage    : GRAFFITI [MESSAGE]\n\r\
Example  : graffiti kilroy was here\n\r\
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.

FIGHTER_GRACEFULDISMOUNT=GRACEFUL_DISMOUNT
GRACEFUL_DISMOUNT=<ABILITY>\
The Fighter is so good with his or her mounts that any forced dismount that might \
put a normal rider on the ground will be handled gracefully by the fighter.

THIEF_GRAVEROBBING=GRAVEROBBING
GRAVE_ROBBING=GRAVEROBBING
GRAVEROB=GRAVEROBBING
GROB=GRAVEROBBING
GRAVEROBBING=<ABILITY>\
Usage    : GRAVEROBBING [TARGET CORPSE]/HERE\n\r\
Example  : graverob body\n\r\
Example  : graverob here\n\r\
This skill allows the thief to rob corpses and graveyard areas generally of their \
hidden coin.

GRAZING=SKILL_GRAZING
GRAZING=<ABILITY>\
Usage    : GRAZE\n\r\
Example  : graze\n\r\
The player is able to feast off the land of the open plains to satiate his or her \
hunger.  And when continuing to graze even after, can fill additional stomachs, \
allowing him or her to "chew their cud" to satiate hunger without eating in the \
future.

GROIN=SKILL_GROIN
SKILL_GROIN=<ABILITY>\
Usage    : GROIN [TARGET NAME]\n\r\
Example  : groin orc\n\r\
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=<ABILITY>\
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.

FIGHTER_GUTBUSTER=GUTBUSTER
GUTBUSTER=<ABILITY>\
Usage    : GUTBUSTER [TARGET NAME]\n\r\
Example  : gutbuster orc\n\r\
The fighter drops down on a prone target and knees them in the gut.  This can do \
serious damage if the hit is especially good.

SKILL_HAGGLE=HAGGLE
HAGGLE=<ABILITY>\
Usage    : HAGGLE BUY/SELL [ITEM NAME] ([SHOPKEEPER NAME])\n\r\
Example  : haggle buy sword\n\r\
Example  : haggle sell sword\n\r\
This skill allows the user to get better rates on buying and \
selling items by haggling with the shopkeeper over the price.

SKILL_ATTACKHALF=HALF_ATTACK
HALF_ATTACK=<ABILITY>\
Example  : \n\r\
Allows the affected character to deliver a second attack during \
every other combat round.  These attacks will be slightly less \
effective than primary attacks.

FAMILIARITY_HAMMER=HAMMER_FAMILIARITY
HAMMER_FAMILIARITY=<ABILITY>\
The player is familiar with hammers they have crafted themselves, \
gaining an attack bonus from wielding the product of their own \
hands.

SPECIALIZATION_HAMMER=HAMMER_SPECIALIZATION
HAMMER_SPECIALIZATION=<ABILITY>\
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.

SPECIALIZATION_WHIP=WHIP_SPECIALIZATION
WHIP_SPECIALIZATION=<ABILITY>\
The player is a master of whips, gaining bonuses to attack when \
using a whip in combat.  Can also allow \
the use of higher level whips if the focus expertise is taken. \
This specialization stacks with flailed specialization.

PROFICIENCY_HAMMER=HAMMER_PROFICIENCY
HAMMER_PROFICIENCY=<ABILITY>\
The player is proficient with hammers, gaining the ability to use \
them even if their current class training would not make it \
feasible normally.

HAMMERRING=FIGHTER_HAMMERRING
HAMMERING=FIGHTER_HAMMERRING
FIGHTER_HAMMERRING=<ABILITY>\
Usage    : HAMMERRING [TARGET NAME]\n\r\
Example  : hammerring orc\n\r\
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.

FAMILIARITY_NATURAL=RACIAL_WEAPON_FAMILIARITY
RACIAL_WEAPON_FAMILIARITY=<ABILITY>\
The player is familiar with natural racial weapons they have crafted themselves, \
gaining an attack bonus from wielding the product of their own \
hands.

HAND_TO_HAND_COMBAT=SPECIALIZATION_NATURAL
SPECIALIZATION_NATURAL=SPECIALIZATION_NATURAL
HAND_TO_HAND_SPECIALIZATION=SPECIALIZATION_NATURAL
SPECIALIZATION_NATURAL=<ABILITY>\
The player becomes so specialized at hand to hand combat that \
they gain bonuses to attack when fighting unarmed.

PROFICIENCY_NATURAL_WEAPON=NATURAL_WEAPON_PROFICIENCY
NATURAL_WEAPON_PROFICIENCY=<ABILITY>\
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.

HAMSTRUNG=HAMSTRING
HAMSTRING=<ABILITY>\
Usage    : HAMSTRING [TARGET NAME] \n\r\
Example  : hamstring orc\n\r\
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.

HANDCUFF=SKILL_HANDCUFF
CUFF=SKILL_HANDCUFF
SKILL_HANDCUFF=<ABILITY>\
Usage    : HANDCUFF [TARGET NAME] \n\r\
Example  : cuff orc\n\r\
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 also help on ARRESTING SAP and BOUND for more information.

HARDINESS=FIGHTER_HARDINESS
FIGHTER_HARDINESS=<ABILITY>\
This ability makes the player more hardy, giving them extra movement points.

HARD_TO_PORT=SKILL_HARDTOPORT
HARDTOPORT=SKILL_HARDTOPORT
SKILL_HARDTOPORT=<ABILITY>\
Usage    : HARDTOPORT\n\r\
Example  : hardtoport\n\r\
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_STARBOARD=SKILL_HARDTOSTARBOARD
HARDTOSTARBOARD=SKILL_HARDTOSTARBOARD
SKILL_HARDTOSTARBOARD=<ABILITY>\
Usage    : HARDTOSTARBOARD\n\r\
Example  : hardtostarboard\n\r\
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.

HARD_TO_STERN=SKILL_HARDTOSTERN
HARDTOSTERN=SKILL_HARDTOSTERN
SKILL_HARDTOSTERN=<ABILITY>\
Usage    : HARDTOSTERN\n\r\
Example  : hardtostern\n\r\
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 twiece and, for a very brief time, give the ship a small 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.

FIGHTER_HEADLOCK=HEADLOCK
HEAD_LOCK=HEADLOCK
HEADLOCK=<ABILITY>\
Usage    : HEADLOCK [TARGET NAME]\n\r\
Example  : headlock orc\n\r\
On a successful attack, \
the fighter grabs the target about the neck from behind in a headlock.  For a short period, \
both the fighter and the target are locked in struggle and can't do much of anything else.  \
During combat, attempting this move may allow \
your opponent a quick attack.  The initiator can use "release" to \
release the hold.

PALADIN_HEALINGHANDS=HEALING_HANDS
HANDS=HEALING_HANDS
HEALING_HANDS=<ABILITY>\
Usage    : HANDS [TARGET NAME]\n\r\
Example  : hands orc\n\r\
The Paladin becomes a vessel for the power of his \
or her god, either healing or harming depending on \
their heart.

THIEF_HERETICAL_FAITH=THIEF_HERETICALFAITH
HERETICAL_FAITH=THIEF_HERETICALFAITH
THIEF_HERETICALFAITH=<ABILITY>\
Usage    : HERETICALFAITH [DEITY NAME]\n\r\
Example  : hfaith Grimace\n\r\
Example  : hfaith stop\n\r\
Short(s) : hfaith none\n\r\
The thief is able to internally convince himself that he's \
had a conversion experience to a deity of his choosing.

FIGHTER_HEROISM=HEROISM
HEROISM=<ABILITY>\
Example  : \n\r\
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.

HEROIC_REFLEXES=THIEF_HEROIC_REFLEXES
THIEF_HEROICREFLEXES=THIEF_HEROIC_REFLEXES
THIEF_HEROIC_REFLEXES=<ABILITY>\
Example  : \n\r\
The thieves reflexes are so attuned to traps that he or she \
becomes able to leap to the aid of a party member who has \
triggered a trap and intercept it on their behalf.  The \
thief then has a bonus to avoid the trap themselves.  This effect \
can only occur from time to time.  

THIEF_HIDE=HIDE
HIDE=<ABILITY>\
Usage    : HIDE \n\r\
Example  : hide\n\r\
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.  

HIDEINPLAINSITE=HIDE_IN_PLAIN_SIGHT
THIEF_HIDEINPLAINSIGHT=HIDE_IN_PLAIN_SIGHT
HIDE_IN_PLAIN_SIGHT=<ABILITY>\
Usage    : HIDEINPLAINSIGHT\n\r\
Example  : hips\n\r\
The thief has become so adept at quick small movements, that he can \
do almost anything without being directly noticed.  Almost any quiet \
movement, such as getting or dropping items, wearing or removing items, \
or manipulating inventory, \
will be totally unnoticeable by other players.  Even normally noisy actions \
will be done so that people aren't really sure who did it.  Direct speaking \
or giving is unaffected, however.

THIEF_HIDEOTHER=HIDE_OTHER
OTHERHIDE=HIDE_OTHER
HIDE_OTHER=<ABILITY>\
Usage    : OTHERHIDE [TARGET] \n\r\
Example  : otherhide bob\n\r\
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.

THIEF_HIDEOUT=HIDEOUT
HIDEOUT=<ABILITY>\
Usage    : HIDEOUT\n\r\
Example  : hideout\n\r\
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.

THIEF_HIDESHIP=HIDE_SHIP
SHIPHIDE=HIDE_SHIP
HIDE_SHIP=<ABILITY>\
Usage    : SHIPHIDE\n\r\
Example  : shiphide\n\r\
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.

HIGH_MARKS=THIEF_HIGHMARKS
THIEF_HIGHMARKS=<ABILITY>\
Proficiency in this skill allows the thief to Mark higher level \
persons and creatures.

HIGH_JUMP=SKILL_HIGHJUMP
SKILL_HIGHJUMP=<ABILITY>\
Usage    : HIGHJUMP ([DIRECTION])\n\r\
Example  : highjump\n\r\
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_HIRE_CREWMEMBER=SKILL_HIRECREWMEMBER
SKILL_HIRE_CREW_MEMBER=SKILL_HIRECREWMEMBER
HIRE_CREW_MEMBER=SKILL_HIRECREWMEMBER
HIRE_CREWMEMBER=SKILL_HIRECREWMEMBER
HIRECREWMEMBER=SKILL_HIRECREWMEMBER
HIRECREW=SKILL_HIRECREWMEMBER
SKILL_HIRECREWMEMBER=<ABILITY>\
Usage    : HIRECREW\n\r\
Example  : hirecrew\n\r\
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. 

FIGHTER_HILLSTACTICS=HILLS_TACTICS
HILLS_TACTICS=<ABILITY>\
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.

THIEF_HOLD_YOUR_LIQUOR=THIEF_HOLDYOURLIQUOR
HOLD_YOUR_LIQUOR=THIEF_HOLDYOURLIQUOR
THIEF_HOLDYOURLIQUOR=<ABILITY>\
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_MOUNT=PALADIN_HOLY_MOUNT
HOLYMOUNT=PALADIN_HOLY_MOUNT
PALADIN_HOLYMOUNT=PALADIN_HOLY_MOUNT
PALADIN_HOLY_MOUNT=<ABILITY>\
This skill gives the fighter's mount an edge in attack, armor, and damage \
when fighting an unholy target while the fighter is mounted.

HOLY_STRIKE=PALADIN_HOLY_STRIKE
HOLYSTRIKE=PALADIN_HOLY_STRIKE
PALADIN_HOLYSTRIKE=PALADIN_HOLY_STRIKE
PALADIN_HOLY_STRIKE=<ABILITY>\
Usage    : HOLYSTRIKE [TARGET]\n\r\
Example  : holystrike\n\r\
Wielding a melee weapon, the paladin calls down the power of his or \
her god into a mighty attack for devastating damage on evil targets.

RANGER_HUNTERSENDURANCE=HUNTERS_ENDURANCE
HUNTERS_ENDURANCE=<ABILITY>\
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.

INCITE_DIVINE_FEUD=THIEF_INCITEDIVINEFEUD
THIEF_INCITEDIVINEFEUD=<ABILITY>\
Usage    : INCITEDIVINEFEUD [DEITY NAME] \n\r\
Example  : incitedivinefeud odin\n\r\
By working on tensions between two religious factions, the Reliquist can subtly \
manipulate discord between the deities serving those communities.  Infrequently, \
the rogue may use this ability to gain a special quest which will adjust the \
relationship of the target deity to that of the apparent/false deity the player \
is masked as worshipping upon successful completion.

IDENTIFY_BOMBS=THIEF_IDENTIFYBOMBS
THIEF_IDENTIFYBOMBS=<ABILITY>\
Example  : \n\r\
The thief can sense bombs just by looking at them, or looking at those who might \
be bearing them.

SKILL_IDENTIFYPOISON=IDENTIFY_POISON
IDENTIFYPOISON=IDENTIFY_POISON
IDPOISON=IDENTIFYPOISON
IDENTIFY_POISON=<ABILITY>\
Usage    : IDPOISON [ITEM NAME] \n\r\
Example  : idpoison orc\n\r\
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.

THIEF_IDENTIFYTRAPS=IDENTIFY_TRAPS
IDTRAP=IDENTIFY_TRAPS
IDENTIFYTRAPS=IDENTIFY_TRAPS
IDENTIFY_TRAPS=<ABILITY>\
Usage    : IDENTIFYTRAPS\n\r\
Example  : identifytraps east\n\r\
Example  : identifytraps chest\n\r\
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_IMITATION=<ABILITY>\
Usage    : IMITATE [SPELL NAME] [TARGET NAME]\n\r\
Example  : imitate Fireball Orc\n\r\
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
IMPROVEDBOARDING=THIEF_IMPROVEDBOARDING
THIEF_IMPROVEDBOARDING=<ABILITY>\
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.  

IMPROVEDCALTROPS=THIEF_IMPROVEDCALTROPS
THIEF_IMPROVEDCALTROPS=<ABILITY>\
Usage    : IMPROVED CALTROPS\n\r\
Example  : improvedcaltrops\n\r\
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 have to avoid them or have them \
pierce deeply into their flesh, doing horrible damage.  This trap is permanent \
on owned property, but won't affect those who live there.

IMPROVED_DISTRACTION=THIEF_IMPROVEDDISTRACTION
THIEF_IMPROVEDDISTRACTION=<ABILITY>\
Example  : \n\r\
proficiency in this skill allows the thief to distract higher and \
higher level opponents.

IMPROVED_HIDING=THIEF_IMPROVEDHIDING
THIEF_IMPROVEDHIDING=<ABILITY>\
Example  : \n\r\
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
THIEF_IMPROVEDPEEK=<ABILITY>\
Example  : \n\r\
Proficiency in this skill allows the thief to peek into the inventories \
of higher level persons and creatures.

IREVOKE=SKILL_IMPROVEDREVOKE
IMPROVED_REVOKE=SKILL_IMPROVEDREVOKE
SKILL_IMPROVEDREVOKE=<ABILITY>\
Usage    : IREVOKE [EFFECT NAME] [TARGET] (QUIETLY)\n\r\
Example  : IREVOKE "SLEEP" BOB\n\r\
Example  : IREVOKE ALL BOB QUIETLY\n\r\
Users of magic can revoke specific or multiple magical effects using \
the improved revoke command.  The revocation can also optionally be \
done quietly, so no one in the room knows you did it.

FIGHTER_IMPROVEDSHIELDDEFENCE=IMPROVED_SHIELD_DEFENCE
IMPROVEDSHIELDDEFENCE=IMPROVED_SHIELD_DEFENCE
IMPROVED_SHIELD_DEFENCE=<ABILITY>\
Example  : \n\r\
As the fighter gains proficiency with shield use, he becomes better able \
to use a shield to enhance his armor.

IMPROVED_STEAL=THIEF_IMPROVEDSTEAL
THIEF_IMPROVEDSTEAL=<ABILITY>\
Example  : \n\r\
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
THIEF_IMPROVEDSWIPE=<ABILITY>\
Example  : \n\r\
proficiency in this skill allows the thief to swipe the gold \
of higher level persons and creatures.

FIGHTER_IMPROVEDTHROWING=IMPROVED_THROWING
IMPROVEDTHROWING=IMPROVED_THROWING
IMPROVED_THROWING=<ABILITY>\
As the fighter gains proficiency in this skill, he or she hits more accurately \
with thrown weapons, and does up to double damage.

PALADIN_INCITEFIGHT=INCITE_FIGHT
PALADIN_INCITE_FIGHT=INCITE_FIGHT
INCITE=INCITE_FIGHT
INCITE_FIGHT=<ABILITY>\
Usage    : INCITE [TARGET NAME] \n\r\
Example  : incite org\n\r\
The Paladin incites the target to aggression, even against neighbors they would \
normally ignore.

SKILL_INDOORRIDING=INDOOR_RIDING
SKILL_INDOOR_RIDING=INDOOR_RIDING
INDOOR_RIDING=<ABILITY>\
The player has such control over their over-sized mount that they can navigate them \
through indoor rooms, at the cost of greatly increased movement usage.

SKILL_INFORMANT=INFORMANT
INFORMANT=<ABILITY>\
Usage    : INFORMANT [MOB NAME] [REASON]\n\r\
Example  : informant orc warrant\n\r\
This skill allows the player to inexpensively purchase an informant in the area \
they are currently in.  So long as the player remains in the area, and for at least \
a day, the informant will appear and notify the whereabouts of anyone matching the \
reason given. Reasons can be WARRANT for anyone with a warrant, an amount of money \
for anyone as rich or better, a race, a name, or a character class.

SKILL_INSTRUMENTBASH=INSTRUMENT_BASH
IBASH=INSTRUMENT_BASH
INSTRUMENTBASH=INSTRUMENT_BASH
INSTRUMENT_BASH=<ABILITY>\
Usage    : IBASH [TARGET NAME] \n\r\
Example  : ibash orc\n\r\
The bard uses their instrument as a weapon, delivering an \
otherwise additional blow to the target in combat.

INTIMIDATION=FIGHTER_INTIMIDATE
FIGHTER_INTIMIDATE=<ABILITY>\
Example  : \n\r\
This skill makes the player naturally intimidating to lower \
level creatures, making them less likely to be able to initiate \
an attack.

INTERCEPT_SHIP=SKILL_INTERCEPTSHIP
SKILL_INTERCEPT_SHIP=SKILL_INTERCEPTSHIP
INTERCEPTSHIP=SKILL_INTERCEPTSHIP
INTERCEPT=SKILL_INTERCEPTSHIP
SKILL_INTERCEPTSHIP=<ABILITY>\
Usage    : INTERCEPT [SHIP NAME] \n\r\
Example  : intercept pirate\n\r\
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. 

INVISIBILITY_TO_MARK=THIEF_MARKINVISIBILITY
THIEF_MARKINVISIBILITY=<ABILITY>\
Example  : \n\r\
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.

JAILORS_KEY=SKILL_JAILKEY
JAILOR_KEY=SKILL_JAILKEY
JAILERS_KEY=SKILL_JAILKEY
JAILER_KEY=SKILL_JAILKEY
JAIL_KEY=SKILL_JAILKEY
JAILKEY=SKILL_JAILKEY
SKILL_JAILKEY=<ABILITY>\
Usage    : JAILKEY [DIRECTION] \n\r\
Example  : jailkey north\n\r\
Allows the player to lock or unlock any door to a jail room in the area.  It will also release anyone on the other \
side of the door from a prisoner's geas.

SKILL_JOKE=JOKE
JOKE=<ABILITY>\
Usage    : JOKE [TARGET NAME]\n\r\
Example  : joke orc\n\r\
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.

JOUST=JOUSTING
FIGHTER_JOUSTING=JOUSTING
JOUSTING=<ABILITY>\
Usage    : JOUST ([TARGET NAME])\n\r\
Example  : joust orc\n\r\
If the warrior is mounted and wielding a melee weapon with range, \
and are at least one range out of the max range of their weapon, then \
the warrior can charge the target and joust.  Upon arrival, the warrior \
makes attack(s) with bonus damage, and then will automatically ride-through \
their targets position on the following round.

SKILL_JUGGLE=JUGGLE
JUGGLE=<ABILITY>\
Usage    : JUGGLE [ITEM NAME]\n\r\
Example  : juggle all\n\r\
Example  : juggle dagger\n\r\
Example  : juggle\n\r\
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.

FIGHTER_JUNGLETACTICS=JUNGLE_TACTICS
JUNGLE_TACTICS=<ABILITY>\
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.

THIEF_KAMIKAZE=KAMIKAZE
KAMIKAZE=<ABILITY>\
Usage    : KAMIKAZE [TARGET NAME] [DIRECTION(S)]\n\r\
Example  : kamikaze orc east\n\r\
Example  : kamikaze orc 2e 3n e e e n w d\n\r\
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_KEENVISION=KEENVISION
KEENVISION=<ABILITY>\
This skill allows the player a chance, when in the wild, to spot hidden or \
trapped items or exits.  It also grants a bonus when using a ranged weapon.

KIDNAP=KIDNAPPING
THIEF_KIDNAPPING=KIDNAPPING
KIDNAPPING=<ABILITY>\
Usage    : KIDNAP [TARGET NAME]\n\r\
Example  : kidnap child\n\r\
The thief kidnaps a child, making them an unvoluntary follower.  The child \
will not assist in combat, will not follow orders, and will attempt to escape \
if left in an unlocked and unsupervised state.

FIGHTER_KISTRIKE=KI_STRIKE
KISTRIKE=KI_STRIKE
KI_STRIKE=<ABILITY>\
Usage    : KISTRIKE\n\r\
Example  : kistrike\n\r\
Short(s) : ki\n\r\
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.

FIGHTER_KICK=KICK
KICK=<ABILITY>\
Usage    : KICK [TARGET NAME] \n\r\
Example  : kick orc\n\r\
The fighter uses his or her feet to deliver an extra bit of pain \
in combat.

THIEF_KILLLOG=KILL_LOG
KILLLOG=KILL_LOG
KILL_LOG=<ABILITY>\
Uage     : KILLLOG\n\r\
Example  : killlog\n\r\
The thief has the ability to keep track of their kill percentage \
on creatures which they have marked using the Mark skill.  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.

KNEE=FIGHTER_KNEE
FIGHTER_KNEE=<ABILITY>\
Uage     : KNEE [TARGETNAME]\n\r\
Example  : knee orc\n\r\
If the Fighter has their target in a close standing grapple, they \
can lift their knee to deal an extra bit of unarmed damage. 

FIGHTER_KNIFEHAND=KNIFE_HAND
KNIFEHAND=KNIFE_HAND
KNIFE_HAND=<ABILITY>\
Example  : \n\r\
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.

DRUID_KNOWPLANTS=KNOW_PLANTS
KNOWPLANTS=KNOW_PLANTS
KNOWPLANT=KNOW_PLANTS
KNOW_PLANTS=<ABILITY>\
Usage    : KNOWPLANT [ITEM NAME] \n\r\
Example  : knowplant flowers\n\r\
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.

THIEF_MASK_FAITH=THIEF_MASKFAITH
MASK_FAITH=THIEF_MASKFAITH
THIEF_MASKFAITH=<ABILITY>\
Usage    : MASKFAITH\n\r\
Example  : mfaith\n\r\
Example  : mfaith stop\n\r\
Short(s) : mfaith\n\r\
The thief is able to internally hide his or her true faith from most \
means of detection or discernment.

THIEF_MAST_SHOT=THIEF_MASTSHOT
MAST_SHOT=THIEF_MASTSHOT
MASTSHOT=THIEF_MASTSHOT
THIEF_MASTSHOT=<ABILITY>\
Usage    : MASTSHOT [WEAPON NAME]\n\r\
Example  : mastshot catapult\n\r\
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_MATH=<ABILITY>\
Usage    : MATH [FORMULA]\n\r\
Example  : math 10+3\n\r\
Calculates the solution to a math problem.  Use +, -, / (for divide) \
or * (for multiply).

KRAKENFORM=<ABILITY>\
Usage    : KRAKENFORM\n\r\
Example  : krakenform\n\r\
Allows the druid to turn themselves into a mighty kraken of the sea. \
The normal compass direction commands (north, south..) can be used \
to swim around.  Ship commands, such as TARGET, AIM, COURSE, and STEER \
also work as described in HELP SHIP COMBAT.\n\r\
\n\r\
During combat, you must use the AIM command to aim your tentacles \
by entering AIM TENTACLE.1 [AMOUNT] and AIM TENTACLE.2 [AMOUNT]. \
Being 'sunk' in Krakenform will kill the druid.\n\r\
\n\r\
Use KRAKENFORM command again to revert to normal form.  

MTRAP=LAY_MINOR_TRAPS
MINORTRAP=LAY_MINOR_TRAPS
THIEF_MINORTRAP=LAY_MINOR_TRAPS
LAY_MINOR_TRAPS=<ABILITY>\
Usage    : MTRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]\n\r\
Example  : mtrap list\n\r\
Example  : mtrap east noise\n\r\
Example  : mtrap chest needle\n\r\
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.

THIEF_TRAP=LAY_TRAPS
LAY_TRAP=LAY_TRAPS
TRAP=LAY_TRAPS
LAY_TRAPS=<ABILITY>\
Usage    : TRAP [ITEM, DIRECTION, ROOM] [TRAP NAME]\n\r\
Example  : trap list\n\r\
Example  : trap east noise\n\r\
Example  : trap chest needle\n\r\
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.

LASSO=SKILL_LASSOING
LASSOING=SKILL_LASSOING
SKILL_LASSOING=<ABILITY>\
Usage    : LASSO [TARGET NAME]\n\r\
Example  : lasso Sophie\n\r\
If the player has a suitable rope, this will attempt to throw the rope \
at the target and, if hit, will bind the target for a short period. \
The target may be mounted, or even exposed in a nearby Ship or Caravan. \
This will not start combat with animals on private property.  The \
ropes can be manually untied with the GET command.\n\r\
See also help on ROPE DISMOUNT and BOUND. 

LEECHING=SKILL_LEECHING
SKILL_LEECHING=<ABILITY>\
Usage    : LEECHING [TARGET NAME]\n\r\
Example  : leech Sophie\n\r\
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.

FIGHTER_LEGHOLD=LEGHOLD
LEG_HOLD=LEGHOLD
LEGHOLD=<ABILITY>\
Usage    : LEGHOLD [TARGET NAME]\n\r\
Example  : leghold orc\n\r\
On a successful attack, \
the fighter grabs the targets leg and pulls them down.  For a short period, \
both the fighter and the target are locked in struggle and can't \
perform certain actions.  \
During combat, attempting this move may allow \
your opponent a quick attack.  The initiator can use "release" to \
release the hold.

LIGHTENINGBREATH=<ABILITY>\
Usage    : LIGHTENINGBREATH [TARGET]\n\r\
Example  : lighteningbreath bob\n\r

LIGHTPLACEBO=SKILL_LIGHTPLACEBO
LIGHT_PLACEBO=SKILL_LIGHTPLACEBO
SKILL_LIGHT_PLACEBO=SKILL_LIGHTPLACEBO
SKILL_LIGHTPLACEBO=<ABILITY>\
Usage    : LIGHTPLACEBO [TARGET NAME]\n\r\
Example  : lightplacebo Sophie\n\r\
Through the power of prayer, the rougue can make the target feel like \
they've received a boost in health (which will vanish if they are \
damaged again)!

FIGHTER_LIGHTNINGSTRIKE=LIGHTNING_STRIKE
LIGHTNINGSTRIKE=LIGHTNING_STRIKE
LIGHTNING_STRIKE=<ABILITY>\
Usage    : LIGHTNINGSTRIKE [TARGET NAME]\n\r\
Example  : lightningstrike orc\n\r\
Short(s) : lstrike\n\r\
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.

COMPREHEND=THIEF_COMPREHENSION
LINGUISTIC_COMPREHENSION=THIEF_COMPREHENSION
THIEF_COMPREHENSION=<ABILITY>\
Usage    : COMPREHEND\n\r\
Example  : comprehend\n\r\
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.

THIEF_LISTEN=LISTEN
LISTEN=<ABILITY>\
Usage    : LISTEN [DIRECTION NAME]\n\r\
Example  : listen north\n\r\
Example  : listen\n\r\
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.

LETTEROFMARQUE=LETTER_OF_MARQUE
THIEF_LETTEROFMARQUE=LETTER_OF_MARQUE
THIEF_LETTER_OF_MARQUE=LETTER_OF_MARQUE
LETTER_OF_MARQUE=<ABILITY>\
Usage    : LETTEROFMARQUE\n\r\
Example  : letterofmarque\n\r\
This skill allows the rogue to petition a legal judge to issue \
a letter of marque to the rogue on behalf of the judges area.  This \
has the primary effect of making any chaotic acts into lawful ones, \
when outside the area that issued the letter.  It also slightly decreases the \
chance that a crime committed inside the issueing area will be seen \
as a crime.

LOBOTOMIZE=SKILL_LOBOTOMIZING
LOBOTOMIZING=SKILL_LOBOTOMIZING
SKILL_LOBOTOMIZING=<ABILITY>\
Usage    : LOBOTOMIZE [TARGET NAME]\n\r\
Example  : lobotomize Sophie\n\r\
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
THIEF_LOCATE_ALCOHOL=THIEF_LOCATEALCOHOL
THIEF_LOCATEALCOHOL=<ABILITY>\
Usage    : LOCATEALCOHOL\n\r\
Example  : locatealcohol\n\r\
The player uses their superior sense of smell and their strong motivation \
to locate the nearest source of liquor.

LONG_BREATH=SKILL_LONGBREATH
LONGBREATH=SKILL_LONGBREATH
SKILL_LONGBREATH=<ABILITY>\
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. 

LONG_REACH=SKILL_LONGREACH
LONGREACH=SKILL_LONGREACH
SKILL_LONGREACH=<ABILITY>\
This skill grants the ability to use a melee weapon at a slightly longer \
range.   

THIEF_LORE=LORE
LORE=<ABILITY>\
Usage    : LORE [ITEM NAME] \n\r\
Example  : lore sword\n\r\
Example  : lore REPORT sword\n\r\
The bard carefully examines the item, using his extensive knowledge of magical lore to determine the \
items magical properties, if any.  You can also report your findings to your group.

FIGHTER_LUCKYVANITY=LUCKY_VANITY
LUCKYVANITY=LUCKY_VANITY
LUCKY_VANITY=<ABILITY>\
The foppish fighter gains bonuses to saves vs mind, poison, paralysis, disease, \
and traps based upon the obvious value of his or her clothing.  However, it only \
works when there is someone present to see the fighter.

THIEF_LURE=LURE
LURE=<ABILITY>\
Usage    : LURE [TARGET NAME] \n\r\
Example  : lure monster east\n\r\
The thief gains the ability to lure a creature in the direction they \
want, when not in combat.

THIEF_MAKEBOMB=MAKE_BOMBS
BOMB=MAKE_BOMBS
MAKE_BOMBS=<ABILITY>\
Usage    : BOMB [ITEM] (OBVIOUS) [BOMB NAME]\n\r\
Example  : bomb list\n\r\
Example  : bomb waterskin "water bomb"\n\r\
Example  : bomb waterskin obvious "water bomb"\n\r\
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_MAP=MAKE_MAPS
MAP=MAKE_MAPS
MAKE_MAPS=<ABILITY>\
Usage    : MAP [PAPER NAME]\n\r\
Example  : map parchment\n\r\
Allows you to begin mapping on the targeted piece of paper.  As you walk around \
the parchment will be filled with a pictoral map of the rooms you walk through.

MARK=THIEF_MARK
THIEF_MARK=<ABILITY>\
Usage    : MARK [TARGET NAME]\n\r\
Example  : mark orc\n\r\
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_MARKDISGUISE=MARK_DISGUISE
MARKDISGUISE=MARK_DISGUISE
MARK_DISGUISE=<ABILITY>\
Usage    : MARKDISGUISE (!)\n\r\
Example  : markdisguise\n\r\
Example  : markdisguise !\n\r\
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.

THIEF_MARKTRAPPED=MARK_TRAPPED
MARKTRAPPED=MARK_TRAPPED
MARK_TRAPPED=<ABILITY>\
Usage    : MARKTRAPPED [ITEM/DIRECTION/HERE]\n\r\
Example  : marktrapped north\n\r\
Example  : marktrapped chest\n\r\
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.

THIEF_MARKERSPYING=MARK_SPYING
MARKSPY=MARK_SPYING
MARKSPYING=MARK_SPYING
MARK_SPYING=<ABILITY>\
Usage    : MARK SPYING [TARGET] \n\r\
Example  : markspying\n\r\
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. \n\r\
\n\r\
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_MEDITATION=MEDITATION
MEDITATE=MEDITATION
MEDITATION=<ABILITY>\
Usage    : MEDITATE\n\r\
Example  : meditate\n\r\
If the mage is in a quiet, sitting position, this skill will allow \
him or her to gain mana back at an accelerated rate.

SCROLL_COPY=SKILL_SCROLLCOPY
MEMORIZE=SKILL_SCROLLCOPY
SKILL_SCROLLCOPY=<ABILITY>\
Usage    : MEMORIZE [SPELL NAME] [SCROLL SOURCE NAME]\n\r\
Example  : memorize magic missile scroll\n\r\
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.

SCROLL_FAMILIARITY=SKILL_SCROLLFAMILIARITY
SKILL_SCROLLFAMILIARITY=<ABILITY>\
Over time, the character can become very familiar with their scrolls, being able \
to know them by the spells they contain.  This requires that the scroll first be \
read using an appropriate magic reading spell. \
The more proficiency one is at this skill, the quicker a newly read scroll can \
become identifiable at a glance.  This identity remains so long as the scroll is \
either carried, or placed in the characters home property.  

FLY_MERCHANT_FLAG=THIEF_MERCHANTFLAG
THIEF_FLY_MERCHANT_FLAG=THIEF_MERCHANTFLAG
THIEF_MERCHANT_FLAG=THIEF_MERCHANTFLAG
FLYMERCHANTFLAG=THIEF_MERCHANTFLAG
THIEF_MERCHANTFLAG=<ABILITY>\
Usage    : FLYMERCHANTFLAG\n\r\
Example  : flymerchantflag\n\r\
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.

MILK=MILKABLE
MILKABLE=<ABILITY>\
Usage    : MILK (ok/no)\n\r\
Usage    : MILK [TARGET] (INTO) [CONTAINER]\n\r\
Example  : milk ok\n\r\
Example  : milk cow bucket\n\r\
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.

SKILL_MIMICRY=MIMICRY
MIMICRY=<ABILITY>\
Usage    : MIMICRY [TARGET NAME]\n\r\
Example  : mimcry orc\n\r\
The player begins to mimic the actions of the target, thus annoying them.

SKILL_MIND_SUCK=SKILL_MINDSUCK
SKILL_MINDSUCK=<ABILITY>\
Usage    : MINDSUCK [TARGET NAME]\n\r\
Example  : mindsuck orc\n\r\
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. 

FIGHTER_MONKEYGRIP=MONKEY_GRIP
MONKEYPGRIP=MONKEY_GRIP
MONKEY_GRIP=<ABILITY>\
Usage   : MONKEYGRIP [WEAPON NAME]\n\r\
Example : monkeygrip supersword\n\r\
Short(s): MGRIP\n\r\
This skill allows the fighter to wield two two-handed weapons as if they \
were one-handed.  Dual Wielding skill would still be required in order to \
actually use the second weapon in combat.  Wielding a two-handed weapon \
this way will cause severe loss of attack and damage bonuses, but those \
losses are in turn mitigated by proficiency and expertise. 

FIGHTER_MONKEYPUNCH=MONKEY_PUNCH
MONKEYPUNCH=MONKEY_PUNCH
MONKEY_PUNCH=<ABILITY>\
Example  : \n\r\
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_MONOLOGUE=MONOLOGUE
MONOLOGUE=<ABILITY>\
Usage    : MONOLOGUE\n\r\
Example  : monologue\n\r\
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
MORSECODE=SKILL_MORSECODE
SKILL_MORSECODE=<ABILITY>\
Usage    : "MORSECODE" [MESSAGE]\n\r\
Example  : morsecode I'm here at on my boat!\n\r\
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.

FIGHTER_COMPANIONMOUNT=FIGHTER_COMPANION_MOUNT
FIGHTER_COMPANION_MOUNT=<ABILITY>\
The fighter may build loyalty with their animal racial or favored mount over time. \
The mount will then become a loyal companion and \
follower of the fighter for as long as they please.  The animal will be more difficult \
to lose or become separated from during adventuring. This will also dispel \
any charm effects on the animal.  Expertise increases the number of possible \
loyal companion mounts.

FIGHTER_MOUNTAINTACTICS=MOUNTAIN_TACTICS
MOUNTAIN_TACTICS=<ABILITY>\
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.

FIGHTER_MOUNTEDTACTICS=MOUNTED_TACTICS
MOUNTED_TACTICS=<ABILITY>\
This skill gives the fighter an edge in attack, defence, and damage \
when fighting while mounted on a racial or favored mount.

FIGHTER_MOUNTEDCHARGE=MOUNTED_CHARGE
PALADIN_MOUNTEDCHARGE=MOUNTED_CHARGE
MOUNTEDCHARGE=MOUNTED_CHARGE
MOUNTED_CHARGE=<ABILITY>\
Usage    : MCHARGE [TARGET NAME]\n\r\
Example  : mcharge orc\n\r\
The fighter, from the back of a mount, rides at top speed at a target, \
delivering a deadly attack, but sacrificing armor.

SKILL_MOUNTEDCOMBAT=MOUNTED_COMBAT
MOUNTED=MOUNTED_COMBAT
MOUNTEDCOMBAT=MOUNTED_COMBAT
MOUNTED_COMBAT=<ABILITY>\
Example  : \n\r\
This skill helps negate the bad consequences of fighting from horseback or \
from a boat or other vehicle.

MLEAP=MOUNTED_LEAP
SKILL_MOUNTEDLEAP=MOUNTED_LEAP
MOUNTEDLEAP=MOUNTED_LEAP
MOUNTED_LEAP=<ABILITY>\
Usage    : MLEAP [DIRECTION]\n\r\
Example  : mountedleap east\n\r\
This skill allows either a mount, or a skilled rider of a mount to get the \
mount to leap through the air when entering the next room.  While in the air, \
many traps will be avoidable.  Expertise increases the distance traveled.

FIGHTER_MOUNTEDRETREAT=MOUNTED_RETREAT
MOUNTEDRETREAT=MOUNTED_RETREAT
MOUNTED_RETREAT=<ABILITY>\
Usage    : MOUNTEDRETREAT ([DIRECTION])\n\r\
Example  : mretreat east\n\r\
Short(s) : mretreat, mflee\n\r\
The Fighter, from the back of a mount, executes a dignified retreat from combat, \
without losing experience.

THIEF_MUG=MUG
MUG=<ABILITY>\
Usage    : MUG [ITEM NAME]\n\r\
Example  : mug bag\n\r\
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.

DRUID_MYPLANTS=MY_PLANTS
MYPLANTS=MY_PLANTS
MY_PLANTS=<ABILITY>\
Usage    : MYPLANTS\n\r\
Example  : myplants\n\r\
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.\n\r\
\n\r\
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.\n\r\
\n\r\
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.

THIEF_MYURCHINS=MY_URCHINS
MYURCHINS=MY_URCHINS
MY_URCHINS=<ABILITY>\
Usage    : MYURCHINS\n\r\
Example  : myurchins\n\r\
A thief recalls the names of the urchins sworn to them.  The more expertise, the \
more about each urchin that will be recalled, such as level, location, wealth, etc.

NAME_URCHIN=THIEF_NAMEURCHIN
NAMEURCHIN=THIEF_NAMEURCHIN
THIEF_NAMEURCHIN=<ABILITY>\
Usage    : NAMEURCHIN [TARGET NAME] [NAME]\n\r\
Example  : nameurchin child pip\n\r\
The player endows one of his vassal urchins with a nickname.  If the name is \
the word 'random', then a random name will be chosen.  This skill is costly \
in movement and mana, and costs a small amount of xp to do.  The urchin will \
gain experience from being given the name, however.

NAVAL_TACTICS=SKILL_NAVALTACTICS
NTACTICS=SKILL_NAVALTACTICS
NAVALTACTICS=SKILL_NAVALTACTICS
SKILL_NAVALTACTICS=<ABILITY>\
Usage    : NAVALTACTICS [TACTIC] \n\r\
Example  : ntactics follow\n\r\
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:\n\r\
FOLLOW - Maintain a distance from the enemy ship equal to the current distance.\n\r\
RETREAT - Maintain a distance just outside the enemy ships gun range.\n\r\
FLEE - Flee from combat by sailing towards the closest escape route.\n\r\
APPROACH - Get as close as possible to the enemy ship.

NIPPLE_TWIST=SKILL_NIPPLETWIST
NIPPLETWIST=SKILL_NIPPLETWIST
SKILL_NIPPLETWIST=<ABILITY>\
Usage    : NIPPLETWIST [TARGET NAME]\n\r\
Example  : nippletwist orc\n\r\
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.

THIEF_NONDETECTION=NONDETECTION
NONDETECTION=<ABILITY>\
Example  : \n\r\
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.

THIEF_OBSERVATION=OBSERVE
OBSERVATION=OBSERVE
OBSERVE=<ABILITY>\
Usage    : OBSERVE \n\r\
Example  : observe\n\r\
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.

FIGHTER_SIZEOPPONENT=OPPONENT_KNOWLEDGE
SIZEUP=OPPONENT_KNOWLEDGE
TARGET=OPPONENT_KNOWLEDGE
OPPONENT_KNOWLEDGE=<ABILITY>\
Usage    : SIZEUP [TARGET NAME] \n\r\
Example  : sizeup orc\n\r\
The fighter's experience is used to determine a more accurate \
survey of a target`s health, combat prowess, and defensive \
capability.

PACKCALL=PACK_CALL
DRUID_PACKCALL=PACK_CALL
PACK_CALL=<ABILITY>\
Usage    : PACKCALL\n\r\
Example  : packcall\n\r\
This powerful skill allows the druid, while in their animal form, \
to call on the aid of like animals during combat.  The combat aid \
will always arrive in the form of animals one-step below the druids \
current animal form, and always in numbers reflective of their level \
and skill, as well as reflective of the druids leadership abilities. \
These animals are able to rescue the druid from his or her enemies \
on command.  To do this, the druid needs only to order them to 'rescue'. \
Like many druid abilities, the druid must be out in the wild for this \
skill to work.  

PALADIN_AURA=PALADIN`S_AURA
PALADIN\'S_AURA=PALADIN`S_AURA
PALADINS_AURA=PALADIN`S_AURA
PALADIN`S_AURA=<ABILITY>\
Example  : \n\r\
When the Paladin\'s Aura begins to exude, it will act as the cleric spell Protection From Good/Evil for \
the paladin's group.  Malicious spells and affects opposed to the Paladin`s alignment will be \
repelled by the aura.  Any anti-aligned players or creatures in the paladin\'s group will also \
be hurt by the aura.

PALADIN_COURAGE=PALADIN`S_COURAGE
PALADINS_COURAGE=PALADIN`S_COURAGE
PALADIN\'S_COURAGE=PALADIN`S_COURAGE
PALADIN`S_COURAGE=<ABILITY>\
Example  : \n\r\
When the Paladin\'s aura of Courage begins to exude, the paladin and other good group members \
become immune to the Fear spells like "Spook", "Nightmare", and "Fear", and "Paladin`s Fear".

EXPOITING_AURA=PALADIN_EXPLOITINGAURA
PALADIN_EXPLOITING_AURA=PALADIN_EXPLOITINGAURA
PALADIN_EXPLOITINGAURA=<ABILITY>\
Example  : \n\r\
Whenever a wicked Paladin, or any other member of their group takes damage, a small part of \
that damage will be mitigated, and instead double taken by another group member who is more than \
a couple of levels lower, so long as the damage would not actually kill them.

PALADIN_FEAR=PALADIN`S_FEAR
PALADIN\'S_FEAR=PALADIN`S_FEAR
PALADINS_FEAR=PALADIN`S_FEAR
PALADIN`S_FEAR=<ABILITY>\
Example  : \n\r\
When the Paladin\'s aura of Fear begins to exude, nearby non-evil non-group member creatures \
will periodically react to it in various ways, such as Fear, Spook, and bouts of cringing.

PALADIN_GOODNESS=PALADIN`S_GOODNESS
PALADIN\'S_GOODNESS=PALADIN`S_GOODNESS
PALADINS_GOODNESS=PALADIN`S_GOODNESS
PALADIN`S_GOODNESS=<ABILITY>\
Example  : \n\r\
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_PALADINSMOUNT=PALADIN_PALADINS_MOUNT
PALADIN\'S_MOUNT=PALADIN_PALADINS_MOUNT
PALADINS_MOUNT=PALADIN_PALADINS_MOUNT
PALADIN`S_MOUNT=PALADIN_PALADINS_MOUNT
PALADIN_PALADINS_MOUNT=<ABILITY>\
Example  : \n\r\
The paladin extends his protection to his or her holy summoned mount.  When mounted on a mount, \
the mount has enhanced saving throws, especially against disease and poison, immunity to fear \
attacks, and protection from opposed prayers.

PALADIN_PURITY=PALADIN`S_PURITY
PALADIN\'S_PURITY=PALADIN`S_PURITY
PALADINS_PURITY=PALADIN`S_PURITY
PALADIN`S_PURITY=<ABILITY>\
Example  : \n\r\
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_IMPROVEDRESISTS=PALADIN`S_RESISTANCE
PALADINS_RESISTANCE=PALADIN`S_RESISTANCE
PALADIN\'S_RESISTANCE=PALADIN`S_RESISTANCE
PALADIN`S_RESISTANCE=<ABILITY>\
Example  : \n\r\
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.

PALADIN_WICKEDNESS=PALADIN`S_WICKEDNESS
PALADIN\'S_WICKEDNESS=PALADIN`S_WICKEDNESS
PALADINS_WICKEDNESS=PALADIN`S_WICKEDNESS
PALADIN`S_WICKEDNESS=<ABILITY>\
Example  : \n\r\
When the Paladin\'s aura of Wickedness begins to exude, it becomes almost impossible for good to approach \
the paladin.  Any good group members or creatures within melee range will take severe damage from the \
aura of wickedness, which grows more powerful as the Paladin gains levels.

THIEF_PALM=PALM
PALM=<ABILITY>\
Usage   : PALM (ALL) [ITEM NAME] ([CONTAINER NAME])\n\r\
Example : palm all dagger backpack\n\r\
Example : palm all body\n\r\
Example : palm pie\n\r\
Example : palm all\n\r\
Example : palm pie.2\n\r\
Example : palm all.pie container.3\n\r\
Short(s): \n\r\
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.

THIEF_PALM_READING=THIEF_PALMREADING
PALMREADING=THIEF_PALMREADING
PALM_READING=THIEF_PALMREADING
THIEF_PALMREADING=<ABILITY>\
Usage    : PALMREADING [TARGET NAME]\n\r\
Example  : palmreading bob\n\r\
The gypsy studies the target`s palm carefully to discern \
the future of the target.  Palm readings tend to see futures related to the target`s class.

THIEF_PANHANDLING=PANHANDLING
PANHANDLE=PANHANDLING
PANHANDLING=<ABILITY>\
Example  : \n\r\
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_PARRY=PARRY
PARRY=<ABILITY>\
Example  : \n\r\
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.

THIEF_PAYOFF=THIEF_PAYOFF
PAYOFF=THIEF_PAYOFF
PAY_OFF=THIEF_PAYOFF
THIEF_PAYOFF=<ABILITY>\
Usage    : PAYOFF [TARGET NAME]\n\r\
Example  : payoff judge\n\r\
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.

THIEF_PEEK=PEEK
PEEK=<ABILITY>\
Usage    : PEEK [TARGET NAME]\n\r\
Example  : peek orc\n\r\
The thief will attempt to sneak a look at the inventory \
of the target.

THIEF_PET_SPY=THIEF_PETSPY
PET_SPY=THIEF_PETSPY
THIEF_PETSPY=<ABILITY>\
Usage    : SAYTO [PET NAME] SPY [ROOM TITLE]/[DIRECTION LIST]\n\r\
Example  : sayto monkey spy the enemy fort\n\r\
Example  : sayto monkey spy n n e e s s w\n\r\
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.

THIEF_PET_STEAL=THIEF_PETSTEAL
PET_STEAL=THIEF_PETSTEAL
THIEF_PETSTEAL=<ABILITY>\
Usage    : SAYTO [PET NAME] STEAL [ITEM NAME]/STOP/NOTHING\n\r\
Example  : sayto monkey steal sword\n\r\
Example  : sayto monkey steal stop\n\r\
If the player has a familiar pet following them, such \
as from the Call Familiar or Pirate Familiar spell, this \
skill allows the player to instruct the pet to steal an \
item and give it to their master.  The pet will either \
pick the item from the ground, or steal it from the \
inventory of another player or mob, which might result \
in combat.  This skill can be used in conjunction with \
pet spy to send the pet on complex theft missions.

THIEF_PICK=PICK_LOCKS
LOCK_PICK=PICK_LOCKS
PICK_LOCK=PICK_LOCKS
PICK=PICK_LOCKS
PICK_LOCKS=<ABILITY>\
Usage    : PICK [DIRECTION/ITEM NAME/EXIT NAME]\n\r\
Example  : pick e\n\r\
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.

PIECESOFEIGHT=THIEF_PIECESOFEIGHT
PIECES_OF_EIGHT=THIEF_PIECESOFEIGHT
THIEF_PIECES_OF_EIGHT=THIEF_PIECESOFEIGHT
THIEF_PIECESOFEIGHT=<ABILITY>\
Usage    : PIECESOFEIGHT [MONEY]\n\r\
Example  : PIECESOFEIGHT 8 gold\n\r\
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.

FIGHTER_PIN=PIN
PIN=<ABILITY>\
Usage    : PIN [TARGET NAME]\n\r\
Example  : pin orc\n\r\
On a successful attack, \
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.  During combat, attempting this move may allow \
your opponent a quick attack.  The initiator can use "release" to \
release the hold.

THIEF_PIRATE_FAMILIAR=THIEF_PIRATEFAMILIAR
THIEF_CALL_PIRATE_FAMILIAR=THIEF_PIRATEFAMILIAR
CALL_PIRATE_FAMILIAR=THIEF_PIRATEFAMILIAR
CALLFAMILIAR=THIEF_PIRATEFAMILIAR
CALLPIRATEFAMILIAR=THIEF_PIRATEFAMILIAR
THIEF_PIRATEFAMILIAR=<ABILITY>\
Usage    : CALLFAMILIAR\n\r\
Example  : callfamiliar\n\r\
This skill will call forth a "pet" for the rogue with specific powers.  The \
skill requires all mana to use.  The pet which results \
from the call exists only as long as the pet is able to follow the pirate. \
The pet will, in addition to typical follower duties, grant stat and other \
bonuses specific to the race of the pet.  The type of pet, which is random, \
may be: a parrot, a rat, a spidermonkey, a boa constrictor, an iguana, or a \
sea turtle.  The pet may also be trained in other skills, and will know how \
to sneak.

FIGHTER_PLAINSTACTICS=PLAINS_TACTICS
PLAINS_TACTICS=<ABILITY>\
This skill gives the fighter an edge in attack, defence, and damage \
when fighting on the plains. The fighter \
can also hide themselves simply by sitting down on the ground and \
staying still for a few mins.

PLANAR_DEFIANCE=PALADIN_PLANARDEFIANCE
PALADIN_PLANARDEFIANCE=<ABILITY>\
The players connection to reality is so strong that they create an aura \
around themselves and their group which is divinely defiant of damage \
absorbing effects on other planes of existence.

PLACEBO=SKILL_PLACEBO
SKILL_PLACEBO=<ABILITY>\
Usage    : PLACEBO [TARGET NAME]\n\r\
Example  : placebo Sophie\n\r\
Through the power of prayer, the rougue can make the target feel like \
they've received a strong boost in health (which will vanish if they are \
damaged again)!

PLANAR_LORE=SKILL_PLANARLORE
PLANARLORE=SKILL_PLANARLORE
PLORE=SKILL_PLANARLORE
SKILL_PLANARLORE=<ABILITY>\
Usage    : PLANARLORE [LIST/PLANE NAME] (REPORT)\n\r\
Example  : planarlore list\n\r\
Example  : plore astral\n\r\
Example  : plore astral report\n\r\
Through extensive education, the player is able to recall a random \
bit of information about one of the planes of existence.  Each level \
of expertise enlarges the types of information that can be recalled, though \
only one piece of information is recalled at a time. \
Failing a proficiency check requires a few extra seconds of remembering, \
however.  The REPORT argument will cause the results to be recited out loud.

FIGHTER_PLANARMOUNT=PLANAR_MOUNT
PLANARMOUNT=PLANAR_MOUNT
PLANAR_MOUNT=<ABILITY>\
The player is so capable with favored or racial mount races that he or she \
can attempt to mount them on other planes of existence, even when that \
is normally impossible, and even when they aren't technically animals.  The \
mount will attempt to buck them, but if the player also succeeds at \
Bronco Busting, then the creature will remain a permanent mount.

FIGHTER_PLANARTACTICS=PLANAR_TACTICS
PLANAR_TACTICS=<ABILITY>\
This skill gives the fighter an edge in attack, defence, and damage \
when fighting on another plane of existence. The fighter \
can also hide themselves simply by sitting down on the ground and \
staying still for a few mins.

PLANAR_VEIL=SKILL_PLANARVEIL
PLANARVEIL=SKILL_PLANARVEIL
PVEIL=SKILL_PLANARVEIL
SKILL_PLANARVEIL=<ABILITY>\
Usage    : PLANARVEIL\n\r\
Example  : planarveil\n\r\
Example  : pveil\n\r\
When in the wilderness on any plane except the prime material, the \
character maintains a state of being perfect hidden, regardless of \
actions taken.

FIGHTER_PLANARVETERAN=PLANAR_VETERAN
PLANAR_VETERAN=<ABILITY>\
Being a veteran of planar battle has taught the fighter many new tricks.  \
Revisiting the planes periodically keeps him sharp in the ways of warfare.  \
For each plane of existence the fighter has visited recently, he or she gains \
combat bonuses unique to each type of plane.

DRUID_PLANTFORM=PLANT_FORM
PLANTFORM=PLANT_FORM
PLANT_FORM=<ABILITY>\
Usage    : PLANTFORM [LIST/FORM NAME]\n\r\
Example  : plantform\n\r\
Example  : plantform list\n\r\
Example  : plantform flower\n\r\
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.

THIEF_PLANTITEM=PLANT_ITEM
PLANTITEM=PLANT_ITEM
PLANT_ITEM=<ABILITY>\
Usage    : PLANTITEM [ITEM NAME] [TARGET NAME]\n\r\
Example  : plantitem bomb orc\n\r\
Plant item is the ability to slip an item to another creature \
unaware.  If successful, the item will be hidden in the target`s \
inventory.

PLUNDER=THIEF_PLUNDER
THIEF_PLUNDER=<ABILITY>\
Usage    : PLUNDER [TARGET NAME] \n\r\
Example  : plunder tailor\n\r\
The thief attempts plunder the target shopkeeper of their money. \
This immediately begins combat with the shopkeeper, or fails if \
fighting is impossible.

FIGHTER_POINTBLANK=POINT_BLANK_SHOT
POINTBLANK=POINT_BLANK_SHOT
POINT_BLANK_SHOT=<ABILITY>\
This skill allows a fighter to use a ranged weapon, such as a bow and \
arrow, at very close range.

PALADIN_POISONIMMUNITY=POISON_IMMUNITY
POISON_IMMUNITY=<ABILITY>\
As the Paladin's proficiency grows, he or she becomes more and more immune to poison and \
poisonous affects.

PBITE=POISONOUSBITE
POISONOUS_BITE=POISONOUSBITE
POISONOUSBITE=<ABILITY>\
Usage    : PBITE [TARGET NAME]\n\r\
Example  : pbite orc\n\r\
This ability allows one to deliver a vicious mundane bite that does a \
bit of damage, but will also sometimes inflict a poison.

FAMILIARITY_POLEARM=POLEARM_FAMILIARITY
POLEARM_FAMILIARITY=<ABILITY>\
The player is familiar with polearms they have crafted themselves, \
gaining an attack bonus from wielding the product of their own \
hands.

SPECIALIZATION_POLEARM=POLEARM_SPECIALIZATION
POLEARM_SPECIALIZATION=<ABILITY>\
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.

PROFICIENCY_POLEARM=POLEARM_PROFICIENCY
POLEARM_PROFICIENCY=<ABILITY>\
The player is proficient with polearms, gaining the ability to use \
them even if their current class training would not make it \
feasible normally.

POWER_GRAB=THIEF_POWERGRAB
POWERGRAB=THIEF_POWERGRAB
THIEF_POWERGRAB=<ABILITY>\
Usage    : POWERGRAB ITEM ([CONTAINER])\n\r\
Example  : powergrab sword corpse\n\r\
The thief summons all their thiefly skill to take possession of an item \
that would otherwise be too powerful to pick up.

SKILL_PRAYERCRAFT=PRAYERCRAFT
PRAYERCRAFT=<ABILITY>\
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.  \n\r\
\n\r\
Reliquists have the ability to remember how to cast a number of prayers \
(based on level) learned through this skill.

FIGHTER_PRESSUREPOINTS=PRESSURE_POINTS
PRESSURE_POINTS=<ABILITY>\
Gives the fighter a bonus to all damage during combat when \
fighting unarmed in melee.

SKILL_PRISONASSIGNMENT=PRISON_ASSIGNMENT
PRISONASSIGNMENT=PRISON_ASSIGNMENT
SKILL_PRISON_ASSIGNMENT=PRISON_ASSIGNMENT
PRISON_ASSIGNMENT=<ABILITY>\
Usage    : PRISONASSIGNMENT SETPRISON\n\r\
Usage    : PRISONASSIGNMENT [TARGET OFFICER]\n\r\
Example  : \n\r\
This skill allows the player to convince the target officer to take \
a prisoner otherwise bound for an official jail cell to instead take \
the prisoner to a cell of the players prior designation.  The convincing \
is done by paying the officer a sum, and the bribe will last for at least \
a full day, but will need to be renewed after each move.  Before \
talking to the officer, the player should designate \
a room with a locked door as a prison cell by using SETPRISON.  This does \
not legally make the room into an official jail cell for other purposes.

SKILL_PRISONERTRANSFER=PRISONER_TRANSFER
PRISONERTRANSFER=PRISONER_TRANSFER
SKILL_PRISONER_TRANSFER=PRISONER_TRANSFER
PRISONER_TRANSFER=<ABILITY>\
Usage    : PRISONERTRANSFER [TARGET OFFICER]\n\r\
Example  : \n\r\
 This skill allows the player to convince a targeted law enforcement \
 officer to take the next bound prisoner to the player`s location instead \
 of to the intended judge. The convincing is done by paying the officer \
 a sum of money, which will last for at least a full day or until a \
 prisoner is transferred to the player, whichever happens first.

PROMOTE_URCHIN=THIEF_PROMOTEURCHIN
PROMOTEURCHIN=THIEF_PROMOTEURCHIN
THIEF_PROMOTEURCHIN=<ABILITY>\
Usage    : PROMOTEURCHIN [TARGET NAME]\n\r\
Example  : promoteurchin child\n\r\
The player promotes one of his vassal urchins, allowing them to gain a level of \
experience, at the cost of a bit of player experience.

MAKEPUBCONTACTS=THIEF_PUBCONTACTS
MAKE_PUB_CONTACTS=THIEF_PUBCONTACTS
THIEF_MAKE_PUB_CONTACTS=THIEF_PUBCONTACTS
PUBCONTACTS=THIEF_PUBCONTACTS
THIEF_PUB_CONTACTS=THIEF_PUBCONTACTS
THIEF_PUBCONTACTS=<ABILITY>\
Usage    : MAKEPUBCONTACTS\n\r\
Example  : makepubcontacts\n\r\
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_PUPPETEER=PUPPETEER
PUPPETEER=<ABILITY>\
Usage    : PUPPETEER [ITEM NAME]\n\r\
Example  : puppeteer [item name]\n\r\
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.

QUILLS=<ABILITY>\
Usage    : QUILLS [TARGET]\n\r\
Example  : quills orc\n\r\
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.

SKILL_QUICKCHANGE=QUICKCHANGE
QUICKCHANGE=<ABILITY>\
Usage    : QUICKCHANGE\n\r\
Example  : quickchange\n\r\
The bard is so adept at costume changes that he can seemingly \
instantly remove all of his gear (putting it who knows where), \
retrieve another costume (from who knows where) and put it on. \
This skill will swap what the bard is currently wearing with \
whatever gear the bard was wearing the last time a quick change \
was done.  The gear currently worn when a quick change is done \
is magically stored away, no longer consuming bag space or \
encumbrance weight.  Even cursed items can be stored in this way.

QUICK_SWIPE=QUICKSWIPE
QUICKSWIPE=<ABILITY>\
Usage    : QUICKSWIPE [TARGET NAME]\n\r\
Example  : quickswipe orc\n\r\
The thief will attempt to take a random small worn item, or \
a bit of shiny money from the target, and then immediately \
flee.

RACIAL_LORE=SKILL_RACIALLORE
RACIALLORE=SKILL_RACIALLORE
PLORE=SKILL_RACIALLORE
SKILL_RACIALLORE=<ABILITY>\
Usage    : RACIALLORE [LIST/RACE NAME] (REPORT)\n\r\
Example  : raciallore list\n\r\
Example  : rlore dragon\n\r\
Example  : rlore dragon report\n\r\
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.

THIEF_RACKETEER=RACKETEER
RACKETEER=<ABILITY>\
Usage    : RACKETEER [BANKER NAME]\n\r\
Example  : racketeer bob\n\r\
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.

FIGHTER_RACIALMOUNT=RACIAL_MOUNT
RACIALMOUNT=RACIAL_MOUNT
RACIAL_MOUNT=<ABILITY>\
The player has an innate natural affinity for certain mounts, and \
gains knowledge handling and riding those creatures.  When riding \
such creatures, they move more quickly when on long trips, and \
can give and get items from horseback in some situations..

FIGHTER_RALLYCRY=RALLY_CRY
RALLYCRY=RALLY_CRY
RALLY_CRY=<ABILITY>\
Usage    : RALLYCRY\n\r\
Example  : rallycry\n\r\
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.

RAMMING_SPEED=THIEF_RAMMINGSPEED
THIEF_RAMMING_SPEED=THIEF_RAMMINGSPEED
RIG_RAMMING_SPEED=THIEF_RAMMINGSPEED
THIEF_RIG_RAMMING_SPEED=THIEF_RAMMINGSPEED
RIGRAMMINGSPEED=THIEF_RAMMINGSPEED
THIEF_RAMMINGSPEED=<ABILITY>\
Usage    : RIGRAMMINGSPEED\n\r\
Example  : rigrammingspeed\n\r\
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.

FAMILIARITY_RANGED=RANGED_WEAPON_FAMILIARITY
RANGED_WEAPON_FAMILIARITY=<ABILITY>\
The player is familiar with ranged weapons they have crafted themselves, \
gaining an attack bonus from wielding the product of their own \
hands.

SPECIALIZATION_RANGED=RANGED_WEAPON_SPECIALIZATION
RANGED_WEAPON_SPECIALIZATION=<ABILITY>\
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.

RANGED_WEAPON_PROFICIENCY=RANGED_PROFICIENCY
RANGED_PROFICIENCY=PROFICIENCY_RANGED
PROFICIENCY_RANGED=<ABILITY>\
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.

RAPID_SHOT=FIGHTER_RAPIDSHOT
RAPIDSHOT=FIGHTER_RAPIDSHOT
FIGHTER_RAPIDSHOT=<ABILITY>\
Example  : \n\r\
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.

REARGUARD=FIGHTER_REARGUARD
FIGHTER_REARGUARD=<ABILITY>\
Usage    : REARGUARD [CARAVAN NAME] (STOP)\n\r\
Example  : rearguard caravan\n\r\
The fighter volunteers to be a mounted rearguard for the given wagon or caravan. \
During this period, the fighter will automatically follow at a distance \
depending on expertise (the lowest being to stay in the same room).  Should \
the caravan come under attack, the fighter will ride to their aid, and will \
have a small chance of automatically disrupting certain missile and siege \
attacks while present for the attack.  The fighter can extend their rearguard \
duty by re-applying from time-to-time, or use STOP to end service.
 

SKILL_RECALL=RECALL
RECALL=<ABILITY>\
Usage    : RECALL\n\r\
Example  : recall\n\r\
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.

VRECOVER=RECOVER_VOICE
DRUID_RECOVERVOICE=RECOVER_VOICE
RECOVERVOICE=RECOVER_VOICE
RECOVER_VOICE=<ABILITY>\
Usage    : RECOVERVOICE\n\r\
Example  : recovervoice\n\r\
Short(s) : vrecover\n\r\
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.

RELIC_USE=SKILL_RELICUSE
RELICS=SKILL_RELICUSE
SKILL_RELICUSE=<ABILITY>\
Example  : \n\r\
A magic relic is a holdable item that can be used to create divine magical prayer affects.\n\r\
\n\r\
This skill allows one to effectively use a clerical "wand" or "staff"-like relic or scepter.  To \
invoke a relic, 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 relic: 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.\n\r\
\n\r\
If the prayer on the relic requires extra parameters, then you can include \
those after the magic words. \
\n\r\
Relics generally require a small amount of mana to use, and less if the relic \
user is capable of learning the prayer cast by the relic.

SKILL_REGIONALAWARENESS=REGIONAL_AWARENESS
REGIONAL_AWARENESS=<ABILITY>\
Usage    : REGIONAL\n\r\
Example  : regional\n\r\
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:\n\r\
~ water\n\r\
T forest\n\r\
: rocks/badlands\n\r\
J jungle\n\r\
= city/street\n\r\
M mountains\n\r\
_ plains\n\r\
. desert\n\r\
* here\n\r\
x swamp\n\r\
h hills

THIEF_REMOVETRAPS=REMOVE_TRAPS
DETRAP=REMOVE_TRAPS
REMOVE_TRAPS=<ABILITY>\
Usage    : DETRAP [ITEM, DIRECTION]\n\r\
Example  : detrap east\n\r\
Example  : detrap chest\n\r\
If an item is trapped, the thief can attempt to disable \
or safely trigger the trap, rendering it ineffective until \
it resets.

THIEF_REPURPOSETEXT=REPURPOSE_TEXT
REPURPOSETEXT=REPURPOSE_TEXT
REPURPOSE_TEXT=<ABILITY>\
Usage    : REPURPOSETEXT [ITEM]\n\r\
Example  : repurposetext paper\n\r\
The thief is so skilled at forgery that he or she can \
turn ordinary paper or books into scrolls legitimately \
able to accept magical writing.

DRUID_REND=REND
REND=<ABILITY>\
Usage    : REND [TARGET NAME] \n\r\
Example  : rend orc\n\r\
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 a target prone \
on the ground with his or her legs.

FIGHTER_RESCUE=RESCUE
RESCUE=<ABILITY>\
Usage    : RESCUE [GROUP MEMBER]\n\r\
Example  : rescue bob\n\r\
Allows the fighter to step forward and encourage enemies targeting \
a group member to attack the fighter instead.  The person taking \
the opponents damage during combat is commonly called the \
"tank".

SKILL_RESEARCHITEM=SKILL_RESEARCH_ITEM
RESEARCH_ITEM=SKILL_RESEARCH_ITEM
SKILL_RESEARCH_ITEM=<ABILITY>\
Usage    : RESSEARCHITEM [ITEM NAME]\n\r\
Example  : researchitem excalibur\n\r\
Inside a library or similar room full of books, the player attempts \
to research the location of some sought-after item.

SKILL_RESEARCHREGIONMAP=SKILL_RESEARCH_REGION_MAP
RESEARCH_REGION_MAP=SKILL_RESEARCH_REGION_MAP
SKILL_RESEARCH_REGION_MAP=<ABILITY>\
Usage    : RESSEARCHREGIONMAP [AREA NAME]\n\r\
Example  : researchregionmap midgaard\n\r\
Inside a library or similar room full of books, the player attempts \
to research the location of some distant area, and find rare overland region \
maps showing the relative locations of the areas along the way.

BRONCO_BUSTING=SKILL_RESISTBUCK
RESIST_BUCK=SKILL_RESISTBUCK
RESISTBUCK=SKILL_RESISTBUCK
SKILL_RESISTBUCK=<ABILITY>\
The character has learned to resist attempts at being Bucked \
from a mount.  If they manage to stay on the mount for a \
sufficient period, then the mount might even stay broken.

FIGHTER_RETURNPROJECTILE=RETURN_PROJECTILE
RETURNPROJECTILE=RETURN_PROJECTILE
RETURN_PROJECTILE=<ABILITY>\
Example  : \n\r\
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.

REVEALTEXT=SKILL_REVEALTEXT
REVEAL_TEXT=SKILL_REVEALTEXT
SKILL_REVEALTEXT=<ABILITY>\
Usage    : REVEALTEXT [TARGET NAME] ([PAGE NUMBER])\n\r\
Example  : revealtext paper\n\r\
Example  : revealtext book 3\n\r\
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_REVOKE=REVOKE
REVOKE=<ABILITY>\
Usage    : REVOKE [TARGET NAME]\n\r\
Example  : revoke bob\n\r\
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.

THIEF_RIDETHERIGGING=RIDE_THE_RIGGING
RIDETHERIGGING=RIDE_THE_RIGGING
RIDERIGGING=RIDE_THE_RIGGING
RIDE_THE_RIGGING=<ABILITY>\
Usage    : RIDERIGGING\n\r\
Example  : riderigging\n\r\
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.

FIGHTER_RIDETHROUGH=RIDETHROUGH
RIDETHROUGH=<ABILITY>\
Usage    : RIDETHROUGH\n\r\
Example  : ridethrough\n\r\
When in mounted combat with an unmounted opponent in melee range, the fighter shows \
control of the field by riding through and past his or her enemy to a father range.

RRESCUE=RIDE_TO_THE_RESCUE
FIGHTER_RIDETOTHERESCUE=RIDE_TO_THE_RESCUE
FIGHTER_RIDE_TO_THE_RESCUE=RIDE_TO_THE_RESCUE
RIDE_TO_RESCUE=RIDE_TO_THE_RESCUE
RIDE_TO_THE_RESCUE=<ABILITY>\
Usage    : RRESCUE [TARGET]\n\r\
Example  : rrescue bob\n\r\
When mounted, the fighter can swoop in to rescue a group member that is in combat, \
scooping them onto his or her mount and ending combat for that group member.

FIGHTER_RIDINGFIGHT=RIDING_FIGHT
RIDING_FIGHT=<ABILITY>\
Example  : \n\r\
The mounted fighter is able to maneuver his or her mounted opponent into another \
room by simply heading that way.  The opponent must be in one-on-one \
combat with the fighter for it to work.

PALADIN_RIGHTEOUSDEFENSE=RIGHTEOUS_DEFENSE
PALADIN_RIGHTEOUS_DEFENSE=RIGHTEOUS_DEFENSE
RIGHTEOUS_DEFENSE=<ABILITY>\
Example  : \n\r\
If a Paladin witnesses well aligned creature being aggressed upon, \
the Paladin will instantly jump to its defense, taking the blows as per the \
'Rescue' ability.  This also automatically improves the Paladins alignment.

THIEF_ROBBERY=ROBBERY
ROBBERY=<ABILITY>\
Usage    : ROBBERY [ITEM NAME] [SHOPKEEPER]\n\r\
Example  : robbery bob\n\r\
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.

FIGHTER_ROLL=ROLL_WITH_BLOWS
BLOWS=ROLL_WITH_BLOWS
ROLL_WITH_BLOWS=<ABILITY>\
Example  : \n\r\
While in combat, this skill trims off some of the damage \
from normal melee hits.

THIEF_ROOFIE=ROOFIE
ROOFIE=<ABILITY>\
Usage    : ROOFIE [DRUG NAME] [TARGET/MOB NAME]\n\r\
Example  : roofie hallucinogen bob\n\r\
The thief uses an intoxicating drug to taint a drinkable \
in the inventory of the target mob, which will cause them \
to be affected when they next take a drink.

SKILL_ROPEDISMOUNT=ROPE_DISMOUNT
ROPEDISMOUNT=ROPE_DISMOUNT
ROPE_DISMOUNT=<ABILITY>\
Usage    : ROPEDISMOUNT ([TARGET])\n\r\
Example  : ropedismount orc\n\r\
Example  : rdismount\n\r\
If the fighter has successfully managed to lasso a mounted \
target, this command will let them dig-in and dismount the \
target as well.\n\r\
See also LASSOING.

THIEF_ROPESWING=ROPE_SWING
ROPESWING=ROPE_SWING
ROPE_SWING=<ABILITY>\
Usage    : ropeswing ([DISTANCE]/[TARGET NAME])\n\r\
Example  : ropeswing orc\n\r\
Example  : ropeswing 3\n\r\
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. 

FIGHTER_ROPETRICKS=ROPE_TRICKS
ROPETRICKS=ROPE_TRICKS
ROPE_TRICKS=<ABILITY>\
Example  : \n\r\
Using this skill, a player can use a held or wielded rope or lasso to perform \
amazing ticks, which might cause an observer to throw the player a coin.

RDISARM=ROPE_DISARM
FIGHTER_ROPEDISARM=ROPE_DISARM
ROPEDISARM=ROPE_DISARM
ROPE_DISARM=<ABILITY>\
Usage    : ropedisarm ([TARGET NAME])\n\r\
Example  : ropedisarm orc\n\r\
Short(s) : rdisarm\n\r\
The fighter attempts to use a help or wielded rope to hook and disarm the target, slinging \
their weapon onto the floor and out of reach.  To succeed, the player must \
be holding or wielding a rope, make their proficiency check, "hit" their opponent, and not be \
too underpowered compared to their opponent.  When used against a slashing weapon, there is \
a chance of damaging the rope.

RTRIP=ROPE_TRIP
FIGHTER_ROPETRIP=ROPE_TRIP
ROPETRIP=ROPE_TRIP
ROPE_TRIP=<ABILITY>\
Usage    : ropetrip ([TARGET NAME])\n\r\
Example  : ropetrip orc\n\r\
Using this skill, a player can use a held or wielded rope or lasso to trip \
the target from several range units away.

RUNE_CASTING=RUNECASTING
THIEF_RUNECASTING=RUNECASTING
RUNECASTING=<ABILITY>\
Usage    : runecasting [TARGET NAME]\n\r\
Example  : runecasting bob\n\r\
The gypsy casts his or her rune cubes and reads them carefully to discern \
the future of the target.  Runecasts tend to see futures not related to \
class, race, alignment, faction, birthday, or inclination.

THIEF_RUNNINGFIGHT=RUNNING_FIGHT
RUNNING_FIGHT=<ABILITY>\
Example  : \n\r\
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.

RUN_OVER=SKILL_RUNOVER
RUNOVER=SKILL_RUNOVER
SKILL_RUNOVER=<ABILITY>\
Usage    : RUNOVER [TARGET]\n\r\
Example  : runover orc\n\r\
While driving a caravan or similar large land wagon, this command can be used \
to aim the team at the given target mob in the same room as the caravan.  When \
done, the next move from one room to another will potentially damage the target \
horribly under the wheels and hooves of the pulling team.

THIEF_SAFECRACKING=SAFECRACKING
SAFECRACKING=<ABILITY>\
Example  : \n\r\
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.

THIEF_SAFEHOUSE=SAFEHOUSE
SAFEHOUSE=<ABILITY>\
Usage    : SAFEHOUSE\n\r\
Example  : safehouse\n\r\
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

THIEF_SAP=SAP
SAP=<ABILITY>\
Usage    : SAP [TARGET NAME] \n\r\
Example  : sap orc\n\r\
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_SATIRE=SATIRE
SATIRE=<ABILITY>\
Usage    : SATIRE [TARGET NAME]\n\r\
Example  : satire cityguard\n\r\
This ability allows the bard to playfully mock and shame an officer of the law \
satirically, to his face.  Any group members (other than him or herself) wanted \
for a crime in that area may be forgiven one warrant if the satire is successful. \
Unsuccessful satire will get the bard in trouble with the law.  Even successful \
satire will occasionally cause trouble for the bard, depending on the bard's charisma.

SCALPING=SCALP
SCALP=<ABILITY>\
Usage    : SCALP [TARGET BODY]\n\r\
Example  : scalp body\n\r\
With this common skill, a dead body can be scalped, removing the top part of \
its head.

SCRATCH=THIEF_SCRATCH
THIEF_SCRATCH=<ABILITY>\
Usage    : SCRATCH [TARGET NAME] \n\r\
Example  : scratch orc\n\r\
The thief discreetly uses his or her fingertips to carefully deliver very \
minor damage to the target. If done carefully, the target won't know who \
did it.

SCAVENGE=<ABILITY>\
Usage    : SCAVENGE [TARGET BODY]\n\r\
Example  : scavenge body\n\r\
With this skill, a dead body can be scavanged for parts, especially the last \
bits of meat.

SCOUT_AHEAD=FIGHTER_SCOUTAHEAD
FIGHTER_SCOUTAHEAD=<ABILITY>\
Usage    : SCOUT [DIRECTION] ... \n\r\
Example  : scout east\n\r\
This skill allows the mounted rider to quickly and sneakily move through rooms and \
return back from where they came without being attacked.  Expertise increases the \
number of rooms that can be moved through in one jaunt, but remember that speed and \
movement is also a limit on the success of making it back.

SCUTTLE=THIEF_SCUTTLE
THIEF_SCUTTLE=<ABILITY>\
Usage    : SCUTTLE\n\r\
Example  : scuttle\n\r\
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_LEGS=SKILL_SEALEGS
SKILL_SEALEGS=<ABILITY>\
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_CHARTING=SKILL_SEACHARTING
SEACHART=SKILL_SEACHARTING
SEACHARTING=SKILL_SEACHARTING
SKILL_SEACHARTING=<ABILITY>\
Usage    : SEACHART ADD/LIST/REMOVE [NUMBER]/DISTANCE [NUMBER]\n\r\
Example  : seachart add\n\r\
Example  : seachart remove 1\n\r\
Example  : seachart list\n\r\
Example  : seachart distance 2\n\r\
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.

DRUID_SEALORE=SEA_LORE
SEA_LORE=<ABILITY>\
Usage    : automatic\n\r\
Example  : \n\r\
So long as the Druid is in the water, he or she will have \
a advantage in attack, damage, and armor adjustements.

SKILL_SEA_MANEUVERS=SKILL_SEAMANEUVERS
SEA_MANEUVERS=SKILL_SEAMANEUVERS
SKILL_SEAMANEUVERS=<ABILITY>\
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_SEAMAPPING=MAKE_SEA_MAPS
SKILL_MAKE_SEA_MAPS=MAKE_SEA_MAPS
SEAMAP=MAKE_SEA_MAPS
SEAMAPPING=MAKE_SEA_MAPS
MAKE_SEA_MAPS=<ABILITY>\
Usage    : SEAMAP [PAPER NAME]\n\r\
Example  : seamap parchment\n\r\
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.

SEA_NAVIGATION=SKILL_SEANAVIGATION
SEANAVIGATION=SKILL_SEANAVIGATION
SEANAVIGATE=SKILL_SEANAVIGATION
SKILL_SEANAVIGATION=<ABILITY>\
Usage    : SEANAVIGATE [NUMBER]\n\r\
Example  : seanavigate 3\n\r\
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_ATTACK2=SECOND_ATTACK
SECOND_ATTACK=<ABILITY>\
Allows the affected character to deliver a second attack during \
their round.  These attacks will be slightly less \
effective than primary attacks.

SMELLS_LIKE_CHERRIES=SMELLSLIKECHERRIES
SMELLSLIKECHERRIES=<ABILITY>\
This creature emits an aroma that is unpleasant to predators, \
enabling them to usually move past hostile animals unmolested. 

SWRITE=SKILL_SECRETWRITING
SECRET_WRITE=SKILL_SECRETWRITING
SECRET_WRITING=SKILL_SECRETWRITING
SECRETWRITE=SKILL_SECRETWRITING
SKILL_SECRETWRITING=<ABILITY>\
Usage    : SWRITE [ITEM] ([TEXT TO WRITE])\n\r\
Available: ALL\n\r\
Example  : swrite parchment From recall, go nseeseenwesee\n\r\
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.  \n\r\
\n\r\
When writing on a journal, you need not specify any parameters \
when using this command.

THIRD_TOTEM=SECOND_TOTEM
FOURTH_TOTEM=SECOND_TOTEM
FIFTH_TOTEM=SECOND_TOTEM
SIXTH_TOTEM=SECOND_TOTEM
SEVENTH_TOTEM=SECOND_TOTEM
EIGHTH_TOTEM=SECOND_TOTEM
NINTH_TOTEM=SECOND_TOTEM
TENTH_TOTEM=SECOND_TOTEM
ELEVENTH_TOTEM=SECOND_TOTEM
DRUID_SHAPESHIFT2=SECOND_TOTEM
DRUID_SHAPESHIFT3=SECOND_TOTEM
DRUID_SHAPESHIFT4=SECOND_TOTEM
DRUID_SHAPESHIFT5=SECOND_TOTEM
DRUID_SHAPESHIFT6=SECOND_TOTEM
DRUID_SHAPESHIFT7=SECOND_TOTEM
DRUID_SHAPESHIFT8=SECOND_TOTEM
DRUID_SHAPESHIFT9=SECOND_TOTEM
DRUID_SHAPESHIFT10=SECOND_TOTEM
DRUID_SHAPESHIFT11=SECOND_TOTEM
SECOND_TOTEM=<ABILITY>\
Usage    : SHAPESHIFT [TOTEM NUMBER]/(FORM)\n\r\
Example  : shapeshift 2\n\r\
Example  : shapeshift lion\n\r\
Example  : shapeshift cub\n\r\
Example  : shapeshift 3\n\r\
Example  : shapeshift 4\n\r\
As certain Druids gain in experience and skill, they may acquire new totems \
or animal forms which they may take on.  By specifying the totem number or \
the name of the animal form, the druid may take on the new form.  Just like \
the normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress \
in power as the druid gains levels.

THIEF_SENSEDIGS=SENSE_DIGS
SENSE_DIGS=<ABILITY>\
Example  : \n\r\
The thief gains an uncanny ability to sense places where the ground has been \
dug up.  Some valuable burials will be especially difficult to sense at \
lower levels/expertise.

THIEF_SENSELAW=SENSE_LAW
SENSE_LAW=<ABILITY>\
Example  : \n\r\
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.  

SHARDS=SKILL_SHARDUSE
SHARD_USE=SKILL_SHARDUSE
SKILL_SHARDUSE=<ABILITY>\
Example  : \n\r\
A magic shard is a holdable item that can be used to create druidic magical chant affects.\n\r\
\n\r\
This skill allows one to effectively use a druidic "wand" or "staff"-like shard or shillelagh.  To \
invoke a shard, 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 shard: 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.\n\r\
\n\r\
If the chant on the shard requires extra parameters, then you can include \
those after the casting words. \
\n\r\
Shards generally require a small amount of mana to use, and less if the shard \
user is capable of learning the chant invoked by the crystal shard.

SHIP_LORE=SKILL_SHIPLORE
SHIPLORE=SKILL_SHIPLORE
SLORE=SKILL_SHIPLORE
SKILL_SHIPLORE=<ABILITY>\
Usage    : SHIPLORE [SHIP NAME] (REPORT)\n\r\
Example  : shiplore list\n\r\
Example  : slore raging dragon\n\r\
Example  : slore "raging dragon" report\n\r\
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.

SENSE_SNARES_AND_PITS=RANGER_SENSETRAPS
SENSE_SNARES=RANGER_SENSETRAPS
RANGER_SENSETRAPS=<ABILITY>\
Example  : \n\r\
The Ranger has the natural ability to sense snares, pits, and other kinds of \
traps while roaming around outdoors.

THIEF_SETALARM=SET_ALARM
SETALARM=SET_ALARM
SET_ALARM=<ABILITY>\
Usage    : SETALARM [DIRECTIONNAME] \n\r\
Example  : setalarm east\n\r\
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.

SETDECOYS=THIEF_SETDECOYS
THIEF_SETDECOYS=<ABILITY>\
Usage    : SETDECOYS\n\r\
Example  : setdecoys\n\r\
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_POLEARM=FIGHTER_SETPOLEARM
FIGHTER_SET_POLEARM=FIGHTER_SETPOLEARM
FIGHTER_SETPOLEARM=<ABILITY>\
Usage    : SETPOLEARM\n\r\
Example  : setpolearm\n\r\
This fighting skill requires the use of a polearm-type weapon with maximum reach \
of at least 1. While set, the foot soldier will not advance or retreat in combat. Any \
attacks made against a mounted opponent will deal increased damage.  \
Additionally, when a mounted opponent first enters into weapon range, \
the foot soldier will automatically attempt to dismount the rider.  \
This skill cannot be used while mounted.\n\r\
\n\r\
Entering the command a second time, dropping the polearm, sheathing \
the polearm or wielding an inappropriate weapon will unset the \
polearm, allowing the fighter to advance in combat once more.


SET_SNARE=RANGER_SETSNARE
RANGER_SETSNARE=<ABILITY>\
Usage    : SETSNARE\n\r\
Example  : setsnare\n\r\
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.

SET_TIMER=THIEF_SETTIMER
SETTIMER=THIEF_SETTIMER
THIEF_SETTIMER=<ABILITY>\
Usage    : SETTIMER [SECONDS] [TRAPPED TARGET]\n\r\
Example  : settimer 12 my bomb\n\r\
The thief uses his or her skills with traps to adjust the timer on a target \
trap or bomb.  It will change the amount of time after a trap goes off that \
it will be reset, or the amount of time after a bomb is activated that \
it will go off.

THIEF_SHADOW=SHADOW
SHADOW=<ABILITY>\
Usage    : shadow [TARGET NAME] \n\r\
Example  : shadow orc\n\r\
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.

THIEF_SHADOWPASS=SHADOWPASS
SHADOWPASS=<ABILITY>\
Usage    : SHADOWPASS [DIRECTION LIST...] \n\r\
Example  : shadowpass 4n 3e 3s e s w\n\r\
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.

SHADOW_STRIKE=SHADOWSTRIKE
SHADOWSTRIKE=THIEF_SHADOWSTRIKE
THIEF_SHADOWSTRIKE=<ABILITY>\
Usage    : SHADOWSTRIKE [TARGET NAME]\n\r\
Example  : shadowstrike orc\n\r\
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.

DRUID_SHAPESHIFT=SHAPE_SHIFT
SHAPE=SHAPE_SHIFT
SHAPESHIFT=SHAPE_SHIFT
SHAPE_SHIFT=<ABILITY>\
Usage    : SHAPESHIFT (FORM)\n\r\
Example  : shapeshift\n\r\
Example  : shapeshift list\n\r\
Example  : shapeshift cub\n\r\
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 form instead. Use \
shapeshift list to see all available forms.

SKILL_BASH=SHIELD_BASH
BASH=SHIELD_BASH
SHIELD_BASH=<ABILITY>\
Usage    : BASH [TARGET NAME] \n\r\
Example  : bash orc\n\r\
The fighter uses their shield as a weapon, delivering an \
otherwise additional blow to the target in combat.

FIGHTER_SHIELDBLOCK=SHIELD_BLOCK
SHIELDBLOCK=SHIELD_BLOCK
SHIELD_BLOCK=<ABILITY>\
Example  : \n\r\
So long as the Fighter is holding a shield, he has a chance to totally block \
weapon attacks coming at him or her.

FAMILIARITY_SHIELD=SHIELD_FAMILIARITY
SHIELD_FAMILIARITY=<ABILITY>\
The player is familiar with shields they have crafted themselves, \
gaining an armor bonus from using the product of their own \
hands.

SPECIALIZATION_SHIELD=SHIELD_SPECIALIZATION
SHIELD_SPECIALIZATION=<ABILITY>\
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.

SHOOT_WEB=SHOOTWEB
SHOOTWEB=<ABILITY>\
Usage    : SHOOTWEB [TARGET]\n\r\
Example  : shootweb orc\n\r\
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.

FIGHTER_SHRUG=SHRUG_OFF
BRACE=SHRUG_OFF
SHRUG_OFF=<ABILITY>\
Usage    : BRACE\n\r\
Example  : shrugoff\n\r\
The Barbarian braces him or herself for the next blow, allowing that \
blow to be shrugged off without any damage.

SHUSH=SKILL_SHUSH
SKILL_SHUSH=<ABILITY>\
Usage    : SHUSH [TARGET]\n\r\
Example  : shush orc\n\r\
The player is so intimidatingly adept at keeping others quiet, that he or \
she can give the universal SHUSH to a target and often make them agree \
to whisper and refrain from loud noises like spell casting for a time. \
This skill is limited outside of libraries and book stores, but more \
powerful inside them.

THIEF_SILENT_RUNNING=THIEF_SILENTRUNNING
SSNEAK=THIEF_SILENTRUNNING
SILENTRUN=THIEF_SILENTRUNNING
THIEF_SILENTRUNNING=<ABILITY>\
Usage    : SSNEAK ([DIRECTION] ([DIRECTION])...)\n\r\
Example  : ssneak\n\r\
Example  : ssneak north north east east\n\r\
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_SHUFFLE=SHUFFLE
SHUFFLE=<ABILITY>\
Example  : \n\r\
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.

FIGHTER_SIDEKICK=SIDE_KICK
SIDEKICK=SIDE_KICK
SIDE_KICK=<ABILITY>\
Example  : \n\r\
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.

THIEF_SILENTGOLD=SILENT_AUTOGOLD
SILENTGOLD=SILENT_AUTOGOLD
SILENT_AUTOGOLD=<ABILITY>\
Usage    : SILENTGOLD\n\r\
Example  : silentgold\n\r\
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_HOLD=THIEF_SILENTHOLD
THIEF_SILENTHOLD=<ABILITY>\
Usage    : SILENTHOLD [TARGET ITEM]\n\r\
Example  : silenthold wand\n\r\
This command is similar to the hold command, except that the thief is able to hold the \
item without anyone else knowing about it.  However, only one item can be silently held \
at a time, and the thief still pays sneakiness mana costs for any mistakes.

THIEF_SILENTLOOT=SILENT_AUTOLOOT
SILENTLOOT=SILENT_AUTOLOOT
SILENT_AUTOLOOT=<ABILITY>\
Usage    : SILENTLOOT\n\r\
Example  : silentloot\n\r\
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
THIEF_SILENTDROP=<ABILITY>\
Usage    : SILENTDROP [TARGET ITEM]\n\r\
Example  : silentdrop gold\n\r\
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
THIEF_SILENTOPEN=<ABILITY>\
Usage    : SILENTOPEN [TARGET ITEM]\n\r\
Example  : silentopen door\n\r\
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_WEAR=THIEF_SILENTWEAR
THIEF_SILENTWEAR=<ABILITY>\
Usage    : SILENTWEAR [TARGET ITEM]\n\r\
Example  : silentwear wand\n\r\
This command is similar to the wear command, except that the thief is able to wear the \
item without anyone else knowing about it.  However, only one item can be silently worn \
at a time, and the thief still pays sneakiness mana costs for any mistakes.

SILENT_WIELD=THIEF_SILENTWIELD
THIEF_SILENTWIELD=<ABILITY>\
Usage    : SILENTWIELD [TARGET ITEM]\n\r\
Example  : silentwield wand\n\r\
This command is similar to the wield command, except that the thief is able to wield the \
item without anyone else knowing about it.  However, only one item can be silently wielded \
at a time, and the thief still pays sneakiness mana costs for any mistakes.

SKILL_SKILLCRAFT=SKILLCRAFT
SKILLCRAFT=<ABILITY>\
Example  : \n\r\
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_SLAPSTICK=SLAPSTICK
SLAPSTICK=<ABILITY>\
Usage    : SLAPSTICK [TARGET NAME]\n\r\
Example  : slapstick orc\n\r\
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.

FIGHTER_SLEEPERHOLD=SLEEPERHOLD
FIGHTER_SLEEPER_HOLD=SLEEPERHOLD
SLEEPER_HOLD=SLEEPERHOLD
SLEEPERHOLD=<ABILITY>\
Usage    : SLEEPERHOLD [TARGET NAME]\n\r\
Example  : sleeperhold orc\n\r\
On a successful attack, \
the fighter grabs the target about the neck from behind in a sleeper hold, which may \
cause the victim to fall asleep for a short time.  For a period, \
both the fighter and the target are locked in struggle and can't do much of anything else.  \
During combat, attempting this move may allow \
your opponent a quick attack.  The initiator can use "release" to \
release the hold.

SLICKCALTROPS=THIEF_SLICKCALTROPS
THIEF_SLICKCALTROPS=<ABILITY>\
Usage    : SLICK CALTROPS\n\r\
Example  : slickcaltrops\n\r\
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 have to avoid them or risk slipping \
and hitting the ground, possibly also taking heavy damage from the caltrops. This trap is permanent \
on owned property, but won't affect those who live there.

THIEF_SLIPITEM=SLIP_ITEM
SLIP_ITEM=<ABILITY>\
Usage    : "SLIPITEM" [ITEM NAME] [TARGET NAME]\n\r\
Example  : slipitem hat orc\n\r\
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.

THIEF_SLIPPERYMIND=SLIPPERY_MIND
SLIPPERYMIND=SLIPPERY_MIND
SLIPPERY_MIND=<ABILITY>\
Usage    : SLIPPERYMIND\n\r\
Example  : slipperymind\n\r\
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_SLOWFALL=SLOW_FALL
SLOWFALL=SLOW_FALL
SLOW_FALL=<ABILITY>\
If the proficiency check is made, this player does not fall from high places, \
but floats instead.

FIGHTER_SMOKESIGNALS=SMOKE_SIGNALS
SMOKE_SIGNALS=<ABILITY>\
Usage    : "SMOKESIGNALS" [MESSAGE]\n\r\
Example  : smokesignals I'm here at the temple!\n\r\
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.

THIEF_SMUGGLE=SMUGGLE
SMUGGLE=<ABILITY>\
Usage    : SMUGGLE [ITEM NAME] \n\r\
Example  : smuggle poppy milk\n\r\
The thief makes an item un-locatable to the law, allowing it to be \
smuggled in and out of various places where it is illegal to possess. \
Dropping or equipping the item will require a re-smuggling.

BUILDHOLD=THIEF_SMUGGLERSHOLD
THIEF_SMUGGLERS_HOLD=THIEF_SMUGGLERSHOLD
THIEF_BUILD_SMUGGLERS_HOLD=THIEF_SMUGGLERSHOLD
SMUGGLERS_HOLD=THIEF_SMUGGLERSHOLD
BUILD_SMUGGLERS_HOLD=THIEF_SMUGGLERSHOLD
BUILDSMUGGLERSHOLD=THIEF_SMUGGLERSHOLD
SMUGGLERSHOLD=THIEF_SMUGGLERSHOLD
THIEF_SMUGGLERSHOLD=<ABILITY>\
Usage    : BUILDSMUGGLERSHOLD [DIRECTION]\n\r\
Example  : buildsmugglershold below\n\r\
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.

SNAP_KICK=FIGHTER_SNAPKICK
SNAPKICK=FIGHTER_SNAPKICK
FIGHTER_SNAPKICK=<ABILITY>\
Example  : \n\r\
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.

SNEAK=THIEF_SNEAK
THIEF_SNEAK=<ABILITY>\
Usage    : SNEAK [DIRECTION]\n\r\
Example  : sneak e\n\r\
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
THIEF_SNEAKATTACK=<ABILITY>\
Example  : \n\r\
This skill allows the thief to deliver a more accurate \
attack and extra damage when attacking from a hidden \
position.

SNIPE=THIEF_SNIPE
THIEF_SNIPE=<ABILITY>\
Usage    : SNIPE [TARGET NAME]\n\r\
Example  : snipe orc\n\r\
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_SONGWRITE=SONGWRITE
SONG_WRITE=SONGWRITE
SONGWRITE=<ABILITY>\
Usage    : SONGWRITE [SPELL NAME] [TARGET NAME] \n\r\
Example  : songwrite "rage" scroll\n\r\
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.

SKILL_SONGCRAFT=SONGCRAFT
SONGCRAFT=<ABILITY>\
Example  : \n\r\
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.  

SOOTHE_MOUNT=FIGHTER_SOOTHEMOUNT
FIGHTER_SOOTHEMOUNT=<ABILITY>\
Usage    : SOOTHEMOUNT [TARGET MOUNT]\n\r\
Example  : soothemount horse\n\r\
This skill allows the character to cause a mount in combat, especially favored and \
racial mount creatures, to cease its hostilities.  If the creature is naturally \
hostile, it will remain soothed for a brief period of time as well.

SKILL_SPELLCRAFT=SPELLCRAFT
SPELLCRAFT=<ABILITY>\
Example  : \n\r\
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.  \n\r\
\n\r\
Arcanists have the ability to remember how to cast a number of spells \
(based on level) learned through this skill.

SPREAD_APATHY=SKILL_SPREADAPATHY
SAPATHY=SKILL_SPREADAPATHY
SPREADAPATHY=SKILL_SPREADAPATHY
SKILL_SPREADAPATHY=<ABILITY>\
Usage    : SAPATHY\n\r\
Example  : spreadapathy\n\r\
The character toggles whether they are in an aggressive state of apathy.  In this \
state, they will be as under the effects of the Apathy disease, while also \
being immune to the real disease.  As when diseased, however, speaking to \
others has a chance to spread the illness.

SPREAD_HATE=SKILL_SPREADHATE
SHATE=SKILL_SPREADHATE
SPREADHATE=SKILL_SPREADHATE
SKILL_SPREADHATE=<ABILITY>\
Usage    : SHATE\n\r\
Example  : spreadhate\n\r\
The character toggles whether they are in an aggressive state of hatred.  In this \
state, they will behave in an angry, mean, or grumpy mood.  Speaking to \
others about a particular race or gender, however, has a chance to give the \
hearer a disease of hatred of that group.

FIGHTER_SPRING=SPRING_ATTACK
SPRING=SPRING_ATTACK
SPRINGATTACK=SPRING_ATTACK
SPRING_ATTACK=<ABILITY>\
Usage    : SPRINGATTACK [TARGET NAME]\n\r\
Example  : sattack orc\n\r\
Short(s) : spring, sattack\n\r\
The Barbarian delivers a quick damaging blow, then leaps backwards \
to a further position of range 1 or 2.

THIEF_SPYING=SPYING
SPYING=<ABILITY>\
Usage    : SPYING [TARGET] \n\r\
Example  : spy bob\n\r\
The thief, by lip reading and discreet over-the-shoulder glaces, is able \
to read anything the target reads while they are both in the same room. \
The thief must remain unnoticed by the target.  Otherwise, this skill \
lasts indefinitely once the thief has figured out how to spy on the target. \
The level of player the thief can spy on depends, in part, on stealth expertise.

SQUATTING=THIEF_SQUATTING
SQUAT=THIEF_SQUATTING
THIEF_SQUATTING=<ABILITY>\
Usage    : SQUATTING\n\r\
Example  : squat\n\r\
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.

STABLEMOUNT=SKILL_STABLE_MOUNT
STABLE_MOUNT=SKILL_STABLE_MOUNT
SKILL_STABLEMOUNT=SKILL_STABLE_MOUNT
SKILL_STABLE_MOUNT=<ABILITY>\
Usage    : STABLE [TARGET NAME]\n\r\
Example  : stable horse\n\r\
Example  : stable list\n\r\
This skill allows the player, while either in a city, or a personal \
or clan home, to call for a stable boy to either take a mount away \
to a stable, or retrieve a mount from a local stable.  The list \
argument can be used to show mounts stabled in that area.  

SKILL_STABILITY=STABILITY
STABILITY=<ABILITY>\
This skill allows the player to remain on his or her feet despite \
certain magical or physical attempts to get them on the ground.

FAMILIARITY_STAFF=STAFF_FAMILIARITY
STAFF_FAMILIARITY=<ABILITY>\
The player is familiar with staffs they have crafted themselves, \
gaining an attack bonus from wielding the product of their own \
hands.

SPECIALIZATION_STAFF=STAFF_SPECIALIZATION
STAFF_SPECIALIZATION=<ABILITY>\
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 blunt focus expertise is taken.

PROFICIENCY_SLING=SLING_PROFICIENCY
SLING_PROFICIENCY=<ABILITY>\
The player is proficient with slings, gaining the ability to use \
them even if their current class training would not make it \
feasible normally.

STANCE=FIGHTER_STANCE
FIGHTER_STANCE=<ABILITY>\
Usage    : STANCE OFFENSIVE/DEFENSIVE/WILD/NONE\n\r\
Example  : stance offensive\n\r\
During combat, the fighter takes on one of the fighting stances he \
or she has been trained in.  Each stance offers a small bonus to \
combat stats, but is also counterable by another stance:\n\r\
Offensive : +attack, -armor, countered by Defensive\n\r\
Defensive : +armor -attack, countered by Wild\n\r\
Wild      : +damage, -attack, -armor, countered by Offensive\n\r\
None      : cancels your fighter stance.\n\r\
\n\r\
The fighting stance of your opponent, if any, can be seen only \
when combat has started.

STAFF_BLOCK=FIGHTER_STAFFBLOCK
STAFFBLOCK=FIGHTER_STAFFBLOCK
FIGHTER_STAFFBLOCK=<ABILITY>\
This skill allows the fighter a chance to block \
weapon attacks when using a staff.

STAFF_SPIN=FIGHTER_STAFFSPIN
STAFFSPIN=FIGHTER_STAFFSPIN
FIGHTER_STAFFSPIN=<ABILITY>\
Usage    : STAFFSPIN\n\r\
Example  : staffspin\n\r\
This skill allows the fighter to spin a staff in an \
elaborate way that dazzles their opponent, making them \
easier to hit.

STAFF_THRUST=FIGHTER_STAFFTHRUST
STAFFTHRUST=FIGHTER_STAFFTHRUST
FIGHTER_STAFFTHRUST=<ABILITY>\
Usage    : STAFFTHRUST\n\r\
Example  : staffthrust\n\r\
This skill allows the fighter who is in combat to make an \
extra piercing thrust attack with a wielded staff.  Additional \
attacks during the round may also be turned into piercing thrusts with \
expertise.

PROFICIENCY_STAFF=STAFF_PROFICIENCY
STAFF_PROFICIENCY=<ABILITY>\
The player is proficient with staffs, gaining the ability to use \
them even if their current class training would not make it \
feasible normally.

THIEF_STEAL=STEAL
STEAL=<ABILITY>\
Usage    : STEAL [ITEM NAME] [TARGET NAME]\n\r\
Example  : steal paper orc\n\r\
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).

BSTEAL=STEAL_BOON
STEALBOON=STEAL_BOON
THIEF_STEALBOON=STEAL_BOON
THIEF_STEAL_BOON=STEAL_BOON
STEAL_BOON=<ABILITY>\
Usage    : STEALBOON [PRAYER NAME] [TARGET NAME]\n\r\
Example  : stealboon orc\n\r\
Example  : bsteal Sanctuary orc\n\r\
Example  : bsteal all orc\n\r\
The thief will attempt to tap into the raw divine power of a holy item presently \
being held in order to pilfer a divine magical effect from the target and onto themselves. \
This skill can not be used in combat, and works best when the target can not \
see the thief.  This skill is almost always successful if the target is \
incapacitated (asleep, knocked out, bound, etc).  This skill has a small chance \
of depleting the item.

SKILL_STOICISM=STOICISM
STOICISM=<ABILITY>\
Example  : \n\r\
Having extreme discipline and control over his or her emotions, the character becomes \
immune to many mood altering expressions and effects. 

FIGHTER_STONEBODY=STONE_BODY
STONEBODY=STONE_BODY
STONE_BODY=<ABILITY>\
Example  : \n\r\
The Barbarian has become so hardened to battle that he or she ignores \
2 points from every damage roll taken.

STIGMA=<ABILITY>\
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.  

SKILL_STONE_CUNNING=SKILL_STONECUNNING
STONECUNNING=SKILL_STONECUNNING
SKILL_STONECUNNING=<ABILITY>\
This skill allows the player a chance, when in mountains, caves, or \
stone rooms, to spot hidden or trapped items or exits.

STOWAWAY=SKILL_STOWAWAY
SKILL_STOWAWAY=<ABILITY>\
Usage    : STOWAWAY ([DESTINATION]/[CHART INDEX]) \n\r\
Example  : stowaway\n\r\
Example  : stowaway new thalos docks\n\r\
Example  : stowaway 3\n\r\
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.

THIEF_STRATEGICRETREAT=STRATEGIC_RETREAT
STRATEGICRETREAT=STRATEGIC_RETREAT
FREEFLEE=STRATEGIC_RETREAT
STRATEGIC_RETREAT=<ABILITY>\
Usage    : FREEFLEE ([DIRECTION])\n\r\
Example  : freeflee\n\r\
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_STRIKETHESET=STRIKE_THE_SET
STRIKESET=STRIKE_THE_SET
STRIKETHESET=STRIKE_THE_SET
STRIKE_THE_SET=<ABILITY>\
Usage    : STRIKETHESET\n\r\
Usage    : STRIKESET\n\r\
Example  : striketheset\n\r\
The bard strikes the set of the room, making any and all items in the room appear \
to be gone, and the room empty.

THIEF_STRIPITEM=STRIP_ITEM
STRIP_ITEM=<ABILITY>\
Usage    : "STRIPITEM" [ITEM NAME] [TARGET NAME]\n\r\
Example  : stripitem hat orc\n\r\
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=<ABILITY>\
Usage    : STRUGGLE\n\r\
Example  : struggle\n\r\
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. See also help on BOUND.

SKILL_SUBDUE=SUBDUE
SUBDUE=<ABILITY>\
Usage    : SUBDUE [TARGET NAME] \n\r\
Example  : subdue orc\n\r\
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.\n\r\
\n\r\
Enter SUBDUE again to cancel this effect.

THIEF_SUPERSTITION=SUPERSTITION
SUPERSTITION=<ABILITY>\
Usage    : SUPERSTITION [PHRASE TO SAY]\n\r\
Example  : superstition i am the most awesome pirate in the whole wide world!\n\r\
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.

THIEF_SURRENDER=SURRENDER
SURRENDER=<ABILITY>\
Usage    : SURRENDER\n\r\
Example  : surrender\n\r\
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.

FIGHTER_SWAMPTACTICS=SWAMP_TACTICS
SWAMP_TACTICS=<ABILITY>\
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.

FIGHTER_SWEEP=SWEEP
SWEEP=<ABILITY>\
Usage    : SWEEP\n\r\
Example  : \n\r\
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.


FIGHTER_STAFF_SWEEP=FIGHTER_STAFFSWEEP
FIGHTER_STAFFSWEEP=<ABILITY>\
Usage    : STAFFSWEEP\n\r\
Example  : \n\r\
Allows the fighter wielding a staff to sweep the legs of all combatants in range, possibly tripping \
them.

SWTRIP=SWEEPING_TRIP
FIGHTER_SWEEPINGTRIP=SWEEPING_TRIP
FIGHTER_SWEEPING_TRIP=SWEEPING_TRIP
SWEEPING_TRIP=<ABILITY>\
Usage    : SWEEPING TRIP\n\r\
Example  : SWTRIP\n\r\
Allows the fighter wielding a melee weapon with range to sweep low at all opponents \
within range, potentially tripping them.

SWIM=SKILL_SWIM
SKILL_SWIM=<ABILITY>\
Usage    : SWIM [DIRECTION]\n\r\
Available: ALL\n\r\
Example  : swim e\n\r\
This skill allows the character to travel on a water surface.  The amount \
of weight being carried can affect this skill.

THIEF_SWIPE=SWIPE_GOLD
SWIPE=SWIPE_GOLD
SWIPE_GOLD=<ABILITY>\
Usage    : SWIPE [TARGET NAME]\n\r\
Example  : swipe orc\n\r\
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).

FAMILIARITY_SWORD=SWORD_FAMILIARITY
SWORD_FAMILIARITY=<ABILITY>\
The player is familiar with swords they have crafted themselves, \
gaining an attack bonus from wielding the product of their own \
hands.

SPECIALIZATION_SWORD=SWORD_SPECIALIZATION
SWORD_SPECIALIZATION=<ABILITY>\
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.

PROFICIENCY_SWORD=SWORD_PROFICIENCY
SWORD_PROFICIENCY=<ABILITY>\
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_TAILSWIPE=TAILSWIPE
TAILSWIPE=<ABILITY>\
Usage    : TAILSWIPE [TARGET NAME] \n\r\
Example  : tailswipe orc\n\r\
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.

THIEF_TAGTURF=TAG_TURF
TAG_TURF=<ABILITY>\
Usage    : TAGTURF (UNTAG)\n\r\
Example  : tagturf\n\r\
Example  : tagturf untag\n\r\
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.

TAPROOM=THIEF_TAPROOM
THIEF_TAPROOM=<ABILITY>\
Example  : taproom\n\r\
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.

THIEF_TARANDFEATHER=TAR_AND_FEATHER
TARANDFEATHER=TAR_AND_FEATHER
TAR_AND_FEATHER=<ABILITY>\
Usage    : TAR [TARGET]\n\r\
Example  : TAR Orc\n\r\
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.

TAROTREADING=THIEF_TAROTREADING
TAROT_READING=THIEF_TAROTREADING
THIEF_TAROT_READING=THIEF_TAROTREADING
THIEF_TAROTREADING=<ABILITY>\
Usage    : TAROTREADING [TARGET NAME]\n\r\
Example  : tarotreading bob\n\r\
The gypsy deals his or her tarot cards and reads them carefully to discern \
the future of the target.  Tarot readings tend to see futures related to the race \
of the target.

THIEF_TASSEOGRAPHY=TASSEOGRAPHY
TASSEOGRAPHY=<ABILITY>\
Usage    : TASSEOGRAPHY [TARGET NAME]\n\r\
Example  : tasseography bob\n\r\
The gypsy studies coffee grounds carefully to discern \
the future of the target.  Tasseography readings tend to see futures related to the factions, alignment, \
and inclination of the target.

TEND_MOUNT=FIGHTER_TENDMOUNT
FIGHTER_TENDMOUNT=<ABILITY>\
Usage    : TENDMOUNT [TARGET]\n\r\
Example  : tendmount horse\n\r\
The character uses his knowledge of mount creatures, especially those favored \
or racial mounts, to attempt to heal them of poisons, diseases, bleeding, and \
other damage.  Each session the character will do their very best for a period \
of time.

SKILL_THIEFCRAFT=THIEFCRAFT
THIEFCRAFT=<ABILITY>\
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_ATTACK3=THIRD_ATTACK
THIRD=THIRD_ATTACK
THIRD_ATTACK=<ABILITY>\
Allows the character to deliver a third attack during \
their round.  These attacks will be slightly less \
effective than primary attacks.

THROW_FECES=THROWFECES
THROWFECES=<ABILITY>\
Usage    : THROWFECES [TARGET]\n\r\
Example  : THROWFECES Orc\n\r\
The player with this skill is able to reach around and produce feces on \
demand and then instantly throw it at the target.  The feces wont do much \
damage, but has a chance of giving a disease, and soiling the victim.

TIE_DOWN=SKILL_TIEDOWN
SKILL_TIEDOWN=<ABILITY>\
Usage    : TIEDOWN (UNTIE) [BOAT/SHIP NAME]\n\r\
Example  : tiedown ship\n\r\
Example  : tiedown untie ship\n\r\
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.

FIGHTER_TOUGHNESS=TOUGHNESS
TOUGHNESS=<ABILITY>\
This ability toughens up the fighter, giving them extra hitpoints.

FIGHTER_TOUGHNESS2=TOUGHNESS_II
TOUGHNESS2=TOUGHNESS_II
TOUGHNESS_II=<ABILITY>\
This ability toughens up the fighter, giving them extra hitpoints.  The hit points \
stack with those gained from Toughness.

FIGHTER_TOUGHNESS3=TOUGHNESS_III
TOUGHNESS3=TOUGHNESS_III
TOUGHNESS_III=<ABILITY>\
This ability toughens up the fighter, giving them extra hitpoints.  The hit points \
stack with those gained from Toughness and Toughness II.

RANGER_TRACK=TRACK
TRACK=<ABILITY>\
Usage    : TRACK [TARGET NAME] \n\r\
Example  : track orc\n\r\
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.

TRACKCRIMINAL=SKILL_TRACKCRIMINAL
CRIMINALTRACK=SKILL_TRACKCRIMINAL
TRACK_CRIMINAL=SKILL_TRACKCRIMINAL
CTRACK=SKILL_TRACKCRIMINAL
SKILL_TRACKCRIMINAL=<ABILITY>\
Usage    : CTRACK [CRMININAL NAME] \n\r\
Example  : ctrack bob\n\r\
The player attempts to find a trail leading from where \
he or she is at present, to the location of the indicated \
wanted criminal.  When walking around, the player will \
become gather clues to which direction seems \
best.  The number of adjacent areas is increased with expertise. 

TRACKFRIEND=SKILL_TRACKFRIEND
FRIENDTRACK=SKILL_TRACKFRIEND
TRACK_FRIEND=SKILL_TRACKFRIEND
FTRACK=SKILL_TRACKFRIEND
SKILL_TRACKFRIEND=<ABILITY>\
Usage    : FTRACK [FRIEND NAME] \n\r\
Example  : ftrack bob\n\r\
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.

RANGER_TRACKANIMAL=TRACK_ANIMAL
TRACKANIMAL=TRACK_ANIMAL
TRACK_ANIMAL=<ABILITY>\
Usage    : TRACK ANIMAL\n\r\
Example  : trackanimal\n\r\
The ranger, being a skilled hunter, may use this skill to \
track down the nearest unintelligent animal in the area.

TRADE_CHARTING=SKILL_TRADECHARTING
TRADECHART=SKILL_TRADECHARTING
TRADECHARTING=SKILL_TRADECHARTING
SKILL_TRADECHARTING=<ABILITY>\
Usage    : TRADECHART ADD/LIST/REMOVE [NUMBER]/DISTANCE [NUMBER]\n\r\
Example  : tradechart add\n\r\
Example  : tradechart remove 1\n\r\
Example  : tradechart list\n\r\
Example  : tradechart distance 2\n\r\
This skill allows the player to keep track of various points of the \
roads on his or her trade charts from within a caravan.  \
Use the ADD command to add your caravans 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 \
road rooms between the caravans current location and that trade chart point.

SKILL_TRAMPLE=TRAMPLE
TRAMPLE=<ABILITY>\
Usage    : TRAMPLE [TARGET]\n\r\
Example  : trample\n\r\
A larger creature, from at least a small range, can charge and \
trample a smaller one, ending up at a similar range.  This will \
hurt the target, and leave them tripped.

THIEF_TRAPIMMUNITY=TRAP_IMMUNITY
TRAP_IMMUNITY=<ABILITY>\
Example  : \n\r\
As the Thief's proficiency grows, he or she becomes more and more immune to traps and \
bombs.

SLIP=SKILL_SLIP
SKILL_SLIP=<ABILITY>\
Usage    : SLIP [TARGET NAME] \n\r\
Example  : slip orc\n\r\
This skill causes the target to slip and fall.

TRIP=SKILL_TRIP
SKILL_TRIP=<ABILITY>\
Usage    : TRIP [TARGET NAME] \n\r\
Example  : trip orc\n\r\
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.

THIEF_TROPHYCOUNT=TROPHY_COUNT
TROPHYCOUNT=TROPHY_COUNT
TROPHY_COUNT=<ABILITY>\
Uage     : TROPHYCOUNT\n\r\
Example  : trophycount\n\r\
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.

FIGHTER_TRUESHOT=TRUE_SHOT
TRUE_SHOT=<ABILITY>\
Example  : \n\r\
Gives the fighter an enormous boost to attack rating when using a \
ranged or thrown weapon in ranged combat.

FIGHTER_TUMBLE=TUMBLE
TUMBLE=<ABILITY>\
Usage    : TUMBLE\n\r\
Example  : tumble\n\r\
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_TUNEINSTRUMENT=TUNE_INSTRUMENT
TUNE=TUNE_INSTRUMENT
TUNEINSTRUMENT=TUNE_INSTRUMENT
TUNE_INSTRUMENT=<ABILITY>\
Usage    : TUNE\n\r\
Example  : \n\r\
The Bard tunes their instrument, which can provide bonuses to many songs \
which are played with it.

THIEF_TURFWAR=TURF_WAR
TURF_WAR=<ABILITY>\
Usage    : TURFWAR\n\r\
Example  : turfwar\n\r\
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 combatant who is not forced from \
the disputed room (e.g. by non-lethal "death"), will be the winner.\n\r\
\n\r\
A TurfWar can only be infrequently declared.

SKILL_TURNUNDEAD=TURN_UNDEAD
TURN=TURN_UNDEAD
TURN_UNDEAD=<ABILITY>\
Usage    : TURN [TARGET NAME] \n\r\
Example  : turn skeleton\n\r\
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_TWODAGGERFIGHTING=TWO_DAGGER_FIGHTING
TWO_DAGGER_FIGHTING=<ABILITY>\
Example  : \n\r\
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_TWOWEAPONFIGHTING=TWO_WEAPON_FIGHTING
TWO_WEAPON_COMBAT=TWO_WEAPON_FIGHTING
DUAL_WIELDING=TWO_WEAPON_FIGHTING
DUALWIELD=TWO_WEAPON_FIGHTING
DUAL_WIELD=TWO_WEAPON_FIGHTING
SECOND_WEAPON=TWO_WEAPON_FIGHTING
TWO_WEAPON=TWO_WEAPON_FIGHTING
TWO_WEAPONS=TWO_WEAPON_FIGHTING
TWO_WEAPON_FIGHTING=<ABILITY>\
Example  : \n\r\
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_UNDEADINVISIBILITY=UNDEAD_INVISIBILITY
UNDEAD_INVISIBILITY=<ABILITY>\
Example  : \n\r\
Allows the priest or paladin to walk among the undead without being \
assaulted.

THIEF_UNDERGROUNDCONNECTIONS=UNDERGROUND_CONNECTIONS
UNDERGROUNDCONNECTIONS=UNDERGROUND_CONNECTIONS
UNDERGROUND_CONNECTIONS=<ABILITY>\
Usage    : UNDERGROUNDCONNECTIONS\n\r\
Example  : undergroundconnections\n\r\
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.

THIEF_UNDERWATER_SOUNDS=THIEF_UNDERWATERSSOUNDS
UNDERWATER_SOUNDS=THIEF_UNDERWATERSSOUNDS
THIEF_UNDERWATERSSOUNDS=<ABILITY>\
Allows the player to use the Listen skill under water.

SKILL_UNEARTHDEMOGRAPHY=UNEARTH_DEMOGRAPHY
DEMOGRAPHY=UNEARTH_DEMOGRAPHY
UNEARTH_DEMOGRAPHY=<ABILITY>\
Usage    : UNEARTHDEMOGRAPHY START/STOP/([AREANAME])\n\r\
Example  : unearthdemography start\n\r\
Example  : unearthdemography stop\n\r\
Example  : unearthdemography\n\r\
By finding scraps and tracks, the demographer can make some determination of the \
types of inhabitants within the local area.  The number of different types and \
information about each increases with level and expertise.

UNHOLY_MOUNT=PALADIN_UNHOLY_MOUNT
UNHOLYMOUNT=PALADIN_UNHOLY_MOUNT
PALADIN_UNHOLYMOUNT=PALADIN_UNHOLY_MOUNT
PALADIN_UNHOLY_MOUNT=<ABILITY>\
This skill gives the fighter's mount an edge in attack, armor, and damage \
when fighting a holy target while the fighter is mounted.

UNHOLY_STRIKE=PALADIN_UNHOLY_STRIKE
UNHOLYSTRIKE=PALADIN_UNHOLY_STRIKE
PALADIN_UNHOLYSTRIKE=PALADIN_UNHOLY_STRIKE
PALADIN_UNHOLY_STRIKE=<ABILITY>\
Usage    : UNHOLYSTRIKE [TARGET]\n\r\
Example  : unholystrike\n\r\
Wielding a melee weapon, the paladin calls down the power of the \
gods into a mighty attack for devastating damage on good targets.

FIGHTER_UNWAVERINGMARK=UNWAVERING_MARK
UNWAVERING_MARK=<ABILITY>\
Usage    : UMARK [TARGET]\n\r\
Example  : umark orc\n\r\
This skill allows the fighter to issue a powerful challenge to the \
target, infuriating them.  Any time the target attacks someone other \
than the fighter, the fighter will get an immediate counter-attack, and \
there is a chance the target will switch their combat focus to the fighter.

SKILL_UPSTAGE=UPSTAGE
UPSTAGE=<ABILITY>\
Usage    : UPSTAGE\n\r\
Example  : upstage\n\r\
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. 

FIGHTER_URBANTACTICS=URBAN_TACTICS
URBAN_TACTICS=<ABILITY>\
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
THIEF_USEPOISON=<ABILITY>\
Usage    : POISON [ITEM NAME] [POISON SOURCE]\n\r\
Example  : poison sword beesting\n\r\
Example  : poison waterskin beesting\n\r\
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.

URCHINIZE=THIEF_URCHINIZE
THIEF_URCHINIZE=<ABILITY>\
Usage    : URCHINIZE [FOLLOWER NAME]\n\r\
Example  : urchinize child\n\r\
The rogue teaches a child the ways of the obedient street urchin. \
The target must be a follower child, and can not be Christened. \
Once made an urchin, the child will follow any orders of their liege, \
and will sneak around the area they are in and do thiefy things, like pick \
pockets and scavenge valuables. At night, the child will return to \
the room they were made an urchin in to drop off anything they've \
picked up.  This 'drop-off' room may be changed by leading the urchin \
to a new room (order them to FOLLOW you), and then ordering them to \
'drop here' or 'drop stuff here'.  If any non-gettable containers \
are available, the items will be placed inside there. 

URCHINSPY=THIEF_URCHINSPY
THIEF_URCHIN_SPY=THIEF_URCHINSPY
THIEF_URCHINSPY=<ABILITY>\
Usage    : URCHINSPY [URCHIN NAME] [DIRECTIONS]/[ROOM]/[MOB TARGET]\n\r\
Example  : urchinspy child east east north\n\r\
Example  : urchinspy child bob\n\r\
The rogue instructs one of his urchin followers to spy for him or her. \
The directions may be a list of room directions, the name of a room \
to target, or a mob target.  The target need not be in the area, but \
must be in range, which increases with level and expertise of the \
rogue.  While gone, the spy will note his own movements, and anything \
else they see.  When a room or mob is targeted, the spy will observe for \
the duration before returning, or return immediately if directions are \
given.  When the spy returns, they will tell their master all that they \
have seen.

THIEF_USE_POTION=THIEF_USEPOTION
USE_POTION=THIEF_USEPOTION
THIEF_USEPOTION=<ABILITY>\
Usage    : USEPOTION [ITEM NAME] [POTION NAME]\n\r\
Example  : usepotion sword "potion of cause light wounds"\n\r\
Example  : usepotion waterskin "potion of cause light wounds"\n\r\
This allows the player to apply a potion to a weapon, food, or drink with a \
pre-prepared magical or divine potion as a source.  \
It will persist for a short time on weapons, and forever on food \
and drink.

VANGUARD=FIGHTER_VANGUARD
FIGHTER_VANGUARD=<ABILITY>\
Usage    : VANGUARD [CARAVAN NAME] (STOP)\n\r\
Example  : vanguard caravan\n\r\
The fighter volunteers to be a mounted vanguard for the given wagon or caravan. \
During this period, the caravan will automatically follow at a distance \
depending on expertise (the lowest being just a room or two ahead).  Should \
the caravan come under attack, the fighter will ride to their aid, and will \
have a small chance of automatically disrupting certain missile and siege \
attacks while present for the attack.  The fighter can extend their vanguard \
duty by re-applying from time-to-time, or use STOP to end service.
 

FIGHTER_VICIOUS_BLOW=FIGHTER_VICIOUSBLOW
FIGHTER_VICIOUSBLOW=<ABILITY>\
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.  

WANDS=SKILL_WANDUSE
WAND_USE=SKILL_WANDUSE
SKILL_WANDUSE=<ABILITY>\
Available: Almost All\n\r\
Example  : \n\r\
A wand is a holdable item that can be used to create magical affects.\n\r\
\n\r\
This skill allows one to effectively use an arcane 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.\n\r\
\n\r\
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. \
\n\r\
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.

FIGHTER_WARCRY=WAR_CRY
WARCRY=WAR_CRY
WAR_CRY=<ABILITY>\
Usage    : WARCRY\n\r\
Example  : warcry\n\r\
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_WARRANTS=WARRANTS
WARRANTS=<ABILITY>\
Usage    : WARRANTS ([NAME])\n\r\
Example  : warrants\n\r\
The player, using nothing more than local contacts and charismatic \
persuasion, gathers information about all warrants and wanted criminals. \
A filter name may be given.

DRUID_WATERCOVER=WATER_COVER
WCOVER=WATER_COVER
WATER_COVER=<ABILITY>\
Usage    : WCOVER\n\r\
Example  : wcover\n\r\
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.

WEAK_ENERGY_DRAIN=UNDEAD_WEAKENERGYDRAIN
UNDEAD_WEAKENERGYDRAIN=\
Ability    : Undead_WeakEnergyDrain\n\r\
Parameters : \n\r\
Example    : \n\r\
Description: \n\r\
An attack which, if successful, drains the target of temporary levels for a \
short time.

FIGHTER_WEAPONBREAK=WEAPON_BREAK
BREAK=WEAPON_BREAK
WEAPON_BREAK=<ABILITY>\
Usage    : BREAK [TARGET NAME]\n\r\
Example  : break orc\n\r\
The fighter will attempt the difficult maneuver of breaking \
the weapon of the target.  See also help on SONG BREAK.

FIGHTER_WEAPONCATCH=WEAPON_CATCH
WEAPONCATCH=WEAPON_CATCH
WEAPON_CATCH=<ABILITY>\
This skill allows the fighter to thwart disarm attempts by catching \
his as it flies out of his hand.

FIGHTER_WEAPONSHARPENING=WEAPON_SHARPENING
SHARPEN=WEAPON_SHARPENING
WEAPON_SHARPENING=<ABILITY>\
Usage    : SHARPEN [WEAPON NAME]\n\r\
Example  : sharpen sword\n\r\
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.

THIEF_SNATCH=WEAPON_SNATCH
SNATCH=WEAPON_SNATCH
WEAPON_SNATCH=<ABILITY>\
Usage    : SNATCH [TARGET NAME] \n\r\
Example  : snatch orc\n\r\
The thief attempts to disarm the target, flinging their weapon \
into the air so that it can be caught by the thieves other hand.

FAMILIARITY_WEAPON=WEAPON_FAMILIARITY
WEAPON_FAMILIARITY=<ABILITY>\
The player is familiar with weapons they have crafted themselves, \
gaining an attack bonus from wielding the product of their own \
hands.

SPECIALIZATION_WEAPON=WEAPON_SPECIALIZATION
WEAPON_SPECIALIZATION=<ABILITY>\
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.

PROFICIENCY_WEAPON=WEAPON_PROFICIENCY
WEAPON_PROFICIENCY=<ABILITY>\
The player is proficient with all weapons, which negates any \
difficulties presented by class training that would normally \
not allow particular weapons to be used.

THIEF_WALK_THE_PLANK=WALK_THE_PLANK
THIEF_WALKTHEPLANK=WALK_THE_PLANK
PLANK=WALK_THE_PLANK
WALKTHEPLANK=WALK_THE_PLANK
WALK_THE_PLANK=<ABILITY>\
Usage    : WALKTHEPLANK ([TARGET NAME])\n\r\
Example  : WALKTHEPLANK orc\n\r\
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:\n\r\
1. Wanted for a crime on the ship\n\r\
2. Bound or Held\n\r\
3. A non-combatant foreign entity on the thiefs ship.\n\r\
4. The last foreign entity on the thiefs ship.\n\r\
5. The last single resident of the ship the thief is on, when the thief has friends also on the ship.

THIEF_WARNING_SHOT=THIEF_WARNINGSHOT
WARNINGSHOT=THIEF_WARNINGSHOT
WARNING_SHOT=THIEF_WARNINGSHOT
THIEF_WARNINGSHOT=<ABILITY>\
Usage    : WARNINGSHOT ([TARGET NAME])\n\r\
Example  : warningshot pirate\n\r\
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.

WATER_TACTICS=FIGHTER_WATERTACTICS
FIGHTER_WATERTACTICS=<ABILITY>\
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.

THIEF_WENCHING=WENCHING
WENCHING=<ABILITY>\
Usage    : WENCHING ([TARGET NAME]) ([GENDER]) \n\r\
Example  : wenching\n\r\
Example  : wenching barkeeper\n\r\
Example  : wenching male\n\r\
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.

THIEF_WHIPLASH=WHIPLASH
WHIPLASH=<ABILITY>\
Usage    : WHIPLASH [TARGET NAME] \n\r\
Example  : whiplash orc\n\r\
When using a leather flailed weapon in combat, this skill will \
allow the next attack to be delivered with brutal efficiency, having \
an enhanced attack and damage bonus, as well as a chance to scar the \
target.

THIEF_WHIPSMACK=WHIPSMACK
WHIPSMACK=<ABILITY>\
Usage    : WHIPSMACK [TARGET NAME] \n\r\
Example  : whipsmack orc\n\r\
When using a leather flailed weapon in combat, this skill will \
deliver a punishing blunt smack across the target`s body, doing damage.

THIEF_WHIPSTRIP=WHIPSTRIP
WHIPSTRIP=<ABILITY>\
Usage    : WHIPSTRIP [ITEM NAME] [TARGET NAME] \n\r\
Example  : whipstrip sword orc\n\r\
When using a leather flailed weapon in combat, this skill will \
allow the next attack to be be slung around the target worn item, \
stripping from the target and flinging it to the ground.

FIGHTER_WHOMP=WHOMP
WHOMP=<ABILITY>\
Usage    : WHOMP [TARGET NAME] \n\r\
Example  : whomp orc\n\r\
The fighter attempts to deliver a massive blow to the \
target, causing them to instantly to fall unconscious for \
a time.

SKILL_WILDERNESSLORE=WILDERNESS_LORE
WILDERNESS_LORE=<ABILITY>\
Usage    : WLORE (REPORT)\n\r\
Example  : wlore\n\r\
Example  : wlore report\n\r\
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.

THIEF_WILDERNESS_SOUNDS=THIEF_WILDERNESSSOUNDS
WILDERNESS_SOUNDS=THIEF_WILDERNESSSOUNDS
THIEF_WILDERNESSSOUNDS=<ABILITY>\
Allows the player to use the Listen skill in outdoor areas \
such as forests, plains, etc.

WILD_TAG_TURF=WILDTAGTURF
WILDTAG=WILDTAGTURF
WTAG=WILDTAGTURF
WILDTAGTURF=<ABILITY>\
Usage    : WILDTAG (UNTAG)\n\r\
Example  : wildtag\n\r\
Example  : wildtag untag\n\r\
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.

WINGED_FLIGHT=WINGFLYING
WINGFLYING=\
Ability    : WingFlying\n\r\
Parameters : \n\r\
Example    : \n\r\
Usage      : FLAP\n\r\
Description: \n\r\
The ability to control winged flight.

RANGER_WOODLANDCREEP=WOODLAND_CREEP
WCREEP=WOODLAND_CREEP
WOODLAND_CREEP=<ABILITY>\
Usage    : WCREEP\n\r\
Example  : wcreep\n\r\
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.

RANGER_HIDE=WOODLAND_HIDE
WHIDE=WOODLAND_HIDE
WOODLAND_HIDE=<ABILITY>\
Usage    : WHIDE\n\r\
Example  : whide\n\r\
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.

RANGER_WOODLANDLORE=WOODLAND_LORE
WOODLAND_LORE=<ABILITY>\
Usage    : automatic\n\r\
Example  : \n\r\
So long as the Ranger is in the wild, he or she will have gain \
a advantage in attack, damage, and armor adjustements.

RANGER_SNEAK=WOODLAND_SNEAK
WSNEAK=WOODLAND_SNEAK
WOODLAND_SNEAK=<ABILITY>\
Usage    : WSNEAK [DIRECTION]\n\r\
Example  : wsneak e\n\r\
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.

THIEF_SEARCH=<ABILITY>\
Usage    : SEARCH \n\r\
Example  : search\n\r\
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.

FIGHTER_WRISTLOCK=<ABILITY>\
Usage    : WRISTLOCK [TARGET]\n\r\
Example  : wristlock orc\n\r\
The fighter grabs ahold of his enemy�s hand, immobilizing them. The pain \
from the wristlock is so intense, the victim may not use certain types \
of magic while the wristlock is held. For a short, period, both the \
fighter and the target are locked in struggle and too occupied to \
fight, other than performing grappling or dirty fighting maneuvers.


WRITE=SKILL_WRITE
SKILL_WRITE=<ABILITY>\
Usage    : WRITE [ITEM] ([TEXT TO WRITE])\n\r\
Available: ALL\n\r\
Example  : write parchment From recall, go nseeseenwesee\n\r\
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.\n\r\
\n\r\
When writing on a journal, you need not specify any parameters \
when using this command.