text: #pragma once
  
  // [dshaligram] If you add a new skill, update skills.cc, specifically
  // the skills[] array and skill_display_order[]. New skills must go at the
  // end of the list or in the unused skill numbers. NEVER rearrange this enum or
  // move existing skills to new numbers; save file compatibility depends on this
  // order.
  enum skill_type
  {
      SK_FIGHTING,
      SK_FIRST_SKILL = SK_FIGHTING,
      SK_SHORT_BLADES,
      SK_FIRST_WEAPON = SK_SHORT_BLADES,
      SK_LONG_BLADES,
      SK_AXES,
      SK_MACES_FLAILS,
      SK_POLEARMS,
      SK_STAVES,
      SK_SLINGS,
      SK_BOWS,
      SK_CROSSBOWS,
      SK_LAST_WEAPON = SK_CROSSBOWS,
      SK_THROWING,
      SK_ARMOUR,
      SK_DODGING,
      SK_STEALTH,
  #if TAG_MAJOR_VERSION == 34
      SK_STABBING,
  #endif
      SK_SHIELDS,
  #if TAG_MAJOR_VERSION == 34
      SK_TRAPS,
  #endif
      SK_UNARMED_COMBAT,
      SK_LAST_MUNDANE = SK_UNARMED_COMBAT,
      SK_SPELLCASTING,
      SK_CONJURATIONS,
      SK_FIRST_MAGIC_SCHOOL = SK_CONJURATIONS, // not SK_FIRST_MAGIC as no Spc
      SK_HEXES,
      SK_CHARMS,
      SK_SUMMONINGS,
      SK_NECROMANCY,
      SK_TRANSLOCATIONS,
      SK_TRANSMUTATIONS,
      SK_FIRE_MAGIC,
      SK_ICE_MAGIC,
      SK_AIR_MAGIC,
      SK_EARTH_MAGIC,
      SK_POISON_MAGIC,
      SK_LAST_MAGIC = SK_POISON_MAGIC,
      SK_INVOCATIONS,
      SK_EVOCATIONS,
      SK_LAST_SKILL = SK_EVOCATIONS,
      NUM_SKILLS,                        // must remain last regular member
  
      SK_BLANK_LINE,                     // used for skill output
      SK_COLUMN_BREAK,                   // used for skill output
      SK_TITLE,                          // used for skill output
      SK_NONE,
      SK_WEAPON,                         // used in character generation
  };
  