<NME> common_help.ini <BEF> RESIZE=Lots of the crafting-style Common Skills let you resize armor \ or clothing to fit a new person. BREW=ALCHEMY ALCHEMY=<ABILITY>\ Usage : BREW (LIST) [POTION NAME] [BREWING CONTAINER]\n\r\ Example : brew heal flask\n\r\ : : brew list\n\r\ : : brew list cure\n\r\ : : brew list 5-10\n\r\ : : brew list all\n\r\ This skill allows the player to brew a potion from one of the \ spells or prayers the player knows. To do this, the player must \ have a glass drinking container to make the potion out of. Many \ potions require ingredients, and all require water or some other \ liquid base to start from. Also, the player must have mastered \ the spell or prayer before attempting to brew a potion from it. \ Lastly, the player will lose some experience for brewing the potion. IALCHEMY=IMPROVEDALCHEMY IMPROVED_ALCHEMY=IMPROVEDALCHEMY IBREW=IMPROVEDALCHEMY IMPROVEDALCHEMY=<ABILITY>\ Usage : IBREW (LIST) [POTION NAME] [CONTAINER] ([LEVEL])\n\r\ Example : ibrew heal flask\n\r\ : ibrew heal flask 20\n\r\ : : ibrew list\n\r\ : : ibrew list cure\n\r\ : : ibrew list 5-10\n\r\ : : ibrew list all\n\r\ This skill allows the player to brew a potion from one of the \ spells or prayers the player knows, and to determine its potency \ by specifying the level of the potion. To do this, the player must \ have a glass drinking container to make the potion out of. Many \ potions require ingredients, and all require water or some other \ liquid base to start from. Also, the player must have mastered \ the spell or prayer before attempting to brew a potion from it. \ The level that the player can set the brew potency at is bound by the \ lowest level of the spell, and the level of the caster. \ Lastly, the player will lose some experience for brewing the potion. ANIMALBOND=ANIMAL_BONDING ANIMALBONDING=ANIMAL_BONDING ANIMAL_BONDING=<ABILITY>\ Usage : ANIMALBOND [MOB NAME]\n\r\ Example : animalbond bear\n\r\ This skill allows the player to form a bond with the given animal follower, allowing the \ animal to understand ORDERs given to them. It does not cause the animal to follow the \ player, but only improves communication between them. HUSBAND=ANIMAL_HUSBANDRY ANIMALHUSBANDRY=ANIMAL_HUSBANDRY ANIMAL_HUSBANDRY=<ABILITY>\ Usage : HUSBAND [MOB NAME] [MOB NAME]\n\r\ Example : husband bull cow\n\r\ This skill allows the player to coax two animals on his or her own property to \ reproduce. If successful, the female animal will be pregnant, and some time later, \ will give birth to a baby. This skill can also be used to tell if an animal is \ pregnant -- just select the female mob twice; if the female is pregnant, then you \ will see an already pregnant error, and if not, an error for selecting the female twice. TAME=ANIMAL_TAMING ANIMALTAMEING=ANIMAL_TAMING ANIMAL_TAMING=<ABILITY>\ Usage : TAME [MOB NAME] ([CAGE NAME])\n\r\ Example : tame bear cage\n\r\ This skill allows the player to remove any behaviors, such as aggressiveness \ or the tendency to roam around, or other behaviors from the target caged or \ bound mob. ANIMALSELL=ANIMAL_TRADING ASELL=ANIMAL_TRADING ANIMALTRADING=ANIMAL_TRADING ANIMALTRADE=ANIMAL_TRADING ANIMAL_TRADING=<ABILITY>\ Usage : ASELL [MOB NAME] ([CAGE NAME]) ([SHOPKEEPER NAME])\n\r\ Example : asell bear cage shopkeeper\n\r\ Example : asell bear\n\r\ Example : asell bear shopkeeper\n\r\ This skill allows the player to sell bound or caged animals to shopkeepers who \ deal in them. As can be seen from the parameters, the player \ may also sell mobs right out of cages, or animals in their group who are bound. ANIMALTRAINING=ANIMAL_TRAINING ANIMAL_TRAINING=<ABILITY>\ Usage : ANIMALTRAIN [MOB NAME] ([CAGE NAME]) [SKILL]\n\r\ Example : animaltrain bear cage kill\n\r\ Example : animaltrain bear wander\n\r\ This skill allows the player to add behaviors, such as aggressiveness \ or the tendency to roam around, or other behaviors and skills to the \ bound or caged animal. The creature can also be taught a limited \ number of words in the trainers language, such as sit, kill, etc. Once \ learned, the creature can be ORDERed when they are a follower, or simply \ told to do those things using the SAYTO command. ANIMALTRAPPING=ANIMAL_TRAPPING ANIMAL_TRAPPING=<ABILITY>\ Usage : ANIMALTRAPPING [CAGE NAME]\n\r\ Example : animaltrapping cage\n\r\ Example : atrap cage\n\r\ This skill requires a cage, and the skill allow the player to set \ the cage in an appropriate place in the room and rig it to close \ when disturbed, allowing the player to capture small game appropriate \ to the location. The trapper need not be present for the trap to work. \ Checking the trap later is sufficient to know whether it caught anything. APOTHOCARY=A common misspelling for APOTHECARY. MIX=APOTHECARY APOTHECARY=<ABILITY>\ Skill : APOTHECARY\n\r\ Usage : MIX LIST/[BREWING CONTAINER]\n\r\ Example : mix pot\n\r\ : : mix list\n\r\ : : mix list slumber\n\r\ : : mix list 5-10\n\r\ : : mix list all\n\r\ This skill allows the player to create a deadly poison from basic \ ingredients. The player must be near a fire over which the poison \ can be brewed. The ingredients must be placed in a fire-safe container, \ like a pot or pan. A pot may be filled with water or other liquids, if \ water or the liquid is required for the recipe. ARMOURSMITH=ARMORSMITHING ARMOURSMITHING=ARMORSMITHING ARMORSMITH=ARMORSMITHING ARMORSMITHING=<ABILITY>\ Usage : ARMORSMITH (LIST/MEND/REFIT/SCAN/LEARN/INFO) [ARMOR NAME]\n\r\ Usage : ... (FROM [RESOURCE NAME])\n\r\ Example : armorsmith platemail shirt\n\r\ : : armorsmith list\n\r\ : : armorsmith list vest\n\r\ : : armorsmith list left wrist\n\r\ : : armorsmith list 5-10\n\r\ : : armorsmith list all\n\r\ : : armorsmith info vest\n\r\ : : armorsmith mend vest\n\r\ : : armorsmith refit sleeves\n\r\ : : armorsmith scan\n\r\ : : armorsmith scan bob\n\r\ : : armorsmith learn vest\n\r\ This skill allows a player to craft armor pieces from metal. This \ skill requires Blacksmithing in order to learn it. The extent of \ the items which can be crafted expands as the player goes up in \ level. To begin smithing, the player must be in a room with an \ open fire burning, and must have placed the metal he or she wishes \ to make the item from on the ground. This command may also be used \ to mend damaged metal armors, get info on a list item, refit metal armors which \ are the wrong size, or learn how to smith \ a found item, provided a blank recipe page, or recipe book with blank pages \ is in his or her inventory. The player may also scan the \ room or other players for equipment that may be mended by this skill, \ using the scan parameter. \ The raw metal for armorsmithing can be obtained using the Mining skill, \ and better metals through the Smelting skill. Using better metals will \ increase both the strength and the required level of the crafted item, \ and some metals require less material to make the same items.\n\r\ \n\r\ This skill also allows the player to learn how to smith an item he \ or she has found. To do this, the player needs to have a blank Recipe \ page, or a Recipe book with blank pages in his or her inventory. ARTFOCUS=ARTISANALFOCUS ARTISANAL_FOCUS=ARTISANALFOCUS ARTISANALFOCUS=<ABILITY>\ Artisans can use their choices of skill training and expertises \ to focus in certain areas, and thereby be known by that skill \ specialization. This can be like "Farmer", "Rancher", "Smith", "Tailor", \ "Sculptor", "Prospector", "Chef", "Carpenter", "Architect", or "Artist. \ This focus notoriety can be toggled by entering ARTFOCUS, but is \ activated by default. ASTROENGINEER=Sorry, but this is Not Yet Implemented ATTRIBUTETRAINING=ATTRIBUTE_TRAINING ATTRIBUTE_TRAINING=<ABILITY>\ Usage : ATTRIBTRAIN [MOB NAME] [ATTRIBUTE]\n\r\ Example : attribtrain bob strength\n\r\ Example : attribtrain bob dexterity\n\r\ This skill allows the player to train a particular attribute with \ a follower. The attribute requires the trainee to have the \ a sufficient number of training sessions, which, for NPCs, can be \ more than required by players. BAKE=BAKING BAKING=<ABILITY>\ Usage : BAKE LIST/[BAKING CONTAINER]\n\r\ Example : bake list\n\r\ Example : bake list oven\n\r\ Example : bake list 5-10\n\r\ Example : bake list all\n\r\ Example : bake oven\n\r\ This skill allows the player to create a more nutritious meal from basic \ edible ingredients. The player must be near a fire over which the meal \ can be cooked. The ingredients must be placed in a fire-safe container, \ that is closeable, and is closed. The container may be filled with water, \ if water is required for the recipe. \ The ingredients for cooking are best obtained through the Butchering skill \ and the Foraging skill. BAIT=BAITING BAITING=<ABILITY>\ Usage : BAIT LIST/[FISH TYPE]\n\r\ Example : bait salmon\n\r\ Example : bait list\n\r\ This skill allows the player to use a bit of raw meat to bait the water in \ hopes of attracting fish of a particular kind. Bits of meat are best \ obtained through the Butchering, Fishing, or Trawling skills. Bait list \ can be used to list the types of fish that can be baited for. BLACKSMITH=BLACKSMITHING BLACKSMITHING=<ABILITY>\ Usage : BLACKSMITH (LIST/LEARN/INFO) (BUNDLE [NUM]) [ITEM TYPE]\n\r\ Usage : ... (FROM [RESOURCE NAME])\n\r\ Example : blacksmith pot\n\r\ : : blacksmith bundle 100 iron\n\r\ : : blacksmith list\n\r\ : : blacksmith list pot\n\r\ : : blacksmith list 5-10\n\r\ : : blacksmith list all\n\r\ : : blacksmith learn pot\n\r\ This skill allows a player to craft metal items, such as pots and \ pans. The extent of \ the items which can be crafted expands as the player goes up in \ level. To begin smithing, the player must be in a room with an \ open fire burning, and must have placed the metal he or she wishes \ to make the item from on the ground. The player may also learn how to smith an \ item he or she has found, so long as he or she has a blank recipe page \ or a recipe book with blank pages in his or her inventory. \ The raw metal for blacksmithing can be obtained using the Mining skill, \ and better metals through the Smelting skill. BOATWRIGHTING=BOATWRIGHT BOATWRIGHT=<ABILITY>\ Usage : BOATWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME]\n\r\ Usage : ... (FROM [RESOURCE NAME])\n\r\ Example : boatwright canoe\n\r\ : : boatwright list\n\r\ : : boatwright list canoe\n\r\ : : boatwright list 5-10\n\r\ : : boatwright list all\n\r\ : : boatwright mend canoe\n\r\ : : boatwright scan\n\r\ : : boatwright scan bob\n\r\ : : boatwright learn boat\n\r\ This skill allows a player to craft wooden boats. The extent of \ the items which can be crafted expands as the player goes up in \ level. This command also allows the player to repair any damaged \ small wooden boats. To begin carving a new item, the player must have \ placed the wood he or she wishes to make the item from on the ground. \ Items crafted with balsa can be done with half the required wood listed, \ while items crafted with ironwood will require twice the required wood listed. \ The raw wood for building is found using the Chopping skill. BODYPIERCE=BODY_PIERCING BODYPIERCING=BODY_PIERCING BODY_PIERCING=<ABILITY>\ Usage : BODYPIERCING (REMOVE) [TARGET NAME] [LOCATION]\n\r\ Example : bodypiercing bob ears\n\r\ Example : bodypiercing remove bob ears\n\r\ This skill allows a player to pierce (and heal the piercings) of the body parts of a target. The target \ must hold still for it, of course. What results can only be seen when the \ proper wear location is not covered by clothing. Parts available for piercing \ include the lip, nose, ears, eyebrows, nipples, and belly button. BOOKEDIT=BOOKEDITING BOOK_EDITING=BOOKEDITING BOOKEDITING=<ABILITY>\ Usage : BOOKEDIT [BOOK NAME] ([PAGE NUM])\n\r\ Example : bookedit "a book" 2\n\r\ : bookedit "a book"\n\r\ The writer uses this skill to edit an existing paper, or an existing \ chapter in a book. Once published, however, a book can no longer \ be edited. BOOKLOAN=BOOKLOANING BOOKLOANING=<ABILITY>\ Usage : BOOKLOAN ([LIST/REMOVE]) [BOOK NAME] ([VALUE])\n\r\ Example : bookloan list\n\r\ : : bookloan ode to shoes 500\n\r\ : : bookloan all.book 500\n\r\ : : bookloan remove book\n\r\ This skill allows a player to behave like a librarian, allowing other \ players to LIST, BORROW, and DEPOSIT items which the player has made available. \n\r\ \n\r\ The player may add any book in their inventory to their library, and \ set a value for the item. Players may borrow books for a number of mud days \ before they become due. Once overdue, charges up to the value of the item \ will accrue until a waiting limit is reached, at which point the item reappears. \ on the shelf, and the borrower may not borrow again until charges are paid. \n\r\ \n\r\ The remove command may be used to take items of that name off the shelf, if it \ is not already loaned out.\n\r\ \n\r\ Players may receive loaned books through the postal service also. BOOKNAME=BOOKNAMING BOOK_NAMING=BOOKNAMING BOOKNAMING=<ABILITY>\ Usage : BOOKNAME (LIST)/[ITEM NAME] [FORM NUMBER] [NAME WORDS]\n\r\ Example : bookname "a book" 2 "Magic Bob"\n\r\ : bookname list\n\r\ The writer uses this skill to put the finishing touches on a crafted \ written and readable work, giving it a full name. The name is built \ according to one of the Name Formats, which you can list with BOOKNAME LIST. \ The given NAME WORDS, and possibly the author name, are then inserted into \ the chosen format to create the new book name. BRAND=BRANDING BRANDING=<ABILITY>\ Usage : BRAND [MOB NAME]\n\r\ Example : brand cow\n\r\ This skill allows the player to put their mark upon an animal that is \ on their own private property, or property they control. This will make that \ room the animals starting room for as long as the animal lasts. The \ animal will lose the brand when sold to a shopkeeper. A branded animal \ will also automatically follow a property owner to a new home room whenever \ the owner attempts to push or pull the animal. MBUTCHERING=BUTCHERING SKIN=BUTCHERING BUTCHER=BUTCHERING BUTCHERING=<ABILITY>\ Usage : BUTCHER (BUNDLE [NUM]) [TARGET BODY]\n\r\ Example : butcher body\n\r\ Example : butcher bundle 10 bones\n\r\ With this common skill, a dead body can be cut up and its useful parts separated. \ You can also bundle multiple resources together using this skill. The GET command \ can be used to unbundle such resources. BUILDCAGE=CAGEBUILDING CAGE_BUILDING=CAGEBUILDING CAGEBUILD=CAGEBUILDING CAGEBUILDING=<ABILITY>\ Usage : CAGEBUILD (LIST/LEARN) [ITEM TYPE]\n\r\ Example : cagebuild cage\n\r\ : : cagebuild list\n\r\ : : cagebuild list cage\n\r\ : : cagebuild list 5-10\n\r\ : : cagebuild list all\n\r\ : : cagebuild learn cage\n\r\ This skill allows a player to craft cages and wagon cages. The extent of \ the items which can be crafted expands as the player goes up in \ level. The player may also learn how to craft cages he or she finds, provided \ a blank recipe page, or a recipe book with blank pages is in his or her inventory. \ To begin carving a new item, the player must have \ placed the wood he or she wishes to make the item from on the ground. CARAVANBUILD=CARAVAN_BUILDING CARAVANBUILDING=CARAVAN_BUILDING CARABUILD=CARAVAN_BUILDING CARAVAN_BUILDING=<ABILITY>\ Usage : CARAVANBUILD (LIST/INFO/MEND/SCAN) [ITEM NAME]\n\r\ Usage : ... (FROM [RESOURCE NAME])\n\r\ Example : caravanbuild caravan\n\r\ : : caravanbuild list\n\r\ : : caravanbuild list smithy\n\r\ : : caravanbuild list 5-10\n\r\ : : caravanbuild list all\n\r\ : : caravanbuild mend caravan\n\r\ : : caravanbuild help Bob\n\r\ : : caravanbuild title The Interior\n\r\ : : caravanbuild desc This is a beautiful interior!\n\r\ : : caravanbuild door east\n\r\ : : caravanbuild demolish east\n\r\ This skill allows a player to craft large caravans, and alter the ones they own. The extent of \ the items which can be crafted expands as the player goes up in \ level. This command also allows the player to repair any combat damage on \ caravans. To begin building a new item, the player must have \ placed the wood he or she wishes to make the item from on the ground. \ The parameters also allow more than one person to assist in a project. \ Items crafted with balsa can be done with half the required wood listed, \ while items crafted with ironwood will require twice the required wood listed. \ The raw wood for building is found using the Chopping skill. CARGO_LOADING=CARGOLOADING CARGO_UNLOADING=CARGOLOADING CARGO=CARGOLOADING CARGOLOADING=<ABILITY>\ Usage : CARGO LOAD/UNLOAD [ITEM NAME] [SHIP NAME]\n\r\ Example : cargo load bundle ss minnow\n\r\ : : cargo unload bundle ss minnow\n\r\ This skill allows the player to load or unload large heavy \ cargo to or from a ship from the shore using a series of \ ropes and pullies. The maximum weight of the \ cargo loaded per skill use goes up with expertise in rope use. \ The cargo loader must be allowed to load or unload cargo from the \ ship, and there must be a clear path of unlocked exits from the cargo \ room to the loader. Cargo will always be loaded below decks. CARVE=CARPENTRY CARPENTRY=<ABILITY>\ Usage : CARVE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]\n\r\ Usage : ... (FROM [RESOURCE NAME])\n\r\ Example : carve small table\n\r\ : : carve bundle 100 maple\n\r\ : : carve list\n\r\ : : carve list table\n\r\ : : carve list 5-10\n\r\ : : carve list all\n\r\ : : carve mend club\n\r\ : : carve refit club\n\r\ : : carve scan\n\r\ : : carve scan bob\n\r\ : : carve learn club\n\r\ This skill allows a player to craft wooden items, such as chairs and \ wooden shields. The extent of \ the items which can be crafted expands as the player goes up in \ level. This command also allows the player to repair any damaged \ wooden weapons or armor, get info on a list item, refit any armor which may be the wrong size, or learn how to carve \ a found item, provided a blank recipe page, or recipe book with blank pages \ is in his or her inventory. \ To begin carving a new item, the player must have placed the wood \ he or she wishes to make the item from on the ground. The player may also scan the \ room or other players for equipment that may be mended by this skill, \ using the scan parameter. \ Items crafted with balsa can be done with half the required wood listed, \ while items crafted with ironwood will require twice the required wood listed. \ The raw wood for carpentry can be obtained using the Chopping skill. \ Using better materials may \ increase both the strength and the required level of the crafted item, \ and some material types require smaller amounts to make the same items. CWRITE=CATALOGING CATALOGING=<ABILITY>\ Usage : CWRITE [ITEM] ([CATALOG ITEM])\n\r\ Example : cwrite flag\n\r\ : : cwrite "that sword" "my catalog book"\n\r\ This skill allows a player to carefully study an item and write down \ useful information about it onto a piece of paper or into a book. \ If the player has sufficient skill in Lore, then that information \ will also be added. If the player is skilled at Appraisal, then \ an estimation of value is also added. If the player has used Tagging \ to tag an item, then the tag number will also be included.\n\r\ Specifying the catalog book name is not necessary if the Titling skill \ was used to designate one of your books as a catalog of the proper type \ as the item being cataloged. CLAN_CRAFTING=CLANCRAFTING CLANCRAFT=CLANCRAFTING CLANCRAFTING=<ABILITY>\ Usage : CLANCRAFT (LIST) [ITEM TYPE]\n\r\ Available: Enchanter Clan Members\n\r\ Example : clancraft flag\n\r\ : : clancraft list\n\r\ : : clancraft list flag\n\r\ : : clancraft list 5-10\n\r\ : : clancraft list all\n\r\ This skill allows a player to craft clan items. \ The clan items from this skill require that the clan have \ a certain amount of experience in order to make the item. For \ this reason, only clan members who have the rank of Enchanter \ (or the equivalent privileges), may use this skill even if they \ have the skill. The majority of items crafted using this skill \ serve the CONQUEST system, and only work on mobs in conquered \ areas. See the help on CONQUEST for more \ information on how to use the items. \ The extent of \ the items which can be crafted expands as the player goes up in \ level. To begin crafting, the player must have placed the materials \ he or she wishes to make the item from on the ground. Using better materials will \ increase both the strength and the required level of the crafted item, \ and some material types require smaller amounts to make the same items. CSHIPBUILD=CLANSHIPWRIGHTING CSHIPBUILDING=CLANSHIPWRIGHTING CSHIPWRIGHT=CLANSHIPWRIGHTING CLANSHIPBUILDING=CLANSHIPWRIGHTING CLAN_SHIP_BUILDING=CLANSHIPWRIGHTING CLANSHIPWRIGHTING=<ABILITY>\ Usage : CLANSHIPWRIGHT (LIST/INFO/MEND/SCAN) [ITEM NAME]\n\r\ Usage : ... (FROM [RESOURCE NAME])\n\r\ Example : clanshipwright cruiser\n\r\ : : clanshipwright list\n\r\ : : clanshipwright list cruiser\n\r\ : : clanshipwright list 5-10\n\r\ : : clanshipwright list all\n\r\ : : clanshipwright mend cruiser\n\r\ : : clanshipwright scan\n\r\ : : clanshipwright scan bob\n\r\ : : clanshipwright help bob\n\r\ : : clanshipwright title The Cargo Deck\n\r\ : : clanshipwright desc This is a beautiful cargo deck!\n\r\ : : clanshipwright door east\n\r\ : : clanshipwright demolish east\n\r\ This skill allows a player to craft large sailing ships for clans, and alter great ships their clans own. The extent of \ the items which can be crafted expands as the player goes up in \ LOOK at the item. Engraving requires profficiency in both this skill \ and in the WRITEing skill. EXCAVATE=EXCAVATION EXCAVATION=<ABILITY>\ Usage : EXCAVATE [LIST/[PROJECT NAME]] [DIRECTION]\n\r\ skills. COBBLE=COBBLING COBBLING=<ABILITY>\ Usage : COBBLE (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]\n\r\ Usage : ... (FROM [RESOURCE NAME])\n\r\ Example : cobble shoes\n\r\ : : cobble bundle 100 oak\n\r\ : : cobble list\n\r\ : : cobble list shoe\n\r\ : : cobble list 5-10\n\r\ : : cobble list all\n\r\ : : cobble mend shoe\n\r\ : : cobble refit boots\n\r\ : : cobble scan\n\r\ : : cobble scan bob\n\r\ : : cobble learn boots\n\r\ This skill allows a player to craft shoes and footware from metal, wood, cloth, or \ leather. The extent of \ the items which can be crafted expands as the player goes up in \ level. This command also allows the player to mend any damaged \ footware, get info on a recipe, refit any footware which may be the wrong size, or learn how to cobble \ a found item, provided a blank recipe page, or recipe book with blank pages \ is in his or her inventory. \ To begin crafting a new item, the player must have placed \ the material he or she wishes to make the item from on the ground. \ Using better materials will \ increase both the strength and the required level of the crafted item, \ and some material types require smaller amounts to make the same items. \ The player may also scan the \ room or other players for equipment that may be mended by this skill, \ using the scan parameter. \ or a recipe book with blank pages in his or her inventory. CONSTRUCT=CONSTRUCTION CONSTRUCTION=<ABILITY>\ Usage : CONSTRUCT [LIST/INFO/"[PROJECT NAME]"] [DIRECTION]\n\r\ Example : construct wall north\n\r\ : : construct list\n\r\ : : construct info wall\n\r\ : : construct roof\n\r\ : : construct door east\n\r\ : : construct title A messy room.\n\r\ : : construct desc east This is my favorite Door.\n\r\ : : construct desc room This is a messy room.\n\r\ : : construct stairs\n\r\ : : construct help Bob\n\r\ : : construct demolish west\n\r\ : : construct demolish room\n\r\ This skill allows a player to construct a building or other structures on \ a property the player owns. Walls, stairs, and doors may be built following the \ construction of roof and framework. Fences and gates may be built outdoors. \ This skill also allows the demolition of unwanted walls and structures, \ upstairs rooms, and the giving of a title and description to a room. \ The parameters also allow more than one person to assist in a construction project. \ All of the structures made with this skill are made of wood. \ Items crafted with balsa can be done with half the required wood listed, \ while items crafted with ironwood will require twice the required wood listed. \ The raw wood for construction can be obtained using the Chopping skill. COOK=COOKING COOKING=<ABILITY>\ Usage : COOK LIST/[COOKING CONTAINER]\n\r\ Example : cook list\n\r\ Example : cook list stew\n\r\ Example : cook list 5-10\n\r\ Example : cook list all\n\r\ Example : cook pot\n\r\ This skill allows the player to create a more nutritious meal from basic \ edible ingredients. The player must be near a fire over which the meal \ can be cooked. The ingredients must be placed in a fire-safe container, \ like a pot or pan. A pot may be filled with water, if water is required \ for the recipe. \ The ingredients for cooking are best obtained through the Butchering skill \ and the Foraging skill, and some Food Prep may be necessary for some dishes. COSTUME=COSTUMING COSTUMING=<ABILITY>\ Usage : COSTUME (LIST/INFO/MEND/REFIT/SCAN/LEARN) [ITEM TYPE]\n\r\ Example : costume habit\n\r\ : : costume list\n\r\ : : costume list habit\n\r\ : : costume list 5-10\n\r\ : : costume list all\n\r\ : : costume mend habit\n\r\ : : costume refit habit\n\r\ : : costume scan\n\r\ : : costume scan bob\n\r\ : : costume learn shirt\n\r\ This skill allows a player to fabricate paper clothing that can be worn over most \ other clothing so as to produce a different display, but not interfere with the \ function of the underlying clothing and armor. In order to use this skill, the \ costumer must first acquire the desired item they wish to base the pattern off of, \ and then deconstruct that item into a costuming recipe with the COSTUME LEARN command \ provided a blank recipe page, or recipe book with blank pages is in his or her inventory. \ This command also allows the player to mend any damaged paper clothing, get info on a \ list item, or refit any paper clothes which are the wrong size. To begin costuming a \ new item, the player must have placed the bolt of paper he or she wishes to make the \ clothing from on the ground. The player may also scan the room or other players for \ equipment that may be mended by this skill, using the scan parameter. The raw \ materials for costuming are created using the Papermake skill. DECORATE=DECORATING DECORATING=<ABILITY>\ Usage : DECORATE MOUNT/HANG/STICK/ETC. [ITEM NAME]\n\r\ Example : decorate mount picture\n\r\ This skill allows the player to hang or mount an item on the wall of a room. The item will blend \ with the room description, and while it is still GETtable, it is protected from mass \ commands like GET ALL. Items mounted or hung will have their display text altered, whereas \ items put up using STICK will not. In addition to hang/mount, other options will become \ available depending on level and expertise. DILIGENT_STUDYING=DILIGENTSTUDYING DILIGENTSTUDYING=<ABILITY>\ This character is adept at learning, and gains an additional practice point every level. DISTILL=DISTILLING DISTILLING=<ABILITY>\ Usage : DISTILL LIST/[BREWING CONTAINER]\n\r\ Example : distill pot\n\r\ : : distill list\n\r\ : : distill list whiskey\n\r\ : : distill list 5-10\n\r\ : : distill list all\n\r\ This skill allows the player to create a beer and other liquors from basic \ ingredients. The player must be near a fire over which the alcohol \ can be brewed. The ingredients must be placed in a fire-safe container, \ like a pot or pan. A pot must be filled with water or other liquids required \ by the recipe. \ The ingredients for cooking are best obtained through the Foraging skill. DISSERTATE=DISSERTATING DISSERTATING=<ABILITY>\ Usage : DISSERTATE (LIST) [SKILL NAME] [BLANK PAPER]\n\r\ Usage : DISSERTATE [SKILL NAME] FROM [FIRST DISSERTATION] [OTHER PAPER]\n\r\ Example : dissertate iron grip scroll\n\r\ : : dissertate iron grip from "scroll of iron grip" "a dissertation"\n\r\ This skill allows the player to write a lengthy dissertation on how to learn one of the \ skills or spells the player knows, or to transcribe any skill from one scroll or dissertation to another. \ To do this, the player must have a piece of paper with sufficient \ blank space on it to make the dissertation out of. Writing a dissertation requires \ a small amount of experience cost based on the level of the skill. Once written, the dissertation \ may be read in order to learn the skill. DOMESTICATE=DOMESTICATING DOMESTICATING=<ABILITY>\ Usage : DOMESTICATE [MOB NAME]\n\r\ Usage : DOMESTICATE NAME [MOB] [NEW NAME]\n\r\ Example : domesticate rabbit\n\r\ Example : domesticate name rabbit bob\n\r\ This skill allows the player to make an animal into a follower, and then to re-name \ the animal if he chooses. The animal remains renamed only as long as it is a \ follower. DRILL=DRILLING DRILLING=<ABILITY>\ Usage : DRILL (BUNDLE [NUM]) [TARGET CONTAINER]\n\r\ Example : drill pot\n\r\ Example : drill bundle 10 "lamp oil"\n\r\ With this common skill, a player carefully pokes around, in the ground or trees, \ for useful liquids. The liquids are then placed into the liquid container given \ by the parameters. Drilling is best done in forests and deserts. \ You can also bundle multiple resources together using this skill. The GET command \ can be used to unbundle such resources. DYE=DYEING DYEING=<ABILITY>\ Usage : DYE LIST/[ITEM NAME] [COLOR]/REMOVE\n\r\ Example : dye LIST\n\r\ Example : dye shirt blue\n\r\ Example : dye shirt remove\n\r\ This skill allows the player to dye a qualifying cloth item a different color, \ or to remove an existing color. More options become available at higher levels, \ and higher artistic expertise. EDUCATION_LORE=EDUCATIONLORE EDUCATIONLORE=<ABILITY>\ Those with this ability is adept at learning, and gains an additional practice point \ every level. EMBROIDER=EMBROIDERING EMBROIDERING=<ABILITY>\ Usage : EMBROIDER [ITEM NAME] [MESSAGE]\n\r\ Example : embroider shirt my favorite shirt\n\r\ This skill allows the player to embroider a unique message onto a qualifying \ cloth or leather item. To read the message, one need only LOOK at the item. ENGRAVE=ENGRAVING ENGRAVING=<ABILITY>\ Usage : ENGRAVE [ITEM NAME] [MESSAGE]\n\r\ Example : engrave sword the deathmaster\n\r\ This skill allows the player to engrave a unique message onto a qualifying \ metal, stone, or wooden item. To read the message, one need only \ LOOK at the item. Engraving requires proficiency in both this skill \ and in the WRITEing skill. ENROLL=ENROLLING ENROLLING=<ABILITY>\ Usage : ENROLL [MOB NAME] [CLASS NAME]\n\r\ Example : enroll bob fighter\n\r\ This skill allows the player to introduce a grouped but untrained npc to a new career. \ The class name is any of the available classes or subclasses. Such as Fighter, \ Assassin, Illusionist, etc. Once enrolled, the mob will begin earning new levels \ in that class, and either gain or qualify for new skills as would a player. The scholar \ using this skill must either already be a member of the class to enroll into, or be \ expressing an honorary degree in that class, such as with a Title.\n\r\ \n\r\ An npc/mob with a class can gain and learn new skills like a player, and will not forget \ them. A mob will not necessarily use their skills in combat. Some might, \ others might not. A mob group member can always be ordered to use a skill, however. EXCAVATE=EXCAVATION EXCAVATION=<ABILITY>\ Usage : EXCAVATE [LIST/INFO/[PROJECT NAME]] [DIRECTION]\n\r\ Example : excavate wall north\n\r\ : : excavate list\n\r\ : : excavate info wall\n\r\ : : excavate room east\n\r\ : : excavate title A messy room.\n\r\ : : excavate desc east This is my favorite Door.\n\r\ : : excavate desc room This is a messy room.\n\r\ : : excavate help Bob\n\r\ : : excavate demolish west\n\r\ : : excavate demolish room\n\r\ This skill allows a player to excavate a building or other structures on \ an underground property the player owns. \ This skill also allows the demolition of unwanted walls and rooms, \ and the giving of a title and description to a room. \ The parameters also allow more than one person to assist in a excavation project. \ All of the structures made with this skill are made by digging into dirt and stone, though \ a few require adding additional stone. \ The raw stone for excavation is found using the Digging or Mining skills. PLANT=FARMING FARMING=<ABILITY>\ Usage : PLANT (BUNDLE [NUM]) [RESOURCE NAME]\n\r\ Example : plant berries\n\r\ Example : plant bundle 10 berries\n\r\ This skill allows the player to plant a resource into the ground. The player \ must place a sample of the resource on the ground first to use as seed. After \ planting is completed, the resource will be ready to harvest some time later, \ after the plants have grown. There will be no need to forage them, as the new crop \ will simply appear in the fields. Most foods with seeds can be grown from the food \ source, but others may require seeds, such as cotton or hemp, etc. \ You can also bundle multiple resources together using this skill. The GET command \ can be used to unbundle such resources. See also the Composting skill. LIGHT=See help on either FIRE BUILDING or SPELL LIGHT FIREBUILDING=FIRE_BUILDING FIREBUILD=FIRE_BUILDING FIRE_BUILDING=<ABILITY>\ Usage : LIGHT [(FIRE) or TARGET NAME]\n\r\ Example : light fire\n\r\ : : light wood\n\r\ With this common skill, a player can start fires for light, or cooking, or \ whatever.\n\r\ \n\r\ If you were looking for help on the light spell, enter HELP SPELL LIGHT. FISH=FISHING FISHING=<ABILITY>\ Usage : FISH (BUNDLE [NUM]) [TARGET])\n\r\ Example : fish\n\r\ Example : fish bundle 10 trout\n\r\ With this common skill, a player can catch lots of fish from a suitable location, \ assuming the fish are biting. Fishing is best done in the water. \ You can also bundle multiple resources together using this skill. The GET command \ can be used to unbundle such resources. FSPECULATE=FISH_LORE FISHLORE=FISH_LORE FISH_LORE=<ABILITY>\ Usage : FISHLORE\n\r\ Example : fishlore\n\r\ This skill allows a player to carefully evaluate the water patterns in the \ present area, and all surrounding areas to see what fish life might be \ available for fishing or trawling. FLETCH=FLETCHING FLETCHING=<ABILITY>\ Usage : FLETCH (LIST/INFO/LEARN) [ITEM TYPE] (FROM [RESOURCE NAME])\n\r\ Example : fletch short bow\n\r\ : : fletch list\n\r\ : : fletch list bow\n\r\ : : fletch list 5-10\n\r\ : : fletch list all\n\r\ : : fletch learn crossbow\n\r\ This skill allows a player to craft ranged wooden weapons, such as \ bows, crossbows, blowguns, slings, and the necessary arrows and bolts. \ The extent of the items which can be crafted expands as the player goes up in \ level. The player may also learn how to fletch found items, provided a blank \ recipe page, or recipe book with blank pages is in his or her inventory. \ To begin fletching, the player must have placed the wood \ he or she wishes to make the item from on the ground. \ The raw wood for fletching is obtained by using the Chopping skill. FLORISTRY=<ABILITY>\ Usage : FLORISTRY [ITEM NAME]\n\r\ Example : floristry some flowers\n\r\ Without this skill, all flowers found are unknown to \ the player, being known only as "flowers". With this skill, the player \ may identify the flower for the type that it is. \ The flowers for floristry are obtained by using the Foraging skill. FOODPREPPING=FOOD_PREP FOODPREP=FOOD_PREP FPREP=FOOD_PREP FOOD_PREP=<ABILITY>\ Usage : FOODPREP LIST/[CONTAINER]\n\r\ Example : foodprep bowl\n\r\ Example : foodprep list\n\r\ Example : foodprep list salad\n\r\ Example : foodprep list 5-10\n\r\ Example : foodprep list all\n\r\ This skill allows the player to create a more nutritious meal from basic \ edible ingredients. The ingredients must be placed in a preparation container, \ The container may be filled with water, if water is required for the recipe. \ The ingredients are best obtained through the Butchering skill \ and the Foraging skill. FPRES=FOODPRESERVING FOODPRESERVE=FOODPRESERVING FPRESERVING=FOODPRESERVING FOODPRESERVING=<ABILITY>\ Usage : FOODPRESERVE [TARGET]\n\r\ Example : foodpreserve greens\n\r\ With this skill, a player can spice or pickle in an attempt to preserve some \ amount of fruit or greens to prevent it from spoiling. The amount of time this takes will \ depend on the amount of food being preserved in a targeted bundle. If successful, \ the food bundle will never spoil. If not successful, the food will seem preserved for \ a time, but will eventually stop seeming preserved, and then eventually rot. FORAGE=FORAGING FORAGING=<ABILITY>\ Usage : FORAGE (BUNDLE [NUM]) [TARGET])\n\r\ Example : forage\n\r\ Example : forage bundle 10 berries\n\r\ With this common skill, a player carefully scans an area for any naturally growing \ plants which may be edible. \ Foraging is best done in forests and on plains. \ You can also bundle multiple resources together using this skill. The GET command \ can be used to unbundle such resources. GAOLFOOD=GAOL_FOOD GFOOD=GAOL_FOOD GAOL_FOOD=<ABILITY>\ Usage : GAOLFOOD LIST/[CONTAINER]\n\r\ Example : gaolfood bowl\n\r\ Example : gaolfood list\n\r\ Example : gaolfood list moldy\n\r\ Example : gaolfood list 5-10\n\r\ Example : gaolfood list all\n\r\ This skill allows the player to create a somewhat nutritious but disgusting meal from basic \ edible ingredients for the consumption of prisoners. The ingredients must be placed in a preparation container, \ The container may be filled with water, if water is required for the recipe. \ The ingredients are best obtained through the Butchering skill \ and the Foraging skill. GPLANT=GARDENING GARDENING=<ABILITY>\ Usage : GPLANT (BUNDLE [NUM]) [RESOURCE NAME]\n\r\ Example : gplant roses\n\r\ Example : gplant bundle 10 roses\n\r\ This skill allows the player to plant herbs or flowers into the ground. The player \ must place a sample of the resource on the ground first to use as seed. After \ planting is completed, the resource will grow out some time later. \ There will be no need to forage them, as the new garden \ will simply appear. \ You can also bundle multiple resources together using this skill. The GET command \ can be used to unbundle such resources. See also the Composting skill. GDIG=GEM_DIGGING GDIGGING=GEM_DIGGING GEMDIGGING=GEM_DIGGING GEM_DIGGING=<ABILITY>\ Usage : GDIG (BUNDLE [NUM]) [TARGET])\n\r\ Example : gdig\n\r\ Example : gdig bundle 10 gems\n\r\ With this common skill, a player can perform the delicate task of mining gems and \ other precious stones. \ The precious stones found with this skill are best hunted for in mountains or caves. \ Sand is best found in the desert. \ You can also bundle multiple resources together using this skill. The GET command \ can be used to unbundle such resources. GLASSBLOW=GLASS_BLOWING GLASSBLOWING=GLASS_BLOWING GLASS_BLOWING=<ABILITY>\ Usage : GLASSBLOW (LIST/INFO/LEARN) [ITEM TYPE]\n\r\ Example : glassblow pot\n\r\ : : glassblow list\n\r\ : : glassblow list wand\n\r\ : : glassblow list 5-10\n\r\ : : glassblow list all\n\r\ : : glassblow learn mug\n\r\ This skill allows a player to craft glass items, such as cups and \ flasks. The extent of \ the items which can be crafted expands as the player goes up in \ level. The player may also learn how to make found items, provided \ a blank recipe page, or a recipe book with blank pages is in his or her inventory. \ To begin blowing glass, the player must be in a room with an \ open fire burning, and must have placed the sand he or she wishes \ to make the item from on the ground. \ The raw sand for glass blowing is obtained by using the Digging skill. HERBREW=HERBALISM HBREW=HERBALISM HERBALISM=<ABILITY>\ Usage : HBREW (LIST) [BREW NAME] [BREWING CONTAINER]\n\r\ Example : hbrew farsight pot\n\r\ : : hbrew list\n\r\ : : hbrew list harden\n\r\ : : hbrew list 5-10\n\r\ : : hbrew list all\n\r\ This skill allows the player to brew a potion from one of the \ chants the player knows. To do this, the player must \ have a suitable container to make the potion in, such as a pot. All of \ the brews require ingredients, and all require water or some other \ liquid base to start from. Also, the player must have mastered \ the chant before attempting to brew a potion from it. \ Lastly, the player will lose some experience for brewing the potion. \ The herbs for this skill must first be identified using the Herbology skill. HERBOLOGY=<ABILITY>\ Usage : HERBOLOGY [ITEM NAME]\n\r\ Example : herbology some herbs\n\r\ Without this skill, all herbs found through foraging are unknown to \ the player, being known only as "herbs". With this skill, the player \ may identify an herb for the type that it is. This skill is quite \ necessary for Druids who wish to use their Herbalism skill, or Cooks \ who need particular herbs for recipes, but is fairly unnecessary for others. \ The raw herbs for herbology are obtained by using the Foraging skill. HUNT=HUNTING HUNTING=<ABILITY>\ Usage : HUNT\n\r\ Example : hunt\n\r\ With this common skill, a player checks carefully for the tracks of any game \ which may be nearby. When the tracks are found, the player needs to check \ nearby rooms for the animal and attack it to complete the hunt. \ Hunting can be done almost anywhere, though Forests, \ Jungles, and Plains are best. IMPROVEDTEACHING=IMPROVED_TEACHING IMPROVED_TEACHING=<ABILITY>\ With increased teaching skill comes increased proficiency in the skills \ learned by the students. Expertise also helps this. INSTRUMENTMAKING=INSTRUMENT_MAKING INSTRUMENTMAKE=INSTRUMENT_MAKING INSTRUMENT_MAKING=<ABILITY>\ Usage : INSTRUMENTMAKE (LIST/INFO/LEARN) [ITEM TYPE]\n\r\ Example : instrumentmake piccolo\n\r\ : : instrumentmake list\n\r\ : : instrumentmake list piccolo\n\r\ : : instrumentmake list 5-10\n\r\ : : instrumentmake list all\n\r\ : : instrumentmake learn flute\n\r\ This skill allows a player to craft musical instruments, such as flutes and \ guitars. The extent of the items which can be crafted expands as the player goes up in \ level. The player may also learn to make new found instruments, provided a blank recipe \ page or a recipe book with blank pages is in his or her inventory. \ To begin making a new item, the player must have placed the material \ he or she wishes to make the item from on the ground. \ Instruments crafted with balsa can be done with half the required wood listed, \ while instruments crafted with ironwood will require twice the required wood listed. IRRIGATE=IRRIGATION IRRIGATION=<ABILITY>\ Usage : IRRIGATE [LIST/INFO/[PROJECT NAME]] [DIRECTION]\n\r\ Example : irrigate barrier north\n\r\ : : irrigate list\n\r\ : : irrigate info wall\n\r\ : : irrigate sea\n\r\ : : irrigate title A messy room.\n\r\ : : irrigate desc east This is my favorite sea.\n\r\ : : irrigate desc room This is a watery place.\n\r\ : : irrigate help Bob\n\r\ : : irrigate demolish west\n\r\ : : irrigate demolish room\n\r\ This skill allows a player to irrigate an area into a new type on an \ outdoor property the player owns. \ This skill also allows the demolition of unwanted barriers and rooms, \ and the giving of a title and description to a room. \ The parameters also allow more than one person to assist in an irrigation project. \ Irrigation also allows the creation of water currents, which will cause things \ in the room to drift in a given direction over time. JEWEL=JEWEL_MAKING JEWELMAKING=JEWEL_MAKING JEWEL_MAKING=<ABILITY>\ Usage : JEWEL (LIST/INFO/MEND/REFIT/LEARN/MOUNT (GEM)/ENCRUST (GEM)) [ITEM TYPE]\n\r\ Usage : ... (FROM [RESOURCE NAME])\n\r\ Example : jewel ring\n\r\ : : jewel list\n\r\ : : jewel list ring\n\r\ : : jewel list 5-10\n\r\ : : jewel list all\n\r\ : : jewel encrust "a diamond" backpack\n\r\ : : jewel mount "a diamond" sword\n\r\ : : jewel mend ring\n\r\ : : jewel refit crown\n\r\ : : jewel scan\n\r\ : : jewel scan bob\n\r\ : : jewel learn brooch\n\r\ This skill allows a player to craft jewelry, such as rings, \ earrings, necklaces, and bracelets, or to mount or encrust bits \ of precious jewels onto other items. The extent of \ the items which can be newly crafted expands as the player goes up in \ level. The player may also learn to make new found jewelry, provided a \ blank recipe page, or a recipe book with blank pages is in his or her inventory. \ To begin crafting, the player must be in a room with an \ open fire burning, and must have placed the metal he or she wishes \ to make the item from on the ground, along with any precious gems. \ which may be mounted in the jewelry. \ The raw gems for jewel making are found using the Digging skill. The \ metal is obtained using the Mining skill. LACQUER=LACQUERING LACQUERRING=LACQUERING LACQUERING=<ABILITY>\ Usage : LACQUER LIST/[ITEM NAME] [COLOR]/REMOVE\n\r\ Example : lacquer list\n\r\ Example : lacquer shirt blue\n\r\ Example : lacquer shirt remove\n\r\ This skill allows the player to lacquer a qualifying item a different color, \ or to remove an existing lacquered color. \ Lacquer only works on metal, wood, bone, and stone items crafted by the player. \ More options become available at higher levels, and higher artistic expertise. LANDSCAPE=LANDSCAPING LANDSCAPING=<ABILITY>\ Usage : LANDSCAPE [LIST/INFO/[PROJECT NAME]] [DIRECTION]\n\r\ Example : landscape barrier north\n\r\ : : landscape list\n\r\ : : landscape info wall\n\r\ : : landscape desert\n\r\ : : landscape title A messy room.\n\r\ : : landscape desc east This is my favorite path.\n\r\ : : landscape desc room This is a messy place.\n\r\ : : landscape help Bob\n\r\ : : landscape demolish west\n\r\ : : landscape demolish room\n\r\ This skill allows a player to landscape an area into a new type on an \ outdoor property the player owns. \ This skill also allows the demolition of unwanted barriers and rooms, \ and the giving of a title and description to a room. \ The parameters also allow more than one person to assist in a landscaping project. \ The raw material for landscaping is found using the Digging, Mining, Foraging, and \ other skills. LEATHERWORK=LEATHER_WORKING LEATHERWORKING=LEATHER_WORKING LEATHER_WORKING=<ABILITY>\ Usage : LEATHERWORK (LIST/INFO/MEND/REFIT/SCAN/LEARN) (BUNDLE [NUM]) [ITEM TYPE]\n\r\ Usage : ... (FROM [RESOURCE NAME])\n\r\ Example : leatherwork pot\n\r\ : : leatherwork bundle 100 leather\n\r\ : : leatherwork list\n\r\ : : leatherwork list hard\n\r\ : : leatherwork list 5-10\n\r\ : : leatherwork list all\n\r\ : : leatherwork mend vest\n\r\ : : leatherwork refit sleeves\n\r\ : : leatherwork scan\n\r\ : : leatherwork scan bob\n\r\ : : leatherwork learn gloves\n\r\ This skill allows a player to craft leather items, such as armor, \ clothing, and even whips. The extent of \ the items which can be crafted expands as the player goes up in \ level. This command also allows the player to mend any damaged \ leather items, get info on a list item, refit any armor which may be the wrong size, or learn how to make an \ item he or she has found, provided a blank recipe page \ or a recipe book with blank pages is in his or her inventory. \ To begin crafting a new item, the player must have placed \ the leather he or she wishes to make the item from on the ground. \ The player may also scan the \ room or other players for equipment that may be mended by this skill, \ using the scan parameter. \ The raw leather for leather working is found using the Butchering skill. LECTURE=LECTURING LECTURING=<ABILITY>\ Usage : LECTURE [SKILL NAME]\n\r\ Example : lecture fireball\n\r\ This skill allows the player to give a lecture to 3 or more students about \ a particular skill that the player knows more about than the students. At \ the end of the long lecture, the students will gain up to 5% increase in \ proficiency, even if they are already at or above 75%. The player will \ receive experience for giving the lecture. The students must already know \ the skill before the lecture begins in order to qualify as a student. LWEAPONSMITH=LEGENDARYWEAPONSMITHING LEGENDARY_WEAPONSMITHING=LEGENDARYWEAPONSMITHING LEGENDARYWEAPONSMITHING=<ABILITY>\ Usage : LWEAPONSMITH (LIST/INFO/MEND/SCAN/LEARN) [WEAPON NAME]\n\r\ Usage : ... (FROM [RESOURCE NAME])\n\r\ Example : lweaponsmith twohanded sword\n\r\ : : lweaponsmith list\n\r\ : : lweaponsmith list sword\n\r\ : : lweaponsmith list blunt\n\r\ : : lweaponsmith list 60-70\n\r\ : : lweaponsmith list all\n\r\ : : lweaponsmith scan\n\r\ : : lweaponsmith scan bob\n\r\ : : lweaponsmith learn axe\n\r\ This skill allows a player to craft legendary-level weapons (level 61 and up) from metal. This \ skill requires Blacksmithing and Master Weaponsmithing in order to learn it. It also requires \ specialization in the weapon type the player wishes to make. The extent of \ the weapons which can be crafted expands as the player goes up in \ level. To begin smithing, the player must be in a room with an \ open fire burning, and must have placed the metal he or she wishes \ to make the weapon from on the ground. The player may also scan the \ room or other players for equipment that may be mended by this skill, \ using the scan parameter, or learn how to smith an \ item he or she has found, provided a blank recipe page \ or a recipe book with blank pages is in his or her inventory. \ The metal for weaponsmithing is obtained
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