Properties Reference

CoffeeMud 5.11

Behaviors
Properties/Affects

Acidbreath: Acidbreath

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

Addictions: Addictions

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

Age: Age

Every character has an age.  Your character ages one year for every mud year. 
A characters birthday can be seen with the TIME command. Age can affect both
the characters stats or fertility when very young or very old.

Allergies: Allergies

Allergies are a condition that afflicts half of all players in the game.  It is
neither a disease that can be cured, nor a poison which can be removed. Not
even the all-powerful "Restoration" Cleric spell can cure it. It causes the
player to sneeze when in the presence of the items or races they are allergic
to, to get the hives from touching the allergen item or race, and to get the
deadly heartstopper poison if the allergen is eaten.

AmbianceAdder: Ambiance Adder

Property   : Ambiance Adder 
Targets : Mobs, Items, Exits, Rooms, Areas
Parameters : [AMBIANCE TEXT](;[AMBIANCE TEXT]...)
Example :^ YGLOWIN^GN^;hshinin^gn
Description:
Allows the builder to add permanent ambiance "flags" to an object.
Ambiances, by default, are designed for adding random text to the room display
text of items and mobs, such as "glowing" or other decorations. Ambiances also
have a 'flagging' capability, when specific string values are used. These
include:
-ALL : hides all natural flag displays
-MOST : hides most natural flag displays
-GOOD, -EVIL, -INVISIBLE, -SNEAKING : hides these flag displays
-HIDDEN, -MAGIC, -METAL, -GLOWING : hides these flag displays
-BUSY, -LAW, -CHAOS : hides these flag displays
-BOUND, -FLYING, -FALLING : hides these flag displays
(?)X:Y : shows X if target heard, Y otherwise
@X : X is an special flag, not to be shown by default
#X : X is shown if @x is also an ambiance

AnimalTrapping: Animal Trapping

 
Skill : Animal Trapping
Domain : Gathering
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (24)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : ATRAP, ANIMALTRAPPING
Usage : ANIMALTRAPPING [CAGE NAME]
Example : animaltrapping cage
Example : atrap cage
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.

Antidote: An Antidote

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

Archon_Peacefully: Peacefully

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

ArchonSkill: an Archon Skill


			

ArtisanalFocus: Artisanal Focus

 
Skill : Artisanal Focus
Domain : Artistic
Allows : Artsy I
Use Cost : None
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
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.

AutoAwards: AutoAwards

Property   : AutoAwards 
Targets : Mobs
Parameters :
Example :
Description:
This ability governs properties and affects based on player attributes and
date/time changes. See awards.txt for more information.

AutoStack: AutoStack

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

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

BadReputation: Bad Reputation

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

Banishment: Banishment

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

BardSkill: a Bard Skill

Bar is an item that is craftable by Carpentry.

Bleeding: Bleeding

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

Bomb_AcidBurst: acid burst bomb

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

Bomb_Explosive: explosive bomb

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

Bomb_FlameBurst: flame burst bomb

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

Bomb_Heat: heat bomb

Trap       : Heat Bomb 
Targets : Wood
Parameters :
Description:
Delivers a prolonged blast of heat. It does not do much damage, but is
absolutely great at cooking corpses from the inside out.

Bomb_Noxious: stink bomb

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

Bomb_Pepper: pepper bomb

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

Bomb_Poison: poison gas bomb

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

Bomb_Shaped: shaped bomb

Trap       : Shaped Bomb 
Targets : Iron
Parameters :
Description:
A huge bomb that can deliver an incredible blast at a particular stationary
target. Use the PUT command to place the bomb and direct it.

Bomb_Smoke: smoke bomb

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

Bomb_Sonic: sonic bomb

Trap       : Sonic Bomb 
Targets : Reed
Parameters :
Description:
Delivers an annoying blast of sonic waves. It does not do much damage, but is
absolutely great at killing fish.

Bomb_SpellBlast: spell bomb

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

Bomb_Spores: spore bomb

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

Bomb_Sticky: sticky bomb

Trap       : Sticky Bomb 
Targets : Cotton
Parameters :
Description:
A tiny bomb that delivers a chemical pop of sparks that can be stuck to doors
and containers using the PUT command. It does not do any damage, but can pop
the locks off doors and containers depending on their relative power levels.

Bomb_Water: water bomb

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

BrokenLimbs: Broken Limbs

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

BuildingSkill: BuildingSkill


			

Burning: Burning

 
Spell : Burning Hands
Domain : Alteration
Available: Abjurer(4), +Other Classes(4)
Allows : Ranged Altering I, Ignalist I, Reduced Altering I
Allows : Extended Altering I, Power Altering I
Use Cost : Mana (54)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "BURNING HANDS" [TARGET NAME]
Example : cast "burning hands" orc
A fan of flames ignite before the casters hands, aimed at the target. This has
the effect of hurting the target in many cases.

Carnivorous: Carnivorous

Carnivorous creatures only gain nutrition from eating flesh-type foods, such as
fish, fowl, pork and other meats.?

Chant: a Druidic Chant

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

Chant_Burrowspeak: Burrowspeak

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

Chant_DeepThoughts: Deep Thoughts

 
Chant : Deep Thoughts
Domain : Deep magic
Allows : Deep Lore I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CHANT, CH
Usage : CHANT "DEEP THOUGHTS"
Example : chant "deep thoughts"
This chant will allow the druid to become one with the depths of the earth.
Extreme thoughts of good and evil will slowly fade from his or her mind with
each passing minute. This chant is twice as effective as natural communion,
but requires that the druid be in a cave. Willful movements or speaking may
break concentration.

Chant_DruidicConnection: Druidic Connection

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

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

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

Chant_LandLegs: Land Legs

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

Chant_NaturalOrder: Natural Order

 
Chant : Natural Order
Domain : Enduring
Allows : Enduring I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : CHANT, CH
Usage : CHANT "NATURAL ORDER"
Example : chant "natural order"
This chant will allow the druid to enter a state of communion with the order of
nature. Extreme thoughts of law and chaos will slowly fade from his or her
mind with each passing minute. Willful movements or speaking may break the
communion.

Chant_Sunbeam: Sunbeam

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

Chant_WhiteMoon: White Moon

 
Chant : White Moon
Domain : Moon altering
Allows : Moon Enchanting I
Use Cost : Mana (50)
Quality : Malicious
Targets :
Range : Touch, or not applicable
Commands : CHANT, CH
Usage : CHANT "WHITE MOON"
Example : chant "white moon"
This chant will cause all chaotic creatures in the room to take double damage
during combat, and all lawful in the room to take half damage.

CombatSleep: Combat Sleep

Comb is an item that is craftable by Scrimshawing.

CommonSkill: Common Skill

Common Skills are the gathering skills, such as Foraging and Mining, and the
Crafting skills, such as Carpentry and Blacksmithing.

Copyright: Copyright

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

Cowering: Cowering

Ring is an item that is craftable by Jewel Making.

CraftingSkill: Crafting Skill

Raft is an item that is craftable by Boatwrighting.

Dance: a Dance

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

DiligentStudying: Diligent Studying

 
Skill : Diligent Studying
Invoked : Automatic
This character is adept at learning, and gains an additional practice point
every level.

Disease: Disease

Disease    : Disease 
Parameters :
Example :
Description:
A generic nondescript disease. Caused by a foreign virus or bacteria that
disrupts normal body operation. Will often disappear on its own after a time,
unless it is a more chronic or genetic condition. Many can be cured by magic,
though not all are as easy to cure as others.

Disease_Aids: Aids

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

Disease_Alzheimers: Alzheimers

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

Disease_Amnesia: Amnesia

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

Disease_Anemia: Anemia

Disease    : Amemia 
Parameters :
Example :
Description:
This disease causes the sufferer to be weaker and slower than usual. It is not
contagious.

Disease_Anosmia: Anosmia

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

Disease_Anthrax: Anthrax

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

Disease_Apathy: Apathy

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

Disease_Arthritis: Arthritis

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

Disease_Asthma: Asthma

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

Disease_Blahs: Blahs

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

Disease_Blindness: Blindness

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

Disease_Cancer: Cancer

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

Disease_Cannibalism: Cannibalism

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

Disease_Carrier: Carrier of Disease

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

Disease_Chlamydia: Chlamydia

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

Disease_Cold: Cold

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

Disease_ColorBlindness: Color Blindness

Disease    : Color Blindness 
Parameters :
Example :
Description:
Inhibits the ability to see color in the victim. Not contagious.

Disease_Deafness: Deafness

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

Disease_Depression: Depression

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

Disease_Diabetes: Diabetes

Disease    : Diabetes 
Parameters :
Example :
Description:
This disease causes the sufferer to be at a greater risk of obesity, and to
have occasional bouts of nausea.

Disease_Diarrhea: Diarrhea

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

Disease_Eczema: Eczema

Disease    : Eczema 
Parameters :
Example :
Description:
This itchy skin condition affects ones dexterity and charisma for a time. It
is contracted in dry conditions, but is not contagious.

Disease_Fever: Fever

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

Disease_FilthFever: Filth Fever

Disease    : Filth Fever 
Parameters :
Example :
Description:
Caused by injury while being filthy, this disease causes extreme loss of
charisma, and a bit of constitution. It persists even after getting cleaned
up.

Disease_Fleas: Fleas

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

Disease_Flu: Flu

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

Disease_FootFungus: Foot Fungus

Disease    : Foot Fungus 
Parameters :
Example :
Description:
Foot Fungus afflicts the feet horribly. It makes it impossible to wear shoes,
reduces movement by half, produces a horrid foot smell, prevents running, and
causes one to limp. It is caught by wandering around swamps.

Disease_FrostBite: Frost Bite

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

Disease_Gangrene: Gangrene

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

Disease_Giggles: Contagious Giggles

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

Disease_Gonorrhea: Gonorrhea

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

Disease_Hatred: Hatred

Disease    : Hatred 
Parameters :
Example :
Description:
This disease renders one unable to do business dealings, group with, or speak
politely to whatever group or groups they happen to hate.

Disease_HeatExhaustion: Heat Exhaustion

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

Disease_Infection: Infection

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

Disease_Leeches: Leeches

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

Disease_Lepresy: Leprosy

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

Disease_Lockjaw: Lockjaw

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

Disease_Lycanthropy: Lycanthropy

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

Disease_Lyme: Lyme Disease

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

Disease_Magepox: Magepox

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

Disease_Malaria: Malaria

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

Disease_Migraines: Migraine Headaches

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

Disease_Muteness: Muteness

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

Disease_Narcolepsy: Narcolepsy

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

Disease_Nausea: Nausea

Disease    : Nausea 
Parameters :
Example :
Description:
This temporary condition causes one to throw up. While not strictly contagious,
it can cause those who witness the vomiting to become sympathetically nauseous
for a short time.

Disease_Obesity: Obesity

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

Disease_Plague: The Plague

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

Disease_PlanarInstability: Planar Instability

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

Disease_PlanarPlague: Planar Plague

 
Prayer : Planar Plague
Domain : Cosmology
Requires : Disallows those whose who are on the following plane: PRIME
MATERIAL.
Allows : Planar Finessing I, Planar Empowering I, Planar Extending I
Alignment: pure evil, evil
Use Cost : Mana (75)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "PLANAR PLAGUE" [TARGET NAME]
Example : pray "planar plague" orc
Inflicts the target with a horrendous glowing extra-planar disease if the
target is not presently on their native plane of existence.

Disease_Pneumonia: Pneumonia

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

Disease_PoisonIvy: Poison Ivy

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

Disease_RadiationSickness: Radiation Sickness

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

Disease_RoyaltyRot: Royal Rot

Disease    : Royalty Rot 
Parameters :
Example :
Description:
This serious condition, also known as the Royal Disease, or Hemophilia, causes
excess and more frequent bleeding, a loss of strength, and a chance to faint
when walking around. It is associated with proximity to the undead.

Disease_SARS: SARS

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

Disease_Scabies: Scabies

Disease    : Scabies 
Parameters :
Example :
Description:
This disease has causes itching in the crotch reason. It is spread sexually.

Disease_Scurvy: Scurvy

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

Disease_SeaSickness: Sea Sickness

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

Disease_Sleepwalking: Sleepwalking

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

Disease_Smiles: Contagious Smiles

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

Disease_Syphilis: Syphilis

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

Disease_Tetnus: Tetanus

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

Disease_Tinnitus: Tinnitus

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

Disease_Tourettes: Tourettes

 
Skill : Tourettes
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : DISEASE
Disease : Tourettes
Parameters :
Example :
Description:
The disease of tourettes syndrome is a genetic disorder that causes the victim
to spontaneously blurt out curses and obscenities. The mundane form of this
disease is not contagious.

Disease_Vampirism: Vampirism

Disease    : Vampirism 
Parameters : (CHABONUS=[NUM]) (BLOODHEAL=[T/f]) (BLOODTHIRST=[T/f]
Parameters : (LOWLIGHT=[T/f]) (NOSWIM=[T/f]) (DRINKMOBS=[T/f])
Example :
Description:
This disease causes light sensitivity, lowers charisma by 1, eliminates the
ability to swim, satisfies hunger and thirst with blood, allows prone mobs to
have their blood drunk, and provides healing from blood. It is caught from the
bodies of destroyed vampires. It is spread through consumption only.

Disease_Vertigo: Vertigo

Disease    : Vertigo 
Parameters :
Example :
Description:
This condition causes dizziness and loss of direction, making the sufferer
occasionally fall down or go in some unintended direction.

Disease_WritersBlock: Writers Block

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

Disease_Yawning: Yawning

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

Disease_Zika: Zika

Disease    : Zika 
Parameters :
Example :
Description:
This difficult-to-detect diseases causes a loss of maximum intelligence, but is
not contagious.

DiseaseCure: A Cure

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

Druid_ShapeShift10: Tenth Totem

 
Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster(6), Mer(17)
Allows : Shapeshifting I
Use Cost : Mana (56)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.

Druid_ShapeShift11: Eleventh Totem

 
Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster(6), Mer(17)
Allows : Shapeshifting I
Use Cost : Mana (56)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.

Druid_ShapeShift6: Sixth Totem

 
Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster(6), Mer(17)
Allows : Shapeshifting I
Use Cost : Mana (56)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.

Druid_ShapeShift7: Seventh Totem

 
Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster(6), Mer(17)
Allows : Shapeshifting I
Use Cost : Mana (56)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.

Druid_ShapeShift8: Eighth Totem

 
Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster(6), Mer(17)
Allows : Shapeshifting I
Use Cost : Mana (56)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.

Druid_ShapeShift9: Ninth Totem

 
Skill : Second Totem
Domain : Shape shifting
Available: Beastmaster(6), Mer(17)
Allows : Shapeshifting I
Use Cost : Mana (56)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Usage : SHAPESHIFT [TOTEM NUMBER]/(FORM)
Example : shapeshift 2
Example : shapeshift lion
Example : shapeshift cub
Example : shapeshift 3
Example : shapeshift 4
As certain Druids gain in experience and skill, they may acquire new totems or
animal forms which they may take on. By specifying the totem number or the
name of the animal form, the druid may take on the new form. Just like the
normal ShapeShift (see HELP SHAPESHIFT), the animal form will progress in power
as the druid gains levels.

Dueler: Dueler

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

Dusty: Dusty


			

Encrypto: Encrypto

A secret encryption language derived from common.

EnhancedCraftingSkill: Enhanced Crafting Skill

Raft is an item that is craftable by Boatwrighting.

ExtAbility: an ability


			

ExtraData: Extra Data

Ability    : ExtraData 
Parameters : [XML Document]
Example : <VARNAME>my value</VARNAME>
Description:
An internal use property for attaching random keypair data to any Modifiable
and Generic object.

Falling: Falling

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

Familiarity_Armor: Armor Familiarity

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

Familiarity_Bow: Bow Familiarity

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

Familiarity_Dagger: Dagger Familiarity

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

Familiarity_FlailedWeapon: Flailed Weapon Familiarity

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

Familiarity_Natural: Racial Weapon Familiarity

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

Familiarity_Polearm: Polearm Familiarity

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

Familiarity_Weapon: Weapon Familiarity

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

Fighter_CaveTactics: Cave Tactics

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

Fighter_CrescentKick: Crescent Kick

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

Fighter_DoubleArmHold: Double Arm Hold

DDOUBLEARMHOLD

Fighter_Earbox: Earbox

 
Skill : Earbox
Domain : Grappling
Allows : Vice-Gripping I, Combat Fluidity I
Use Cost : Movement (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : EARBOX
Usage : EARBOX [TARGET NAME]
Example : earbox orc
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.

Fighter_FastSlinging: Fast Slinging

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

Fighter_FieldTactics: Field Tactics

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

Fighter_Hardiness: Hardiness

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

Fighter_SleeperHold: Sleeper Hold

Usage    : SLEEPERHOLD [TARGET NAME] 
Example : sleeperhold orc
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.

Fighter_SnapKick: Snap Kick

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

FighterGrappleSkill: FighterGrappleSkill

Grapples is an item that is craftable by Siegecrafting.

FighterSkill: FighterSkill


			

Firebreath: Firebreath

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

FlowerArranging: Flower Arranging

Gin is an item that is craftable by Distilling.

Frostbreath: Frostbreath

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

Gait: Gait

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

Gasbreath: Gasbreath

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

GatheringSkill: GatheringSkill

Ring is an item that is craftable by Jewel Making.

GenAbility: an ability

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

GenCraftSkill: Crafting Skill

 
Skill : Crafting Skill
Domain : Crafting
Allows : Rushed Crafting I, Quick Worker I, Advanced Crafting I
Allows : Quick Crafting I
Use Cost : Movement (24)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : CRAFT
This skill is not yet documented.

GenGatheringSkill: Gathering Skill

 
Skill : Gathering Skill
Domain : Gathering
Allows : Quick Working I, Quick Worker I
Use Cost : Movement (24)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : GATHER
This skill is not yet documented.

GenLanguage: a language

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

GenPoison: Poison

 
Skill : Poison
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : GPOISON
This poison is not yet documented.

GenTrap: an ability

 
Skill : an ability
Use Cost : Mana (50)
Quality : Malicious
Targets :
Range : Touch, or not applicable
Commands : SPRING
This trap is not yet documented.

GenTweakAbility: an ability


			

GenWrightSkill: Wrighting Skill

 
Skill : Wrighting Skill
Domain : Crafting
Allows : Rushed Crafting I, Quick Worker I, Advanced Crafting I
Allows : Quick Crafting I
Use Cost : Movement (24)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : WRIGHT
This skill is not yet documented.

GravityFloat: GravityFloat


			

Gunsmithing: Gunsmithing


			

Immunities: Immunities

Tie is an item that is craftable by Tailoring.

Inebriation: Inebriation

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

Injury: Injury

If you are hit in combat, you may receive damage to one or more limbs or body
parts. Once combat is over, your damaged parts will begin to heal at the same
rate as your hit points are re-gained. However, should a limb or body part
become damaged 100% during combat, you will lose the use of that limb or body
part, so be careful!

InstanceArea: Area Instancing Ability

Property   : InstanceArea 
Targets : Mobs, Items, Area
Parameters : TYPEID or instance modification arguments (see
areainstancetypes.txt)
Example : Triumph
Example : ID=ANYTHING
Example : LIKE=Triumph AREAMATCH=Midgaard
Description:
This misc property, when applied to an area, will put anyone who enters the
area into a group instance of the area, as per StdThinInstance. Modifications
to the mobs, items, and levels of the area will be applied according to a
TYPEID given in the arguments, which matches a type from
resources/skills/areainstancetypes.txt. If no modifications are desired, then
at least an ID= parameter is required.

When the property is applied to a player or item directly, then it will also
require an AREAMATCH argument to specify which area(s) will be instanced when
entering them.

InvisibleInk: Invisible Ink

Spell_blink is an item that is craftable by Alchemy.

ItemRejuv: ItemRejuv

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

Krakenspeak: Krakenspeak


			

Lighteningbreath: Lightningbreath

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

Loyalty: Loyalty

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

MasterPaintingSkill: Master Painting Skill


			

MasterSmokeRings: Master Smoke Rings

Ring is an item that is craftable by Jewel Making.

MonkSkill: MonkSkill


			

Mood: Mood

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

PaintingSkill: Painting Skill


			

PaladinSkill: Paladin Skill


			

Paralysis: Paralysis

 
Prayer : Remove Paralysis
Domain : Restoration
Available: Healer(8), Oracle(8)
Allows : Restoring I
Alignment: good, pure goodness
Use Cost : Mana (58)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "REMOVE PARALYSIS" [TARGET NAME]
Example : pray "remove paralysis" bob
Removes any unholy paralysis from the target.

Phobias: Phobias


			

Play: a song played

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

Play_Instrument: Instruments

 
Skill : Play Instrument
Domain : Artistic
Available: Abjurer(1), +Other Classes(1)
Requires : A base wisdom of at least 5.
Allows : Quick Working I, Quick Worker I, Artsy I
Use Cost : Movement (24)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : PLAY, PLAYINSTRUMENT, PLAYSONG
Usage : PLAYINSTRUMENT (STOP) (LIST)
Example : playinstrument
This skill allows a player to attempt to play a musical instrument they are
holding or prepared to use. If done well, this might amuse an audience.
Proficiency with each kind of musical instrument is separate, so your
proficiency usually only reflects the last kind of instrument you played.
Instruments can be purchased, or made with the Instrument Making skill.

Poison: Poison

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

Poison_Alcohol: Alcohol

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

Poison_Anesthesia: Anesthesia

Ability    : Anesthesia 
Parameters :
Example :
Description:
Gives a small constitution boost, hides damage amounts, harmful screams, and
the need to flee.

Poison_BeeSting: Bee Sting

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

Poison_Bloodboil: Blood Boil

Ability    : Bloodboil 
Parameters :
Example :
Description:
Lowers constitution, and strength and attack a lot. Does minute damage.

Poison_Caffeine: Hyper

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

Poison_Clarity: Clarity

Ability    : Clarity 
Parameters :
Example :
Description:
Mildly addictive poison that raises intelligence and save vs mind effects,
while also providing immunity to alcohol effects.

Poison_Decreptifier: Decrepifier

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

Poison_Firebreather: Firebreather

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

Poison_Ghoultouch: Ghoultouch

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

Poison_Glowgell: Glowgell

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

Poison_GoblinDrip: Goblin Drip

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

Poison_Hallucinogen: Hallucinogen

Ability    : Hallucinogen 
Parameters :
Example :
Description:
Causes hallucinations, especially when interacting with items or mobs.

Poison_Hazia: Hazia

Hazia is an item that is craftable by Drug Cutting.

Poison_Hives: Hives

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

Poison_Liquor: Liquor

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

Poison_Mindsap: Mindsap

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

Poison_Peppersauce: Peppersauce

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

Poison_Rotten: Rotten

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

Poison_Sickening: Sickening

Ability    : Sickening 
Parameters :
Example :
Description:
Causes puking.

Poison_Slumberall: Slumberall

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

Poison_XXX: XXX

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

Power_OctoArms: Octo-Arms


			

Power_OctoGrapple: Octo-Grapple


			

Power_SuperClimb: Super Climb


			

Power_TrapSense: Trap Sense


			

Power_WebSpinning: Web Spinning


			

Prayer: a Prayer

 
Prayer : Silent
Domain : Corruption
Available: Cleric(10), Necromancer(10)
Allows : Corrupting I
Alignment: pure evil, evil
Use Cost : Mana (60)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "SILENT" [TARGET NAME]
Example : pray "silent" bob
The caster inflicts the inability to speak upon the target, inhibiting wand
usage, verbal spellcasting, and other important speaking abilities.

Prayer_AddictingCurse: Addicting Curse

 
Prayer : Addicting Curse
Domain : Cursing
Allows : Cursing I
Alignment: pure evil, evil
Use Cost : Mana (50)
Quality : Malicious
Targets : Items
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "ADDICTING CURSE" [TARGET ITEM]
Example : pray "addicting curse" apples
Curses the target food or drink, making it so that the next person who eats or
drinks it becomes addicted to it.

Prayer_AnimalSpirit: Animal Spirit

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

Prayer_AnimateShadow: Animate Shadow

 
Prayer : Animate Shadow
Domain : Death lore
Allows : Death Lore I
Alignment: pure evil, evil
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "ANIMATE SHADOW" [TARGET NAME]
Example : pray "animate shadow" body
Any dead body, of a mob or player level 10 or higher, may be animated with this
prayer. The body then rises as a shadow. Like most animated beings, a shadow
can be force-leveled and healed only using special dark prayers, and can gain
experience and levels in combat.

Prayer_AuraStrife: Aura of Strife

 
Prayer : Aura of Strife
Domain : Communing
Allows : Communing I
Alignment: pure evil, evil
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : PRAY, PR
Creates an aura of strife around the cleric. This causes those in the same
room as the cleric, but not in their group, to suffer a drop in charisma due to
feelings of anger and hopelessness. It will also cause strife between them and
confusion in their combat targeting. The cleric must remain in the casting room
for the prayer to remain effective.

Prayer_BolsterPoison: Bolster Poison

 
Prayer : Bolster Poison
Domain : Corruption
Allows : Corrupting I
Alignment: pure evil, evil
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "BOLSTER POISON" [TARGET NAME]
Example : pray "bolster poison" orc
Surrounds the target with a poison bolstering aura that causes any poison on
the target to remain in full potency until this prayer expires.

Prayer_Discipline: Discipline

 
Prayer : Discipline
Domain : Evangelism
Allows : Evangelising I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "DISCIPLINE" [TARGET NAME]
Example : pray "discipline" orc
This prayer builds discipline into the target's mind and slides them ever
closer to the point of being more lawful.

Prayer_DispelChaos: Dispel Chaos

 
Prayer : Dispel Chaos
Domain : Neutralization
Allows : Neutralizing I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "DISPEL CHAOS" [TARGET NAME]
Example : pray "dispel chaos" bob
The target becomes exorcised of their will. This hurts chaotic creatures.

Prayer_DispelLaw: Dispel Law

 
Prayer : Dispel Law
Domain : Neutralization
Allows : Neutralizing I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "DISPEL LAW" [TARGET NAME]
Example : pray "dispel law" bob
The target becomes exorcised of their discipline. This hurts lawful creatures.

Prayer_DivineFavor: Divine Favor

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

Prayer_DivineQuest: Divine Quest


			

Prayer_EmpowerFoulWeapon: Empower Foul Weapon

 
Prayer : Empower Foul Weapon
Domain : Blessing
Allows : Blessing I
Use Cost : Mana (all)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "EMPOWER FOUL WEAPON" [TARGET NAME]
Example : pray "empower foul weapon" sword
This prayer causes a weapon to become permanently empowered and magical.
Empowered Weapons have improved attack and damage bonuses, be bound to
worshippers of the caster`s deity, and become CHAOTICALLY inclined. This
prayer is very draining on the caster, however, causing the caster to lose 50
experience points. The caster must also be at full mana to cast.

Prayer_EmpowerJustWeapon: Empower Just Weapon

 
Prayer : Empower Just Weapon
Domain : Blessing
Allows : Blessing I
Use Cost : Mana (all)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "EMPOWER JUST WEAPON" [TARGET NAME]
Example : pray "empower just weapon" sword
This prayer causes a weapon to become permanently empowered and magical.
Empowered Weapons have improved attack and damage bonuses, be bound to
worshippers of the caster`s deity, and become LAWFULLY inclined. This prayer
is very draining on the caster, however, causing the caster to lose 50
experience points. The caster must also be at full mana to cast.

Prayer_EmpowerModestWeapon: Empower Modest Weapon

 
Prayer : Empower Modest Weapon
Domain : Blessing
Allows : Blessing I
Use Cost : Mana (all)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "EMPOWER MODEST WEAPON" [TARGET NAME]
Example : pray "empower modest weapon" sword
This prayer causes a weapon to become permanently empowered and magical.
Empowered Weapons have improved attack and damage bonuses, be bound to
worshippers of the caster`s deity, and become MODERATELY inclined. This prayer
is very draining on the caster, however, causing the caster to lose 50
experience points. The caster must also be at full mana to cast.

Prayer_HealingAura: Healing Aura

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

Prayer_HuntChaos: Hunt Chaos

 
Prayer : Hunt Chaos
Domain : Neutralization
Allows : Neutralizing I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "HUNT CHAOS"
Example : pray "hunt chaos"
The cleric through this prayer goes on the hunt for chaos, that it might be
vanquished. As soon as this prayer is cast, the trail to a chaotic being
becomes known to him or her.

Prayer_HuntLaw: Hunt Law

 
Prayer : Hunt Law
Domain : Neutralization
Allows : Neutralizing I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "HUNT LAW"
Example : pray "hunt law"
The cleric through this prayer goes on the hunt for lawfulness, that it might
be vanquished. As soon as this prayer is cast, the trail to a lawful being
becomes known to him or her.

Prayer_ImbueFoulWeapon: Imbue Foul Weapon

 
Prayer : Imbue Foul Weapon
Domain : Blessing
Allows : Blessing I
Use Cost : Mana (all)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "IMBUE FOUL WEAPON" [PRAYER] [TARGET NAME]
Example : pray "imbue foul weapon" "dispel good" sword
This prayer allows divine magic to be permanently melded with a previously
empowered weapon that has no other extraneous existing effects on it. Casting
the prayer requires all of the players mana, and costs experience starting at
1100 (and going up depending on the level of the prayer). However, when
completed, the item is permanently magical. It will cast the prayer on a
target when the weapon is used in combat.

Prayer_ImbueJustWeapon: Imbue Just Weapon

 
Prayer : Imbue Just Weapon
Domain : Blessing
Allows : Blessing I
Use Cost : Mana (all)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "IMBUE JUST WEAPON" [PRAYER] [TARGET NAME]
Example : pray "imbue just weapon" "dispel chaos" sword
This prayer allows divine magic to be permanently melded with a previously
empowered weapon that has no other extraneous existing effects on it. Casting
the prayer requires all of the players mana, and costs experience starting at
1100 (and going up depending on the level of the prayer). However, when
completed, the item is permanently magical. It will cast the prayer on a
target when the weapon is used in combat.

Prayer_ImbueModestWeapon: Imbue Modest Weapon

 
Prayer : Imbue Modest Weapon
Domain : Blessing
Allows : Blessing I
Use Cost : Mana (all)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "IMBUE MODEST WEAPON" [PRAYER] [TARGET NAME]
Example : pray "imbue modest weapon" "electric strike" sword
This prayer allows divine magic to be permanently melded with a previously
empowered weapon that has no other extraneous existing effects on it. Casting
the prayer requires all of the players mana, and costs experience starting at
1100 (and going up depending on the level of the prayer). However, when
completed, the item is permanently magical. It will cast the prayer on a
target when the weapon is used in combat.

Prayer_InfuseDiscipline: Infuse Discipline

 
Prayer : Infuse Discipline
Domain : Evangelism
Allows : Evangelising I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items Creatures Exits Rooms
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "INFUSE DISCIPLINE" [TARGET NAME]
Example : pray "infuse discipline" bob
The target becomes covered by a blanket of discipline, making it appear lawful
to prayers or other means of detecting such. This prayer may be cast over a
room by specifying "room" or "here" as the target. In this case, if there is
not already a disciplined room of the clerics deity in the same area, this will
create one. Creating a disciplined room gives a place to have services for
those who have been converted to the clerics faith. See help on SERVICES.

Prayer_InfuseImpunity: Infuse Impunity

 
Prayer : Infuse Impunity
Domain : Evangelism
Allows : Evangelising I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items Creatures Exits Rooms
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "INFUSE IMPUNITY" [TARGET NAME]
Example : pray "infuse impunity" bob
The target becomes covered by a blanket of willful impunity, making it appear
chaotic to prayers or other means of detecting such. This prayer may be cast
over a room by specifying "room" or "here" as the target. In this case, if
there is not already a chaotic room of the clerics deity in the same area, this
will create one. Creating a chaotic room gives a place to have services for
those who have been converted to the clerics faith. See help on SERVICES.

Prayer_InfuseModeration: Infuse Moderation

 
Prayer : Infuse Moderation
Domain : Evangelism
Allows : Evangelising I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items Creatures Exits Rooms
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "INFUSE MODERATION" [TARGET NAME]
Example : pray "infuse moderation" bob
The target becomes covered by a blanket of moderation, making it appear
balanced between law and chaos to prayers or other means of detecting such.
This prayer may be cast over a room by specifying "room" or "here" as the
target. In this case, if there is not already a moderate room of the clerics
deity in the same area, this will create one. Creating a moderate room gives a
place to have services for those who have been converted to the clerics faith.
See help on SERVICES.

Prayer_ProtChaos: Protection Chaos

 
Prayer : Protection Chaos
Domain : Holy protection
Allows : Protecting I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "PROTECTION CHAOS"
Example : pray "protection chaos"
The caster gains divine immunity from chaotic spells, and a greater level of
defence when fighting chaotic creatures. This prayer is harmful to chaotic
clerics who cast it.

Prayer_ProtLaw: Protection Law

 
Prayer : Protection Law
Domain : Holy protection
Allows : Protecting I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "PROTECTION LAW"
Example : pray "protection law"
The caster gains divine immunity from lawful spells, and a greater level of
defence when fighting lawful creatures. This prayer is harmful to lawful
clerics who cast it.

Prayer_Refresh: Refresh

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

Prayer_Regrowth: Regrowth

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

Prayer_RemoveInhibitions: Remove Inhibitions

 
Prayer : Remove Inhibitions
Domain : Evangelism
Allows : Evangelising I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "REMOVE INHIBITIONS" [TARGET NAME]
Example : pray "remove inhibitions" orc
This prayer removes inhibitions from the target's mind and slides them ever
closer to the chaos.

Prayer_SenseBombs: Sense Bombs

 
Prayer : Sense Bombs
Domain : Communing
Allows : Communing I
Alignment: pure neutral, somewhat good, somewhat evil
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "SENSE BOMBS"
Example : pray "sense bombs"
The caster gains the ability to sense evil bombs among items, in containers, or
being carried by people as the cleric walks around.

Prayer_SenseChaos: Sense Chaos

 
Prayer : Sense Chaos
Domain : Communing
Allows : Communing I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "SENSE CHAOS"
Example : pray "sense chaos"
The caster gains the ability to sense chaotic creatures and items. They will
glow maroon to the caster.

Prayer_SenseLaw: Sense Law

 
Prayer : Sense Law
Domain : Communing
Allows : Communing I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "SENSE LAW"
Example : pray "sense law"
The caster gains the ability to sense lawful creatures and items. They will
glow white to the caster.

Prayer_TaintOfChaos: Taint of Chaos

 
Prayer : Taint of Chaos
Domain : Cursing
Allows : Cursing I
Use Cost : Mana (50)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "TAINT OF CHAOS" [TARGET NAME]
Example : pray "taint of chaos" orc
This prayer causes the target to have the taint of a chaotic curse. This curse
makes the target drawn towards wilful and chaotic actions. Others perceive all
actions performed by the afflicted as less lawful and orderly, resulting in
less lawful alignment gain from orderly actions.

Prayer_TaintOfEvil: Taint of Evil

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

Prayer_WordOfChaos: Word of Chaos

 
Prayer : Word of Chaos
Domain : Cursing
Allows : Cursing I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "WORD OF CHAOS"
Example : pray "word of chaos"
Everyone hearing the word of chaos is affected by this spell. Lawful creatures
become easier to hit, and become weaker in combat. Chaotic creatures gain an
aura of protection, and gain strength in combat. The word of chaos also
dispels any temporary lawful protections, and replaces protection from law.

Prayer_WordOfLaw: Word of Law

 
Prayer : Word of Law
Domain : Blessing
Allows : Blessing I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY "WORD OF LAW"
Example : pray "word of law"
Everyone hearing the word of law is affected by this spell. Chaotic creatures
become easier to hit, and become weaker in combat. Lawful creatures gain an
aura of protection, and gain strength in combat. The word of law also dispels
any temporary chaotic protections, and replaces protection from chaos.

Pregnancy: Pregnancy

For direct REMORTING, if your mud supports it, please see help on the REMORT
command. Otherwise, remorting requires careful planning and, if you don't have
the benefits of certain Druidic chants, lots of time. Legacy remorting is done
through your children. Children are created by using the MATE social with a
member of the opposite sex while the both of you are suitably undressed. If
pregnancy occurs in the female, birth will occur some 10 mud-months following
this, though the time required to give birth is highly race-dependent. The
child should remain in the mothers inventory until it can walk, which occurs 9
mud- months following birth (more or less, depending on race again). If the
baby is Christened by a Cleric with a player legal name, and if the child
remains as a follower of either the father or the mother until it grows up, it
will become a player, which occurs 18-27 mud-months after birth, so long as it
is following its player mother or father. If the child does not remain an
active follower, or if it is never Christened, it will grow up to be a mob, or
perhaps not grow up at all! Should the named child grow up, the child will
cease to be a following mob, and become a player which can be logged-in as.
The child may be a mixed breed of the mother and father if one of them is a
Human and the other is not. Racial benefits will be split between the mother
and father, though children will have a bonus to one of their maximum stats
when they become a player, making them a good choice for playing!

PresenceReaction: an ability

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

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

Prisoner: Prisoner

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

Proficiency_Bow: Bow Proficiency

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

Proficiency_Dagger: Dagger Proficiency

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

Proficiency_FlailedWeapon: Flailing Weapon Proficiency

The player is proficient with flails, gaining the ability to use them even if
their current class training would not make it feasible normally.

Proficiency_Polearm: Polearm Proficiency

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

Proficiency_Sling: Sling Proficiency

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

Proficiency_Weapon: Weapon Proficiency

 
Skill : Weapon Proficiency
Domain : Weapon use
Invoked : Automatic
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.

Prop_AbilityImmunity: Ability Immunity

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

Prop_AbsorbDamage: Absorb Damage

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

Prop_AddDamage: Additional Damage

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

Prop_Adjuster: Adjustments to stats

Property   : Prop_Adjuster 
Targets : Mobs
Parameters : statistic names followed by a +, -, or = and a value
Parameters : The above parameters may be followed by an optional mask
Example : str+2 dex-2 move+100 class=thief race=elf gender=F
Example : str+2 dex-2 move+100 MASK=-Race +Dwarf
Description:
The listed effects will be given to the mob. All parameters use the + or -
adjuster, except the class, race, and gender, ableprofs, ableticks,
ablehpcosts, ablemncosts, ablemvcosts, and ablelvls parameters. Valid
parameters are as follows:
strength dexterity constitution charisma wisdom intelligence
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
savepar savefir savecol savewat savegas savemin savegen savejus
saveaci saveele savepoi saveund savemag savedis savetra
ability (magical level), armor, attacks (prowess), damage (max), disposition
(see AHELP ADJDISPOSITION), level, rejuv(!NO!), senses (see AHELP ADJSENSES),
speed (#attacks), RONDEATH (t/f),height, weight, ambiance+``, gender, class,
clstart, race, hitpoints, hunger (stomach size), mana, movement, thirst
(stomach size) doubt faith deity weightadj saveblunt savepierce saveslash
savespells saveprayers savesongs savechants rejuvrate critpctweapons
critpctmagic critdmgweapons critdmgmagic faith rejuvrate xpadjpct. Ableprofs,
ableticks, ablehpcosts, ablemncosts, ablemvcosts, and ablelvls is a
commma-delimited list of ablityids followed by a number in parenthesis to
adjust proficiency, duration, costs, or casting level by.

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

Prop_AffectReTick: a Property

Property   : Prop_AffectReTick 
Targets : Areas, Rooms, Exits, Mobs, Items
Parameters : SCAN=[SCAN TARGETS] SCANMASK=[ZAPPERMASK]
Parameters : .. [ABILITYID]=[FORMULA] ([ABILITYID]=[FORMULA]...)
Example : scan="items,mobs" scanmask="-levels +>5" Prayer_Bless="@x1+1"
Description:
This property alters the tick-down time of any ability effect that it finds on
a scannable target that matches the given scanmask.
The SCAN code can be MOBS, ITEMS, ROOMS, EXITS, OWNERS, or WEARERS, and will
attempt to scan to every available object in the room as the property, except
OWNER, which will limit the scan only to the affected mob, or the owner of an
affected item.
The SCANMASK narrows which items will be scanned for effects with a ZAPPERMASK.
See ahelp ZAPPERMASK for more info on that.
The remaining arguments are ability Ids of effects to retick, which are set
equal to a math formula on how to alter its tickdown time. The formula MUST
contain the variable @x1, which represents the existing tick down time.
Once the tick-down time on an effect has been altered by this property, it will
not be altered again, so while getting an affected item may cause an
alteration, dropping it will not 'revert' the alterations UNLESS the OWNERS OR
WEARERS scan value is used instead of the others.

Prop_AreaForSale: Putting an area up for sale

Ale is an item that is craftable by Distilling.

Prop_Artifact: Artifact

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

Prop_AstralSpirit: Astral Spirit

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

Prop_ClanEquipment: Clan Equipment

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

Prop_Climbable: Room/Exit navigation limitation

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

Prop_CloseCommand: Closing Command

Property   : Prop_CloseCommand 
Targets : Containers, Exits
Parameters : [COMMAND WORD] ([PARMS...]/NOCLOSE/MESSAGE=[STR];...
Example : twist knob;tw knob;twi knob;noclose
Example : smack botto*
Description:
When applied to an open container or exit, this property will force the
affected openable to close and maybe lock when the command phrase is entered by
the user in its presence. The command word must match exactly, and the command
entered must otherwise be completely invalid. PARMS arguments must also match
exactly, although any PARM arg may end with * to use a starting string
wildcard. A PARM argument may also end with ** to match the rest of the users
entered command string. In addition to a series of command words, you can also
use the NOCLOSE keyword to also disable the standard close command for the
exit/item, or use MESSAGE= to change the message sent to the room, which can
use <S-NAME> for the actor, and <T-NAME> for the item.

Prop_ClosedDayNight: Day/Night Visibility

Property   : Prop_ClosedDayNight 
Targets : Items, Mobs, Rooms, Exits
Parameters : (DAY/NIGHT)(SLEEP)(SIT)(LOCKUP)(HOURS=0-13)(HOME=Room#)
Parameters : (WARNMSGx=[msg]) (SHOPMSG=[msg]) (MASK=)
Example : DAY
Example : SLEEP HOURS=5-10
Example : "Home=My Area#123" SLEEP LOCKUP MASK=-RACE +ELF
Example : "Home=Bob`s House" SLEEP LOCKUP "SHOPMSG=Go Away! I'm Closed!"
Description:
Affects the thing with this property depending on the time of day. By default,
this property activates at night. If the DAY paramater is included, it will
activate by day instead. The effect of the property is that rooms will go dark,
exits will close, and items will become unseeable. Mobs will become unseeable
by default, though if the sit or sleep flags are set, they will do that
instead. LOCKUP will cause the mob to lock up his starting room, if any doors
with locks are found. If a Home Room is specified with the HOME= parameter,
the mob will track to that room at closing time, then back to their start room
the next day. For shopkeepers, you can specify a SHOPMSG for them to say
whenever someone tries to interact with them as a shopkeeper during closed
hours. You can also specify a particular greeting message at a particular hour
of the day with WARNMSG, such as WARNMSG0 for the 0th hour of the day, etc..

Prop_ClosedSeason: Contingent Visibility

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

Prop_CombatAdjuster: Adjust combat stats

Comb is an item that is craftable by Scrimshawing.

Prop_CommonTwister: Common Twister

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

Prop_Crawlspace: Room navigation limitation

Property   : Prop_Crawlspace 
Targets : Exits, Rooms, Areas
Parameters : (HEIGHT=[NUM])
Example : height=24
Description:
Forces players to crawl through the exit or room with this property. The height
of the crawlspace is optionally defineable.

Prop_Doppleganger: Doppleganger

Property   : Prop_Doppleganger 
Targets : Mobs, Items, Rooms, Areas
Parameters : nothing, or a level change + or -, a level %, or args:
: : MIN=[NUM] MAX=[NUM] LEVELADD=[NUM] LEVELPCT=[PCT%]
: : PLAYERSONLY=true/false PLAYERSNFOLS=true/false
: : ASMATERIAL=[RESOURCE] DIFFADD=[NUM] DIFFPCT=[PCT%]
: : LEVELCODE=0/1/-1 DIFFGRP=[true/false] SAVEPCT=[PCT%]
Example :
Example : 10
Example : 150%
Example : MAX=20 MIN=5 LEVELADD=0 LEVELPCT=100% PLAYERSONLY=false
Example : MAX=20 MIN=5 ASMATERIAL=IRON
Description:
When this property is on a mob, it makes the mob the same level as those in the
room with it, or as those who are fighting it. The mob will only change,
however, if the mob is at full hit points, to prevent mobs from being "softened
up". By default the level is the average of qualifying room mobs, but can be
the lowest level if LEVELCODE=-1, or the highest level if LEVELCODE=1. When
the property is on armor or a weapon, it will adjust the strength and level of
the item appropriate to its owner.

A parameter may be given to always adjust the level of the item up or down from
normal, be multiplied by the level as a percentage, or a number of parameter
variables like: MIN to set a minimum level, MAX to set a maximum level,
LEVELADD to add a fixed number to the level, LEVELPCT to multiply a percentage
by the level (or leave the same when set to 0), PLAYERSONLY to limit the level
calculating mobs to players only, PLAYERSNFOLS to limit the level calculating
mob to players or their followers only, and ASMATERIAL to change the material
of the item only for stat calculation purposes. The difficulty of the mob
relative to the level change can also be affected using DIFFADD and DIFFPCT.
These will change the difficulty of the mob relative to their level. Saving
throw bonus per level can also be applied by setting SAVEPCT=0-100. These
difficulties can be multiplied by the number of threats by setting DIFFGRP to
true, which also will include group members not present in the math.

Prop_EnlargeRoom: Change a rooms movement requirements

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

Prop_EnterAdjuster: Room entering adjuster

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

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

Prop_Familiar: Find Familiar Property

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

Prop_FightSpellCast: Casting spells when properly used during combat

Property   : Prop_FightSpellCast 
Targets : Weapon (Item)
Parameters : A percentage, and proper spell names separated by semicolons
Parameters : Spell names may optionally have parameters in parenthesis
Parameters : Siege weapons: ALLMOBS, ALLITEMS, ONLYMOBS, ONLYITEMS flags
Parameters : The above parameters may be followed by an optional mask
Example : 50%;Spell_Invisible;Prayer_Sanctuary
Example : 90%;Spell_Portal(Somewhere else);Prayer_SummonElemental(/FIRE)
Example : Spell_Portal(Somewhere else);MASK=-RACE +Dwarf
Description:
Causes a spell to be cast upon the target being struck during melee combat.
This property also supports a % chance of triggering. Siege weapons will also
affect a random mob/item on the deck, or all if ALLMOBS/ALLITEMS added,
orselectively if ONLYMOBS/ONLYITEMS added.

The flag NOUNINVOKE can be substituted for a spell to make all the effects
non-dispellable until the property no longer applies; use this flag with care!
The flag LEVEL=[NUMBER] can also be substituted for a spell name to force all
the listed effects be cast at a different level than default.The flag
MAXTICKS=[NUMBER] can be used to shorten the length of all spell casts.
The flag TICKS=[NUMBER] can be used to shorten the length of all subsequent
listed spells.
The flag NOOWN can be used to skip item ownership checks.

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

Prop_Fumble: Causing skill failures

Property   : Prop_Fumble 
Targets : Items, Areas, Rooms
Parameters : CHANCE=[PCT] (ITEM=WORN/HERE/HAVE/PRESENT) (MASK=[ZAPPERMASK])
Parameters : (MSG="<S-NAME> fail(s) to do @x1 to <T-NAME> because @x2.")
Parameters : (PRIVATE=TRUE/FALSE) (AID=[ABILITY ID],..) (WEAPON=TRUE/FALSE)
Parameters : (ATYPE=[ABILITY TYPE],...) (ADOMAIN=[DOMAIN],...)
Parameters : (CAST=[ABILITY ID(ARGS)],...)
Example : chance=50% mask="-race +elf" aid=Spell_Fireball,Spell_Light
Example : chance=50% atype=spell,skill domain=stealthy
Example : chance=50% atype=spell cast=Spell_Fireball
Description:
Causes a spell or skill to fumble and show a message according to the given
chance%. The skills to fumble are identified as belonging to the given ATYPE
(if specified) AND either belonging to the ADOMAIN, having an AFLAG, or having
its Ability ID in the list of AID. The skill will fumble if the caster matches
the given MASK zappermask. The message MSG= may be specified, with special
codes @x1 for the skill name, and @x2 for the affected item name. The message
can be shown PRIVATE= ly, or to everyone in the room. If the affected is an
item, the ITEM= parameter can be used to specify the state that the item must
be in to cause the fumble. Lastly, a CAST= argument can be given to cause
fumbles to be accompanied by a spell being cast by the item against the skill
user.

Prop_Fumble also has another mode of operation. If WEAPON=TRUE, then instead
of fumbling skills, it will fumble attacks and cause the attacker to suffer the
consequences.

Prop_HaveAdjuster: Adjustments to stats when owned

Property   : Prop_HaveAdjuster 
Targets : Items
Parameters : statistic names followed by a +, -, or = and a value
Parameters : The above parameters may be followed by an optional mask
Example : str+2 dex-2 class=thief race=elf allset=aname-3
Example : str+2 ableprofs="spell_fireball(10)" MASK=-Race +Dwarf
Description:
So long as the item with this property is owned, the listed effects will be
given to the owner. All parameters use the + or - adjuster, except the class,
race, gender, ableprofs, and ablelvls parameters. Valid parameters are as
follows:
strength dexterity constitution charisma wisdom intelligence
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
savepar savefir savecol savewat savegas savemin savegen savejus
saveaci saveele savepoi saveund savemag savedis savetra
ability (magical level), armor, attacks (prowess), damage (max), disposition
(see AHELP ADJDISPOSITION), level, rejuv(!NO!), senses (see AHELP ADJSENSES),
speed (#attacks), height, weight, ambiance+``,gender, class, race, hitpoints,
hunger (stomach size), mana, movement, thirst (stomach size) conversion
weightadj saveblunt savepierce saveslash savespells saveprayers savesongs
savechants critpctweapons critpctmagic critdmgweapons critdmgmagic faith deity
rejuvrate xpadjpct. Ableprofs and ablelvls is a commma-delimited list of
ablityids followed by a number in parenthesis to adjust proficiency or casting
level by.

By default, the values + or - are added to the existing values. However, if
MULTIPLYPH=true is included in the parameters, then attack, armor, and damage
will instead have their values multiplied by the given value / 100. Likewise,
if MULTIPLYCH=true is included, then hitpoints, mana, and movement are
similarly multiplied instead of added. All other values act the same.
Parameters may also include ALLSET=[SET_NAME]-[NUMBER] where SET_NAME is a
arbitrary un-spaced name of the set to which the item belongs. Only when
[NUMBER] items in that set are possessed (or worn for Prop_WearAdjuster) will
all of the stats be adjusted according to their parameters.

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

Prop_HaveEnabler: Granting skills when owned

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


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

Prop_HaveResister: Resistance due to ownership

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

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

Prop_HaveSpellCast: Casting spells when owned

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

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

Prop_HaveZapper: Restrictions to ownership

Property   : Prop_HaveZapper 
Targets : Items
Parameters : masking parameters described below, optional zap message
Example : -class +mage -race +elf -evil
Example : MESSAGE="<O-NAME> flies off <S-NAME>" -class +mage
Example : -class +mage "event=accuse,trespassing" "message="
Description:
Whenever this item is picked up by a mob, the item will be zapped out of the
mobs hands if they meet the parameters. An optional MESSAGE parameter can
define what is seen when the zap occurs. Also optionally, the parameters can
start with the word ACTUAL to change zapping behavior to look at actual values
instead of perceived values (this about a class check applied to a Charlatan.).
The parameters can also start with the word CONTENT to have the zapper apply
equally to a container and its contents (at least until the thing with the
zapper is separated from the container). If the parameters include any
alignment checks, the item will end up with an appropriate ambiance as well.
The optional EVENT parameter is a comma-delimited set of strings, where the
first is one of ZAP (default) or ACCUSE followed by a comma and the crime key
from a laws.ini type definition. See AHELP ZAPPERMASK, where allowed can
possess, and disallowed is zapped.

Prop_HereAdjuster: Adjustments to stats when here

Property   : Prop_HereAdjuster 
Targets : Rooms
Parameters : statistic names followed by a +, -, or = and a value
Parameters : The above parameters may be followed by an optional mask
Example : str+2 dex-2 move+100 class=thief race=elf gender=F
Example : str+2 ableprofs="spell_fireball(10)" MASK=-RACE +Dwarf
Description:
So long as the room with this property is occupied, the listed effects will be
given to the occupants. All parameters use the + or - adjuster, except the
class, race, and gender, ableprofs, and ablelvls parameters. Valid parameters
are as follows:
strength dexterity constitution charisma wisdom intelligence
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable)
savepar savefir savecol savewat savegas savemin savegen savejus
saveaci saveele savepoi saveund savemag savedis savetra
ability (magical level), armor, attacks (prowess), damage (max), disposition
(see AHELP ADJDISPOSITION), level, rejuv(!NO!), senses (as AHELP ADJSENSES),
speed (#attacks), height, weight, ambiance+``,gender, class, race, hitpoints,
hunger (stomach size), mana, movement, thirst (stomach size) conversion
weightadj saveblunt savepierce saveslash savespells saveprayers savesongs
savechants critpctweapons critpctmagic critdmgweapons critdmgmagic faith deity
rejuvrate xpadjpct. Ableprofs and ablelvls is a commma-delimited list of
ablityids followed by a number in parenthesis to adjust proficiency or casting
level by.

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

Prop_HereEnabler: Granting skills on arrival

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

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

Prop_HereSpellCast: Casting spells when here

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

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

Prop_Hidden: Persistent Hiddenness

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

Optional flags include:
Unlocatable - makes the item unlocatable by spells, or an area by the WHERE
command.
Bubbles - makes the hidden property not only apply to the object, but to an
owner.

Prop_IceBox: Works like an ice box

Box is an item that is craftable by Pottery.

Prop_ImproveGather: Improve Gathering Skills

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

See AHELP ZAPPERMASK, where allowed is improved, and disallowed is not.

Prop_InstantDeath: An Instant Death Property

Property   : Prop_InstantDeath 
Targets : MOB, Item, Room, Area
Parameters : (MASK="[zapper]") (DAMAGE=[NUM]) (DMGPCT=[0-100]) (MSG="[STR]")
Example : mask="-race +dwarf"
Example : damage=10 dmgpct=0 msg="<S-NAME> <DAMAGES> <T-NAME>"
Description:
Will (eventually) cause the death of anyone using the item, attacking the mob,
or entering the room or area. If a mask if given, only those matching the mask
are killed. If a DMGPCT < 100 is used, damage is done and the MSG is displayed.
If a DAMAGE > 0 is used, but DMGPCT=0, then a flat amount of damage is done.

See AHELP ZAPPERMASK, where allowed is killed, and disallowed is spared.

Prop_Invisibility: Persistent Invisibility

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

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

Bin is an item that is craftable by Blacksmithing.

Prop_ItemNoRuin: Manages Deletion/corruption from corpses

Property   : Prop_ItemNoRuin 
Targets : ITEM
Parameters : (NEVERMIND)
Example :
Description:
When placed on an item, that item will be exempt from your systems loot policy.
The item will not be deleted, corrupted, ruined, or otherwise affected by the
policy, regardless of your ini file settings. If the NEVERMIND argument is
given, however, it will always be ruined no matter what.

Prop_ItemSlot: Has slots for enhancement items

Property   : Prop_ItemSlot 
Targets : ITEM
Parameters : (NUM=[SLOTS COUNT]) (TYPE=[STRING]) (LEVEL=NONE/HIGH/ADD)
Parameters : (REMOVABLE=[TRUE/FALSE]) ; [XML]
Example : NUM=4 TYPE=Gems REMOVABLE=TRUE
Description:
When placed on an item, that item will have available slots into which other
items, those with the Prop_ItemSlotFiller property, can be PUT using the PUT
command. When this is done, the item with this property will gain the effect
benefits of the other item in addition to its own.

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

Prop_ItemSlotFiller: Provides for enhanced item slots.

Property   : Prop_ItemSlotFiller 
Targets : ITEMS (NOT CONTAINERS)
Parameters : (NUM=[SLOTS COUNT]) (TYPE=[STRING]) (SKIPS=[ID,...])
Parameters : (ADDS="[ID(args),...]")
Example : NUM=4 TYPE=Gems REMOVABLE=TRUE
Description:
When placed on an item, that item will put able to be PUT, using the PUT
command, into the slots provided on an item with the Prop_ItemSlot property.
When this is done, the item into which this item is PUT will gain all the
effect benefits of this item.

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

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

The ADDS property is a comma delimited list of Ability IDS/Properties for
adjusting the item or the wearer of the item whose slot is being filled.
Adjustments to physical stats like attack, armor, damage, speed, or
disposition/senses will only affect the slotted item itseld, while all other
character state and stat adjustments will impact the wearer/wielder of item.

Prop_ItemTransporter: Item Transporter

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

Prop_ItemTransReceiver: Item Transporter Receiver

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

Prop_LangTranslator: Language Translator

Property   : Prop_LangTranslator 
Targets : Mobs, Items, Rooms
Parameters : (NOTRANSLATE) ([PERCENT]) (`WORDS) ([LANGUAGE ID]) ...
Parameters : (#[PLAYERNAME])
Example :
Example : 100% Dwarven 50% Elvish
Example : Dwarven Elvish
Example : NOTRANSLATE 75% `smile `beer Dwarven #BOB
Description:
This is property has two distinct but related purposes. The original is to
allow the mob or item to translate any words spoken in the room in a language
other than Common, into Common. The mob or item will SAY the translation out
loud. The percentage chance given, which defaults to 100%, will be the chance
that the mob or item will translate any given sentence.

The other function of this property is activated when NOTRANSLATE is one of the
parameters. In this case, this property on a mob will allow that mob to
understand languages they otherwise would not. In fact, understanding can be
limited to specific words by prefixing a language id with one or more `words.
This mode can also support passing commands through to mobs by including the
names of trusted players using the # syntax, or a wildcard name of #*.

Prop_LanguageSpeaker: Forces language speaking

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

The parameters affect who will start speaking the language. By default, any
non-player mob will become affected. HOMEONLY will force only those whose
starting room is in the area to speak. NOMOBS will eliminate all non-players
from consideration. PLAYERS will allow players to be affected. An optional
zapper mask may follow a semicolon to add additional masks. +SYSOP (allow
archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB +.Drink" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM -.Drink" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -bard (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with highest class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN "+The Boyz" +Monkeys (disallow all except those in listed clan(s))
+CLAN "-The Boyz(CHIEF)" (disallow only those in a listed clan w/role/func)
-CLANLEVEL +clanname +>5 +* +<10 (disallow all except member clan level)
+CLANLEVEL -1 ->5 -clanname -<10 (disallow only these member clan levels)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX,+INT, +WIS, +CON, +CHA, +DEX (See -STR/+STR)
+-ADJSTR...ADJCON (Same as +STR/-STR, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-PARENTAREA +PARENTAREA (As +-AREA but checks parents)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME/+ISHOME (disallow all npcs not in/unless in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only without an item name)
+ITEM "-item name" etc... (disallow when having an item name)
-WORN "+item name" etc... (disallow when not wearing item name)
-WORN "+item name" etc... (disallow when not wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IFSTAT -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
+OR/-OR to separate conditions. -OR negates the following condition(s)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY(OFYEAR) +X (disallow always, unless the hr/mn/day is X)
+HOUR/+MONTH/+DAY(OFYEAR) -X (disallow those only when the hr/mn/day is X)
/+-WEEK(OFYEAR)/+-YEAR ( ... also supports "Xnd Y" and "X of Y")
-SEASON +FALL (disallow when season is not FALL)
+SEASON -SPRING (disallow whenever the season is SPRING)
-WEATHER +DROUGHT (disallow when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow whenever the weather is BLIZZARD)
-DOMAIN +CAVELAKESURFACE (disallow when not in a CAVELAKESURFACE)
+DOMAIN -MOUNTAINS (disallow those in the MOUNTAINS)
-QUESTWIN "+MY QUEST" (disallow those who have not won MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
+TAG, -TAG +tagid etc.. (disallow or dont disallow tags as above)
+ACCCHIEVES, -ACCCHIEVES +achieveid etc.. (disallow achievements as above)
-RIDE +RIDE zappermask (Apply remainder of criteria to ridden)
-FOLLOW +FOLLOW zappermask (Apply remainder of criteria to followed)

Prop_LimitedContents: Limited Content Types

Tent is an item that is craftable by Tailoring.

Prop_LimitedEquip: Limited Equips Item

Property   : Prop_LimitedEquip 
Targets : Items
Parameters : [MAX NUM](;ID="[IDENTIFIER]" MESSAGE="[MESSAGE]")
Parameters : (GET=[T/F] MASK="[ZAPPERMASK]")
Example : 3
Example : 3;id="my unique id" message="Can't do it!"
Description:
This property will ensure that no more than the given number of items with the
same name (or ID) as the ones with this property can be equipped by someone at
the same time, or gotten at the same time if GET=TRUE. An optional zappermask
can filter who this restriction applies to.

Prop_LimitedItems: Limited Item

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

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

Prop_LocationBound: Leave the specified area, or room

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

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

Ale is an item that is craftable by Distilling.

Prop_LotsForSale: Putting many rooms up for sale

Ale is an item that is craftable by Distilling.

Prop_MagicFreedom: Magic Neutralizing

Gi is an item that is craftable by Tailoring.

Prop_MOBEmoter: A MOB emoter property

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

Prop_ModExperience: Modifying Experience Gained

Property   : Prop_ModExperience 
Targets : MOBs, Items, Rooms, Areas
Parameters : (=,+,-,*,/)[NUM](%)(SELF)(RIDEOK)(TARGET)(;[MASK])(;;[TYPE])
Parameters : ([Comma-delimited, bracket[]-surrounded groups of above])
Example : 500
Example : 500;-race +orc
Example : =10%
Example : +20% SELF RIDEOK
Example : [+20% SELF RIDEOK;-race +horse],[=10%;-race +elf]
Example : +20%;-class +Fighter +Mage -Race +Elf
Example : *2
Description:
Allows the archon to modify the amount of experience gained by each player for
slaying the mob. If placed on a mob, the experience will be granted according
to the parm, so long as the player meets the mask, and xp meets the type
parameters (both optional). The property will apply to the mob with this
property him or herself only if the word SELF is included in the first
parameters. The property will apply to riders of mobs with this property,
unless RIDEOK is included in the first parameters. This property will only
apply to targeted xp (like combat) with the TARGET parameter. Other arguments
include: NEGATIVE to apply only to lost experience, or POSINEGA to apply to
positive and negative experience. POSITIVE experience only is the default. If
placed on an item, the xp mod will be applied to the wearer (or wielder or
holder) . If placed on a Room or Area, the experience mods will be apply to
those inside. If no mask or xp type is given, the experience is always granted.
For valid masks, see AHELP ZAPPERMASK, where allowed is modified, and
disallowed is not modified. Valid xp types include things like:
"ABILITY:[ability id]", "COMBAT:*", "SCRIPT:[quest name]", "CLASS:[class
name]", "ACHIEVE:*", "COMMAND:[command id]", "LIEGE:[name]", "MISC:*", etc. The
type can be matched using * or ? characters. Multiple independent XP changes
may be specified by grouping all arguments in [], and separating multiple
groupings with commas.

Prop_ModFaction: Modifying Faction Gained

Property   : Prop_ModFaction 
Targets : MOBs, Items, Rooms, Areas
Parameters : (+/-[FACTION ID]:)(=,+,-,*,/)[NUMBER](%)(;[MASK])
Example : alignment.ini: 500
Example : alignment.ini: 500;-race +orc
Example : =10%
Example : examples/reputation.ini: +20%
Example : +20%;-class +Fighter +Mage -Race +Elf
Example : +alignment.ini:*2
Description:
Allows the archon to modify the amount of faction gained or lost by each player
for slaying the mob. If placed on a mob, the faction will be granted according
to the parm, so long as the player meets the mask parameters (optional) and so
long as the faction being changed is the one specified in the parameters (also
optional). The faction id is left empty to specify affecting all factions. The
faction id can be preceeded by a + to only affect faction gains, - to only
affect faction losses, or neither to affect both. You can also use REACTION as
a faction ID to only apply to factions that have reactions defined. If this
property placed on an item, the faction will be altered for the wearer (or
wielder or holder), so long as the mob killed meets the mask (optional). If
placed on a Room or Area, the faction will be changed for one who meets the
(optional) mask requirements. If no faction id is given, all factions are
changed. If no mask is given, the faction is always granted. For valid masks,
see AHELP ZAPPERMASK, where allowed is modified, and disallowed is not.

Prop_MoveRestrictor: Moving restrictor

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

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

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

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

The DISMOUNT will automatically dismount any riders on the affected.

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

Prop_MultiEffects: Multi Effects

Tie is an item that is craftable by Tailoring.

Prop_NarrowLedge: The Narrow Ledge

Property   : Prop_NarrowLedge 
Targets : Rooms, Exits
Parameters : check=[%] name=[NAME OF THE LEDGE] (room=[ROOM ID])
Example : check=16 name="the narrow ledge"
Example : check=25 name="a tightrope" room="myarea#2"
Description:
Whenever a player enters or exits the room or exit with this property, that
player is in great danger. If the player fails to roll beneath their Dexterity
on a roll from 1-the "check" parameter, the player will fall to their death or
into the specified room ID. The check parameter can be made smaller to give
those with less dexterity a better survival chance, or made higher to make it
more difficult to survive.

Prop_NewDeathMsg: NewDeathMsg

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

Prop_NoChannel: Channel Neutralizing

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

Prop_NoCharm: Charm Spell Neutralizing

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

Prop_NoCraftability: Not Learnable for Crafting

Raft is an item that is craftable by Boatwrighting.

Prop_NoDamage: No Damage

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

Prop_NoOrdering: Group/Ordering Neutralizing

Ring is an item that is craftable by Jewel Making.

Prop_NoPKill: No Player Killing

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

Prop_NoPurge: Prevents automatic purging

Property   : Prop_NoPurge 
Targets : Rooms, Containers, Items
Parameters : ([TIMESTAMP]/[DATE-TIME]_
Example :
Example : 16885795721221
Example : 10/31/2023 08:51am
Description:
Prevents items in the room from being destroyed as refuse over time. When
placed on an item, this property makes the item immune to "garbage collection"
regardless of where in the world it is. If no parameter is given, the
protection will last until the next reboot, or otherwise until the time given.

Prop_NoRecall: Recall Neuralizing

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

Prop_NoSummon: Summon Spell Neutralizing

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

Prop_NoTeleport: Teleport-INTO Spell Neutralizing

Property   : Prop_NoTeleport 
Targets : Room, Area
Parameters : (EXCEPTIONS=[ROOMID/AREANAME,etc..]) (NOSUMMON=TRUE)
Parameters : ... (INTERAREAOK=true/false) (MESSAGE=[message])
Parameters : ... (REDIRECT=[ROOM ID])
Example :
Example : exceptions="area name#12,other area name"
Description:
Disallows the casting of gate, teleport, portal, plantpass, and other spells
INTO this area. If this is placed on an area, specific room or area exceptions
may be given. By default, mob summoning skills, such as monster summoning, ARE
allowed, but can also be disabled with nosummon=true. The optional exceptions
argument can list room ids, area names, planarability, or spell ids. The
NOSUMMON argument prevents summoning also, and INTERAREAOK allows/prevents
teleportation inside an area with this property. MESSAGE can be used to change
the fizzle message seen by the casters. REDIRECT is an optional room ID that
will allow the teleport to procede, but only to the specific room.

Prop_NoTeleportOut: Teleport OUT OF Spell Neutralizing

Property   : Prop_NoTeleportOut 
Targets : Room, Area
Parameters : (EXCEPTIONS=[ROOMID/AREANAME,etc..])
Example :
Example : exceptions="area name#12,other area name"
Description:
Disallows the casting of gate, teleport, portal, plantpass, and other spells
OUT OF this area. The optional exceptions argument can list room ids, area
names, planarability, or spell ids. The INTERAREAOK argument allows/prevents
teleportation inside an area with this property.

Prop_NoTelling: Tel Neutralizing

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

Prop_OpenCommand: Opening Command

Property   : Prop_OpenCommand 
Targets : Containers, Exits
Parameters : [COMMAND WORD] ([PARMS...]/NOOPEN/MESSAGE=[STR];...
Example : twist knob;NOOPEN;MESSAGE="Doorknob!!";tw knob;twi knob
Example : smack botto*
Description:
When applied to a locked container or exit, this property will force the
affected openable to unlock and open when the command phrase is entered by the
user in its presence. The command word must match exactly, and the command
entered must otherwise be completely invalid. PARMS arguments must also match
exactly, although any PARM arg may end with * to use a starting string
wildcard. A PARM argument may also end with ** to match the rest of the users
entered command string. In addition to a series of command words, you can also
use the NOOPEN arg to also disable the standard open command for the exit/item,
or use MESSAGE= to change the message sent to the room, which can use <S-NAME>
for the actor, and <T-NAME> for the item.

Prop_OpenPassword: Opening Password

Sword is an item that is craftable by Scrimshawing.

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

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

Prop_PeaceMaker: Strike Neuralizing

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

Prop_PracticeDummy: Practice Dummy

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

Prop_PrivateProperty: Physical Property

Rope is an item that is craftable by Weaving.

Prop_PropSetter: Changing properties/attributes

Property   : Prop_PropSetter 
Targets : All
Parameters : TRIGGER=[TRIGTYPE] (BUBBLE=TRUE/FALSE) [STAT="VALUE"]
Example : trigger=get bubble=false ammocapacity=10
Example : trigger=always bubble=false capacity="@x1+${WEIGHT}+5"
Description:
This property changes the settable fields on the affected object, or an items
owner if bubble=true. The change occurs on the trigger, and is undone on an
opposing event, if the trigger has one. The supported triggers are: ALWAYS,
ENTER, BEING_HIT, WEAR_WIELD, GET, USE, PUT ,MOUNT, DROP_PUTIN, HITTING_WITH.
The stats you can discover by using LIST STATS [CLASSNAME].
"VALUE"s can be anything, including math formulas based on the previous numeric
value by including the @x1 variable, or by referencing some other stat using
${OTHERSTAT} syntax inside the value.
Now the warnings: Most fields can be temporarily and conditionally adjusted
safely using the various Prop_*Adjuster properties. This property makes
permanent savable changes, similar to MPGSET in a script. It *might* also be
able to safely undo a change, making it seem temporary, but its best to use
this as a last resort, and to test it first.

Prop_QuestGiver: Gives a Quest

Gi is an item that is craftable by Tailoring.

Prop_ReqAlignments: Alignment Limitations

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

Prop_ReqCapacity: Capacity Limitations

Cap is an item that is craftable by Armorsmithing.

Prop_ReqClasses: Class Limitations

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

Prop_ReqEntry: All Room/Exit Limitations

Property   : Prop_ReqEntry 
Targets : Rooms, Areas, Exits, Portals
Parameters : (nosneak) (nofollow) (actual) ("message=my message")
Parameters : ("event=[block/accuse],(crime)") mask
Example : -race +elf
Example : nosneak -race +elf
Example : "event=accuse,trespassing" "message=" -race +elf
Example : "message=Elves Only in there!" nofollow -race +elf
Description:
Creates restrictions for entering a room. Followers will be allowed unless
explicitly disallowed. Valid parameters include:
nosneak (disallow sneaking past the requirement)
nofol (disallow followers)
actual (discount disguises)
"message= ... " (override the default no-entry message.
"event= ..." (comma-delim event: default='block', or 'accuse,[crime],..')
See AHELP ZAPPERMASK, where allowed can enter, and disallowed is not.

Prop_ReqHeight: Height Restrictions

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

Prop_ReqLevels: Level Limitations

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

Prop_ReqNoMOB: Monster Limitations

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

Prop_ReqPKill: Playerkill ONLY Zone

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

Prop_ReqRaces: Room/Exit Race Limitations

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

Prop_ReqStat: Require stat values

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

Prop_ReqTattoo: Tattoo Limitations

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

Prop_ReRollStats: Re Roll Stats

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

Prop_Resistance: Resistance to Stuff

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

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

Prop_RestrictSkills: Specific Skill Neutralizing

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

Prop_RestrictSpells: Specific Spell Neutralizing

Property   : Prop_RestrictSpells 
Targets : Room, Area
Parameters : [SPELLID];[SPELLID];...
Example : Spell_Sleep;Chant_Uplift;
Description:
Cancels the effects of the listed spells when cast on or in the room.

Spell IDs can optionally include an argument in parenthesis () to restrict the
spell only when cast against a target of the given name. Spell ids with
parenthesis arguments may be listed multiple times. When a spell targets a
room or area, the name of a Plane of Existence may also be a valid argument.

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

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

If persist is set to true, then the mob will stop following the player, but
remain in the game when the player logs out.

Prop_RideAdjuster: Adjustments to stats when ridden

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

Prop_RideEnabler: Granting skills when ridden

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

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

Prop_RideResister: Resistance due to riding

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

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

Prop_RideSpellCast: Casting spells when ridden

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

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

Prop_RideZapper: Restrictions to riding

Property   : Prop_RideZapper 
Targets : Items and Mobs
Parameters : masking parameters described below, optional zap message
Example : -class +mage -race +elf -evil
Example : MESSAGE="<S-NAME> falls off <O-NAME>!" -class +mage
Example : -class +mage "event=accuse,trespassing" "message="
Description:
Whenever the rider of the item or mob with this property mounts the item, they
will be zapped unless it is allowed by the listed parameters.
An optional MESSAGE parameter can define what is seen when the zap occurs. Also
optionally, the parameters can start with the word ACTUAL to change zapping
behavior to look at actual values instead of perceived values (this about a
class check applied to a Charlatan.) The optional EVENT parameter is a
comma-delimited set of strings, where the first is one of ZAP (default) or
ACCUSE followed by a comma and the crime key from a laws.ini type definition.
If the parameters include any alignment checks, the item will end up with an
appropriate ambiance as well. For valid masking parameters, see AHELP
ZAPPERMASK, where allowed can ride, and disallowed is zapped.

Prop_RoomDark: Darkening Property

Property   : Prop_RoomDark 
Targets : Areas, Room
Parameters : (HOURS=[NUM],[NUM],...)
Example :
Example : HOURS=1,4,0
Description:
Makes a room dark, so that you need a light to see it. You can specify the
hours of the day in which the room is made dark using the optional HOURS
argument.

Prop_RoomForSale: Putting a room up for sale

Ale is an item that is craftable by Distilling.

Prop_RoomLit: Lighting Property

Property   : Prop_RoomLit 
Targets : Areas, Room
Parameters : (HOURS=[NUM],[NUM],...)
Example :
Example : HOURS=1,4,0
Description:
Makes a room lit, even at night. You can specify the hours of the day in
which the room is made lit using the optional HOURS argument.

Prop_RoomPlusForSale: Putting an expandable room up for sale

Ale is an item that is craftable by Distilling.

Prop_RoomRedirect: Room Redirect Property

Property   : Prop_RoomRedirect 
Targets : Areas, Room
Parameters : [ROOM ID]=[ZAPPERMASK](;[ROOM ID]=[ZAPPERMAKS] ... )
Example : Midgaard#3001=-name +bob;Midgaard#3005=-name +joe
Description:
Allows a room or area to redirect players into another room based on a
zappermask check of them. Multiple masks and entries may be included, and each
entry is separated by semicolons. An entry is a room id followed by an equal
sign and a zapper mask. An empty room ID will let the player enter the room or
area as normally. A room ID number will check only the current area of the
host object. This property allows players to be redirected based on a mask, but
won't fool more programmatic mapping systems, such as concierge behavior or
tracking skills. Once active, only SYSMSGS can be used to re-enter the based
room regardless of settings.

Prop_RoomsForSale: Putting a cluster of rooms up for sale

Ale is an item that is craftable by Distilling.

Prop_RoomUnmappable: Unmappable Room/Area

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

Prop_RoomView: Different Room View

Property   : Prop_RoomView 
Targets : Exits, Rooms, Items
Parameters : ((LONGLOOK) (ATTACK);)[Room ID to show, or direction]
Example : Midgaard#3001
Example : LONGLOOK;south
Description:
Allows players looking at the room or exit to actually SEE the room description
specified in the parameter. Useful for high-up views of the countryside. The
LONGLOOK parameter makes it so the room is seen only on Examine/Longlook.
ATTACK makes it so a single ranges attack can target someone in the room (but,
not visa-versa).
The Room ID "OUT" can be used to allow boardable items, such as castles, ships,
etc, to view the room in which their item object is in. "DOWNINOUT" can be
used by the same boardables to view the rooms below.

Prop_RoomWatch: Different Room Can Watch

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

Prop_SafePet: Unattackable Pets

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

Prop_ScrapExplode: Scrap Explode

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

Prop_ShortEffects: Short Effects

Property   : Prop_ShortEffects 
Targets : MOB, Item, Area, Room, etc
Parameters : ([MAX TICKS] (REMOTEOK) (LONGTIMEOK);)([ABILITY MASK])
Parameters : (... (OWNER) (WEARER) ;)([ABILITY MASK])
Example : 3 REMOTEOK;+SKILLFLAG -DANCING -SINGING -PLAYING
Description:
Makes the mob with this property more resiliant against effects by limiting
their tick-down time, and preventing effects cast by someone not in the same
room. Useful for bosses and elite mobs. The effects can be re-enabled with
REMOTEOK or LONGTIMEOK. An ability mask can be given to limit what skills are
affected by this property, although traps, poisons, and diseases always get a
pass from remote effects. If the protected thing is an Item, OWNER and WEARER
can limit the circumstances of protection.

Prop_Smell: A Smell

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

Prop_Socials: Local Social creating property

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

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

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

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

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

Prop_Sounder: Reactive Noise

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

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

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

Prop_SparringRoom: Player Death Neutralizing

Ring is an item that is craftable by Jewel Making.

Prop_SpellAdder: Casting spells on oneself

Ladder is an item that is craftable by Blacksmithing.

Prop_SpellReflecting: Spell reflecting property

Property   : Prop_SpellReflecting 
Targets : MOBs, Items
Parameters : (MIN=[LEVEL]) (MAX=[LEVEL]) (CHANCE=[%]) (FADE=0/1) (REMAIN=[NUM])

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

Prop_StatAdjuster: Char Stats Adjusted MOB

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

Prop_StatTrainer: Good training MOB

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

Prop_StayAboard: Stays on mounted thing

Boa is an item that is craftable by Tailoring.

Prop_Tattoo: A Tattoo

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

Prop_TattooAdder: A TattooAdder

Property   : Prop_TattooAdder 
Targets : MOBs, Items, Exits, Rooms,
Targets : Areas, Weapons, Food, Drink, Armor
Parameters : tattoo name to grant or remove
Example : MANLYMEN
Example : -MANLYMEN
Example : +-MANLYMEN
Example : +~MANLYMEN
Example : +-~MANLYMEN
Example : +34 MANLYMEN
Description:
This property is used to give MOBs tattoos based on an action taken. The
tattoo is given by the object with this property, based on an action which
depends on the type of object with this property. Tattoos are arbitrary
strings, without spaces, that can be checked for as flags by scripts, masks,
and other properties. There are only two types of 'special' tattoos: those
starting with RACE_ and those starting with CHARCLASS_, which are used to grant
access to otherwise inaccessible races or classes for char creation (e.g.
RACE_FIREMEPHIT), assuming all other rules allow.
The tattoo parameter is prefixed with - to remove it when the trigger occurs.
The tattoo parameter is prefixed with + (or nothing) to add it when the trigger
occurs.
The tattoo parameter is prefixed with +- to add or remove it when the trigger
occurs.
The tattoo parameter (after any +- marks) is prefixed with ~ to disable
emoting.
The tattoo parameter is prefixed (after +- or ~) with a number to make it
decay.
The tattoo name is prefixed with ACCOUNT(space) to use account-based tattoos.
The actions which trigger the tattoo include:
MOB - death
Item - get
Exit - enter
Room - enter
Area - enter
Weapon - use in battle
Food - eat
Drink - drink
Armor - wear

Prop_TicketTaker: Ticket Taker

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

Prop_Trainer: THE Training MOB

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

Prop_Transporter: Room entering adjuster

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

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

Prop_Trashcan: Auto purges items put into a container

Trashcan is an item that is craftable by Blacksmithing.

Prop_Uncampable: Can't be camped on

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

Prop_Undroppable: Undroppable stuff

Stuffed peppers is an item that is craftable by Baking.

Prop_Unsellable: Unsellable stuff

Property   : Prop_Unsellable 
Targets : Items, Mobs
Parameters : (MESSAGE="[message]") (AMBIANCE="[ambiance]") (DROPOFF=[T/F])
Example : message="You can't sell that."
Description:
Makes the mob or item unable to be sold to a shopkeeper. The message shown and
whether the item has an ambiance can also be set, and whether this property is
automatically removed when the item is dropped.

Prop_UseAdjuster: Adjusting stats when used

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

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

Prop_UseEmoter: Emoting when used

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

Prop_UseEmoter2: Emoting when used differently

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

Prop_UseSpellCast: Casting spells when used

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

The flag NOUNINVOKE can be substituted for a spell to make all the effects
non-dispellable until the property no longer applies; use this flag with care!
The flag LEVEL=[NUMBER] can also be substituted for a spell name to force all
the listed effects be cast at a different level than default.The flag
MAXTICKS=[NUMBER] can be used to shorten the length of all spell casts.
The flag TICKS=[NUMBER] can be used to shorten the length of all subsequent
listed spells.

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

Prop_UseSpellCast2: Casting spells when used differently

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

The flag NOUNINVOKE can be substituted for a spell to make all the effects
non-dispellable until the property no longer applies; use this flag with care!
The flag LEVEL=[NUMBER] can also be substituted for a spell name to force all
the listed effects be cast at a different level than default.The flag
MAXTICKS=[NUMBER] can be used to shorten the length of all spell casts.
The flag TICKS=[NUMBER] can be used to shorten the length of all subsequent
listed spells.

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

Prop_WeakBridge: Weak Rickity Bridge

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

Prop_WeaponImmunity: Weapon Immunity

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

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

Prop_WearAdjuster: Adjustments to stats when worn

Property   : Prop_WearAdjuster 
Targets : Items (armor and weapons principally)
Parameters : see Prop_HaveAdjuster, and may include optional LAYERED flag
Example : str+2 dex-2 class=thief race=elf allset=aname-3
Example : str+2 dex-2 move+100 LAYERED MASK=-Race +Dwarf
Description:
Whenever the item having this property is wielded or worn, the statistics of
the owner will be adjusted as described in the parameters. Removing the item
will remove the effects. The Layered flag may be used to prevent bonus or
penalty stacking due to multiple items worn on the same location. See
Prop_HaveAdjuster for more information on the valid parameters for this
property.

Prop_WearEnabler: Granting skills when worn/wielded

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

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

Prop_WearOverride: Wearable Unzapper

Property   : Prop_WearOverride 
Targets : Items
Parameters : (DRESS) (CONTENTS) ([masking params])
Example : -class +mage -race +elf -evil
Description:
Whenever the owner of the item with this property tries to wear or wield the
item, they will be be permitted only if allowed by the mask argument.
Additionally, if they are permitted, then any wear restrictions that would
normally prevent them from wearing the item will be suspended until the item is
removed. This is so that you can make special armor for creatures that
normally can't wear standard gear, such as barding for horse backs, and so
forth. The DRESS argument will allow the item to be dressed or undressed from
a creature without regard to normal permission rules. The CONTENTS parm allows
the contents to be seen or manipulated.
For valid masking parameters see AHELP ZAPPERMASK, where allowed can wear, and
disallowed is not.

Prop_WearResister: Resistance due to worn

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

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

Prop_WearSpellCast: Casting spells when worn

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

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

Prop_WearZapper: Restrictions to wielding/wearing/holding

Property   : Prop_WearZapper 
Targets : Items
Parameters : masking parameters described below, optional zap message
Example : -class +mage -race +elf -evil
Example : MESSAGE="<O-NAME> falls off <S-NAME>!" -class +mage
Example : -class +mage "event=accuse,trespassing" "message="
Description:
Whenever the owner of the item with this property tries to wear or wield the
item, they will be zapped unless it is allowed by the listed parameters.
An optional MESSAGE parameter can define what is seen when the zap occurs. Also
optionally, the parameters can start with the word ACTUAL to change zapping
behavior to look at actual values instead of perceived values (this about a
class check applied to a Charlatan.) The optional EVENT parameter is a
comma-delimited set of strings, where the first is one of ZAP (default) or
ACCUSE followed by a comma and the crime key from a laws.ini type definition.
If the parameters include any alignment checks, the item will end up with an
appropriate ambiance as well. For valid masking parameters, See AHELP
ZAPPERMASK, where allowed can wear, and disallowed is zapped.

Prop_Weather: Weather Setter

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

Can also change the climate settings. Valid climate mask values include:
"CLIMATE_NORMAL", "CLIMATE_WET", "CLIMATE_COLD", "CLIMATE_WINDY",
"CLIMATE_HOT", "CLIMATE_DRY", "CLIMATE_VOID"

Prop_WizInvis: Wizard Invisibility

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

Property: a Property

Rope is an item that is craftable by Weaving.

QuestBound: QuestBound

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

Regeneration: Stat Regeneration

 
Prayer : Regeneration
Domain : Restoration
Available: Cleric(25), +Other Classes(25)
Allows : Restoring I
Alignment: pure neutral, somewhat good, somewhat evil
Use Cost : Mana (75)
Quality : Always Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PRAY, PR
Usage : PRAY REGENERATION
Example : pray regeneration
The caster recovers hit points, mana, and movement at FOUR times the normal
rate, for the duration of the prayer.

ScriptLater: ScriptLater

 
Skill : ScriptLater
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Creatures
Range : Touch, or not applicable
Property : ScriptLater
Affects : Mobs
Parameters : xml containing invoker, times, and scripts
Example : <scripts><script invoker= clock=>script</script>..
Example : <scripts><script invoker= time=>script</script>..
Example : <scripts><script invoker= ticks=>script</script>..
Description:
Adds a new script to a player at a later time. Invocation arguments are mob,
timeclock, future time in millis, or a number of ticks, and script to add.

Parameters to the Script tag in the Parameters incude:
INVOKER = the name of the mob who caused the later script.
-- ONE OF THE BELOW --
CLOCK = Formatted Mud Date, format=yr/month/day/hr timezone name
TICKS = number of ticks to wait before the script starts.
TIME = timestamp (milliseconds since epoc) that script start.

Shaming: Shaming

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

Sinking: Sinking

Sink is an item that is craftable by Blacksmithing.

Skill_AllBreathing: All Breathing

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

Skill_AwaitClanShip: Await Clan Ship

 
Skill : Await Clan Ship
Domain : Sea travel
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Mana (50)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : AWAITCLANSHIP
Usage : AWAITCLANSHIP
Example : awaitclanship
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.

Skill_CulturalAdaptation: Cultural Adaptation

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

Skill_Explosive: Explosive Touch

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

Skill_FindClanHome: Find Clan Home

 
Skill : Find Clan Ship
Domain : Nature lore
Allows : Nature Lore I
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : FINDSHIP
Usage : FINDCLANSHIP
Example : findclanship
The player uses their innate sense of direction to find a trail leading from
where he or she is at present, to their clans nearest private sailing ship!
When walking around, the player will become aware of which direction seems
best.

Skill_FindClanShip: Find Clan Ship

 
Skill : Find Clan Ship
Domain : Nature lore
Allows : Nature Lore I
Use Cost : Movement (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : FINDSHIP
Usage : FINDCLANSHIP
Example : findclanship
The player uses their innate sense of direction to find a trail leading from
where he or she is at present, to their clans nearest private sailing ship!
When walking around, the player will become aware of which direction seems
best.

Skill_Flee: Flee

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

Skill_HardToStarboard: Hard to Starboard

 
Skill : Hard to Starboard
Domain : Sea travel
Allows : Ranged Sailing I, Reduced Sailing I, Power Sailing I
Allows : Extended Sailing I
Use Cost : Movement (100)
Quality : Circumstantial
Targets :
Range : Touch, or not applicable
Commands : HARDTOSTARBOARD
Usage : HARDTOSTARBOARD
Example : hardtostarboard
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.

Skill_Keenvision: Keenvision

 
Skill : Keenvision
Domain : Alert
Allows : Vigilantly I
Invoked : Automatic
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.

Skill_LongReach: Long Reach

 
Skill : Long Reach
Domain : Racial ability
Invoked : Automatic
This skill grants the ability to use a melee weapon at a slightly longer range.

Skill_PlanarVeil: Planar Veil

 
Skill : Planar Veil
Domain : Illusion
Allows : Reduced Illusing I, Power Illusing I, Ranged Illusing I
Allows : Extended Illusing I
Use Cost : Mana (25) Movement (25)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : PLANARVEIL, PVEIL
Usage : PLANARVEIL
Example : planarveil
Example : pveil
When in the wilderness on any plane except the prime material, the character
maintains a state of being perfect hidden, regardless of actions taken.

Skill_Slip: Slip

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

Skill_Stonecunning: Stonecunning

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

Skill_TailSwipe: Tail Swipe

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

Skill_Track: Tracking

 
Skill : Track Criminal
Domain : Legal
Available: Gaoler(18)
Allows : Legal Lore I
Use Cost : Movement (68)
Quality : Sometimes Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : CTRACK, TRACKCRIMINAL, CRIMINALTRACK
Usage : CTRACK [CRMININAL NAME]
Example : ctrack bob
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.

Skill_UndeadInvisibility: Undead Invisibility

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

SlowLearner: Slow Learner

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

Soiled: Soiled

Being dirty and smelly.  Bathing or just moving around in water usually fixes
it.

Song: a Song

 
Skill : Play Instrument
Domain : Artistic
Available: Abjurer(1), +Other Classes(1)
Requires : A base wisdom of at least 5.
Allows : Quick Working I, Quick Worker I, Artsy I
Use Cost : Movement (24)
Quality : Circumstantial
Targets : Items
Range : Touch, or not applicable
Commands : PLAY, PLAYINSTRUMENT, PLAYSONG
Usage : PLAYINSTRUMENT (STOP) (LIST)
Example : playinstrument
This skill allows a player to attempt to play a musical instrument they are
holding or prepared to use. If done well, this might amuse an audience.
Proficiency with each kind of musical instrument is separate, so your
proficiency usually only reflects the last kind of instrument you played.
Instruments can be purchased, or made with the Instrument Making skill.

Song_EnchantInstrument: Enchant Instrument

 
Song : Enchant Instrument
Domain : Singing
Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
Use Cost : Mana (all)
Quality : Circumstantial
Targets : Items
Range : Touch - Range 2
Commands : SING, SI
Usage : SING "ENCHANT INSTRUMENT" [SONGL NAME] [TARGET NAME]
Example : sing "enchant instrument" "mana" guitar
This song allows the bard to place any song/dance he or she knows onto an empty
magical music instrument. Once placed on the instrument, the song may be
invoked off it using the playinstrument skill. Enchanting is very draining on
the bard however. The bard will lose some experience points for using this
song. Enchanting also requires that the bard be at full mana.

Song_ReadMusic: Read Music

 
Song : Read Music
Domain : Singing
Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items
Range : Touch - Range 2
Commands : SING, SI
Usage : SING "READ MUSIC" [TARGET NAME]
Example : sing "read music" scroll
This song is required in order to be able to invoke songs off of scrolls.
After singing read music over a scroll, the scroll may be 'read' normally for
the purposes of copying or invoking songs off of it. Seek help on the 'read'
command for more information on scroll use.

Song_RechargeInstrument: Recharge Instrument

 
Song : Recharge Instrument
Domain : Singing
Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
Use Cost : Mana (100)
Quality : Circumstantial
Targets : Items
Range : Touch - Range 2
Commands : SING, SI
Usage : SING "RECHARGE_INSTRUMENT" [TARGET NAME]
Example : sing "recharge instrument" guitar
This song allows the caster to recharge the magical properties of a magic
wand-like musical instrument. If an instrument ceases to produce magic due to
overuse, this spell can make the wand usable again.

Song_RestoreMusic: Restore Music

 
Song : Restore Music
Domain : Singing
Allows : Rejoicing Singing I, Resounding Singing I, Echoed Singing I
Use Cost : Mana (50)
Quality : Circumstantial
Targets : Items
Range : Touch - Range 2
Commands : SING, SI
Usage : SING "RESTORE MUSIC" [TARGET NAME]
Example : sing "restore music" scroll
When sung over a magical song scroll, the notation on the paper gain new
clarity. The scroll then may be re-used more often.

SoundEcho: Sound Echo

Property   : SoundEcho 
Targets : Areas, Rooms
Parameters : [RANGE]/(RANGE=[RANGE] ACCURACY=[ACCURACY]
Example : 4
Example : range=10 accuracy=85
Description:
Causes sound to echo around the area or room when it occurs. In other rooms,
there is a default 50% chance that the echo will seem to come from the
direction it actually came from. The range can be changed by including the
range argument, and the accuracy by its argument (0-100).

Specialization_Weapon: Weapon Specialization

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

Spell: a Spell

 
Spell : Enlightenment
Domain : Transmutation
Available: Abjurer(12), +Other Classes(12)
Allows : Extended Transmuting I, Reduced Transmuting I, Power Transmuting I
Allows : Ranged Transmuting I
Use Cost : Mana (62)
Quality : Always Beneficial
Targets : Creatures
Range : Touch, or not applicable
Commands : CAST, CA, C
Usage : CAST "ENLIGHTENMENT" [TARGET NAME]
Example : cast "enlightenment" bob
This spell grants the target increased intelligence.

Spell_AstralStep: Astral Step

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

Spell_BaseClanEq: Enchant Clan Equipment Base Model


			

Spell_DarkSensitivity: Dark Sensitivity

Spell_lightsensitivity is an item that is craftable by Alchemy.

Spell_Exhaustion: Exhaustion

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

Spell_LightBlindness: Light Blindness

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

Spell_MagicBullets: Magic Bullets

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

Spell_MysticTask: Mystic Task


			

Spell_Untraceable: Untraceable

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

Spell_WellDressed: Well Dressed

An affect common to wearing exquisite clothing, that results in extra Charisma.

SpellCraftingSkill: Spell Crafting Skill

Raft is an item that is craftable by Boatwrighting.

StdAbility: an ability


			

StdBomb: a bomb


			

StdLanguage: Languages

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

StdPlanarAbility: Planar Shifting Ability

Ability    : PlanarAbility 
Parameters : [CASE SENSITIVE PLANE NAME]/ANY
Example : Olympus
Description:
This affect governs Planes of Existence and their attributes. It is
automatically given to areas created by various planar traveling spells. When
applied to mundane areas, players will not be able to travel to the same plane
from there, and only small number of limited attributes of the planes will be
applied, such as SPECFLAGS, BONUSDAMAGESTAT, RECOVERRATE, WEAPONMAXRANGE, and
REQWEAPONS. The Plane Name is case sensitive and must match an entry in
planesofexistence.txt

StdSkill: StdSkill


			

StdTrap: standard trap

Designer strapless dress is an item that is craftable by Master Tailoring.

SuperPower: a Super Power

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

TechSkill: a Tech Skill

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

TemporaryAffects: Temporary Affects

Property   : Temporary Affects 
Targets : Mobs, Items, Exits, Rooms
Parameters : [ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS])
Parameters : +[ABILITYID/BEHAVIORID] [NUM TICKS] ([PARAMETERS])
Parameters : +AMBIANCE [NUM TICKS] ([AMBIANCE TEXT])
Parameters : +BINDTO ([NAME])
Parameters : -[ABILITYID/BEHAVIORID]
Example : +Mood 10 HAPPY
Example : +Clericness 20 Healer
Example : +Prop_Hidden 10
Description:
Allows the builder to temporarily affect a mob, item, exit, or room with a
property or behavior that would normally be permanent if applied in a normal
way. The first parameter is the ability id or the behavior id, the second is
the number of ticks that it will last, while the last parameter is optional
parameters for THAT ability or behavior. The parameters may be prefixed with a
plus(+) sign to allow it to stack with other temporary affects. A minus(-)
sign followed by an ability or behavior id will prematurely remove the
temporary affect. The ability id may be AMBIANCE to add an ambiance string.
The ability id may also be BINDTO in order to bind the effects to the continued
presence of a given named mob or object in the same room. If the parms
(following any optional +) is prefixed with a #, then parms will be allowed on
behaviors on non-mobs here.

TemporaryImmunity: Temporary Immunity

Property   : TemporaryImmunity 
Targets : Mobs
Parameters : Ability ID/Start time in millis;etc..
Example : Disease_Cold/12312312323;Spell_Fireball/123123132
Description:
This is used by diseases primarily to provide a mob or player with temporary
(30 mud hour) immunity to a set of diseases, but you can also include other
ability ids or behavior ids on the list as well.

Thief_DisassembleTrap: Disassemble Traps

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

Thief_HereticalFaith: Heretical Faith

 
Skill : Heretical Faith
Domain : Deceptive
Allows : Deceptive I
Use Cost : Mana (50)
Quality : Sometimes Beneficial
Targets : Caster only
Range : Touch, or not applicable
Commands : HERETICALFAITH, HFAITH
Usage : HERETICALFAITH [DEITY NAME]
Example : hfaith Grimace
Example : hfaith stop
Short(s) : hfaith none
The thief is able to internally convince himself that he's had a conversion
experience to a deity of his choosing.

Thief_ImprovedCaltrops: Improved Caltrops

 
Skill : Improved Caltrops
Domain : Trapping
Allows : Trapping I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : IMPROVEDCALTROPS
Usage : IMPROVED CALTROPS
Example : improvedcaltrops
The thief drops numerous small light sharp metal objects on the ground around
him or her. While the thief will be able to avoid them, anyone entering,
leaving, advancing, or retreating from the room will 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.

Thief_Poison: Deprecated Poison

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

Thief_Search: Search

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

Thief_SlickCaltrops: Slick Caltrops

 
Skill : Slick Caltrops
Domain : Trapping
Allows : Trapping I
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Rooms
Range : Touch, or not applicable
Commands : SLICKCALTROPS
Usage : SLICK CALTROPS
Example : slickcaltrops
The thief drops numerous small slick metal objects on the ground around him or
her. While the thief will be able to avoid them, anyone entering, leaving,
advancing, or retreating from the room will 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_UnderwaterSounds: Underwater Sounds

Allows the player to use the Listen skill under water.

ThiefSkill: a Thief Skill

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

ThinAbility: a Thin Ability


			

Trap_AcidPit: acid pit

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

Trap_AcidSpray: acid spray

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

Trap_AcidThruPit: small acid pit

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

Trap_Avalanche: avalanche

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

Trap_BearTrap: bear trap

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

Trap_Boomerang: boomerang

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

Trap_Boulders: boulders

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

Trap_CaveIn: cave-in

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

Trap_CrushingRoom: crushing room

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

Trap_Darkfall: darkfall

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

Trap_DeepPit: deep pit

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

Trap_DeepThruPit: small deep pit

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

Trap_ElectricShock: electric shock

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

Trap_Enter: Entry Trap

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

Trap_EnterBlade: Entry Blade Trap

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

Trap_EnterGas: Entry Gas Trap

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

Trap_EnterNeedle: Entry Needle Trap

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

Trap_EnterPit: Entry Pit Trap

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

Trap_EnterSpell: Entry Spell Trap

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

Trap_ExitPit: Entry Pit Trap

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

Trap_ExitRoom: Exit Trap

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

Trap_FloodRoom: flood room

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

Trap_Get: Get Trap

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

Trap_GetBlade: Get Blade Trap

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

Trap_GetGas: Get Gas Trap

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

Trap_GetNeedle: Get Needle Trap

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

Trap_GetSpell: Get Spell Trap

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

Trap_Gluey: gluey

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

Trap_Greasy: greasy

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

Trap_Ignition: ignition trap

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

Trap_Infected: infected

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

Trap_Launcher: launcher trap

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

Trap_MonsterCage: monster cage

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

Trap_Needle: poisoned needle

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

Trap_NeedlePrick: poisoned pricker

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

Trap_Noise: noisy trap

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

Trap_Open: Open Trap

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

Trap_OpenBlade: Open Blade Trap

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

Trap_OpenGas: Open Gas Trap

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

Trap_OpenNeedle: Open Needle Trap

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

Trap_OpenSpell: Open Spell Trap

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

Trap_PoisonGas: poison gas

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

Trap_Popper: popping noise

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

Trap_RatPit: rat pit

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

Trap_RatThruPit: small rat pit

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

Trap_RoomPit: pit trap

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

Trap_RoomThruPit: small pit trap

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

Trap_SleepGas: sleep gas

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

Trap_SnakePit: snake pit

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

Trap_SnakeThruPit: small snake pit

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

Trap_Snare: snare trap

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

Trap_Spark: sparking trap

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

Trap_SpellBlast: spell blast

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

Trap_SpikePit: spike pit

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

Trap_SpikeThruPit: small spike pit

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

Trap_SporeTrap: spore trap

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

Trap_Trap: a Trap!

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

Trap_Tripline: tripline

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

Trap_Unlock: Unlock Trap

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

Trap_UnlockBlade: Unlock Blade Trap

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

Trap_UnlockGas: Unlock Gas Trap

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

Trap_UnlockNeedle: Unlock Needle Trap

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

Trap_UnlockSpell: Unlock Spell Trap

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

Trap_Vanishing: vanishing trap

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

Trap_WeaponSwing: weapon swing

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

TriggeredAffects: Triggered Affects

Property   : TriggeredAffects 
Targets : Mobs, Exits, Rooms, Items
Parameters : [PARM LIST - see below]
Example : Disease_Cold/12312312323;Spell_Fireball/123123132
Description:
This allows other properties or effects to be automatically add or removed, for
a limited time, based on a triggering event performed by someone in the same
room.

One parameter list is required for each Property or effect. Multiple property
lists must be grouped in (parenthesis).
Each parameter list has some required and some optional keywords. These are
listed in key="value" format.
The required keywords for each parameter list are:
ID=[ABILITY ID]/[BEHAVIOR ID]/AMBIANCE
TICKS=[NUMBER OF TICKS] - how long the effect will remain or be gone after
triggering.
ONTRIGGER=ADD/REMOVE - whether to add the effect on trigger, or remove it.
TRIGGER=[RITUAL] - the ritual that triggers the change, see AHELP RITUAL.

Optional Keywords:
PARMS=[PARMS] - Parameters for the property or behavior, or the ambiance.
MESSAGE=[MSG] - The message to echo to the room when a trigger occurs.
IMEANIT=TRUE/FALSE - PARMS apply to Behaviors even when applied to a non-agent.

INVOKE=TRUE/FALSE - the ability is invoked instead of merely made an effect.
---

Truce: Truce

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

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

Undead_ColdTouch: Cold Touch

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

Undead_EnergyDrain: Energy Drain

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

Undead_LifeDrain: Drain Life

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

Undead_WeakEnergyDrain: Weak Energy Drain

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

UniPoison: Uni-Poison

 
Skill : Uni-Poison
Use Cost : Mana (25) Movement (25)
Quality : Malicious
Targets : Creatures
Range : Touch, or not applicable
Commands : UPOISON
This poison is not yet documented.

WanderHomeLater: WanderHomeLater

Wand is an item that is craftable by Blacksmithing.

WeakParalysis: Weak Paralysis

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