Properties Reference

CoffeeMud 5.9

Behaviors Properties/Affects

[Acidbreath: Acidbreath]{#Acidbreath}

Ability    : Acidbreath
Parameters : 
Example    : 
Description: 
Duh!

[Addictions: Addictions]{#Addictions}

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

[Age: Age]{#Age}

Every character has a 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}

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.

[AnimalSpeak: Animal Speak]{#AnimalSpeak}

[Antidote: An Antidote]{#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.

[ApeSpeak: Ape Speak]{#ApeSpeak}

[ArchonSkill: an Archon Skill]{#ArchonSkill}

[AutoStack: AutoStack]{#AutoStack}

Ability    : Autostack
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 sporatically on rooms, but like
clockwork on areas.

[BardSkill: a Bard Skill]{#BardSkill}

[BatSpeak: Bat Speak]{#BatSpeak}

[BearSpeak: Bear Speak]{#BearSpeak}

[BigCatSpeak: BigCat Speak]{#BigCatSpeak}

[BirdSpeak: Bird Speak]{#BirdSpeak}

[Bleeding: 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 are not regained while the bleeding
continues.  This conditions 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]{#Bomb_AcidBurst}

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

[Bomb_Explosive: explosive bomb]{#Bomb_Explosive}

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

[Bomb_FlameBurst: flame burst bomb]{#Bomb_FlameBurst}

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

[Bomb_Noxious: stink bomb]{#Bomb_Noxious}

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

[Bomb_Pepper: pepper bomb]{#Bomb_Pepper}

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

[Bomb_Poison: poison gas bomb]{#Bomb_Poison}

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

[Bomb_Smoke: smoke bomb]{#Bomb_Smoke}

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

[Bomb_Spores: spore bomb]{#Bomb_Spores}

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

[Bomb_Water: water bomb]{#Bomb_Water}

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

[BrokenLimbs: Broken Limbs]{#BrokenLimbs}

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]{#BuildingSkill}

[Burning: Burning]{#Burning}

Spell    : Burning Hands
Domain   : Alteration
Available: Numerous Classes(4) 
Allows   : Ranged Altering I, Reduced Altering I, Power Altering I
Allows   : Extended Altering I, Ignalist 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 erupts from the casters hands, aimed at the target. This has
the effect of hurting the target in many cases.

[CatSpeak: Cat Speak]{#CatSpeak}

[Chant: a Druidic Chant]{#Chant}

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

[Chant_DruidicConnection: Druidic Connection]{#Chant_DruidicConnection}

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

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

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

[ChickenSpeak: Chicken Speak]{#ChickenSpeak}

[ChimpSpeak: Chimp Speak]{#ChimpSpeak}

[CombatSleep: Combat Sleep]{#CombatSleep}

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

[CommonSkill: Common Skill]{#CommonSkill}

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

[CowSpeak: Cow Speak]{#CowSpeak}

[CraftingSkill: Crafting Skill]{#CraftingSkill}

Skill    : Clan Crafting
Domain   : Crafting
Available: Numerous Classes(3) Several Classes(1) 
Allows   : Wise Crafting I, Quick Worker I
Use Cost : Movement (5) 
Quality  : Circumstantial
Targets  : Items Creatures 
Range    : Touch, or not applicable
Commands : CLANCRAFT
Usage    : CLANCRAFT (LIST) [ITEM TYPE]
Available: Enchanter Clan Members
Example  : clancraft flag
: clancraft list
: clancraft list flag
: clancraft list all
This skill allows a player to craft clan items.  The clan items from this skill
require that the clan have a certain amount of experience in order to make the
item.  For this reason, only clan members who have the rank of Enchanter (or
the equivalent privileges), may use this skill even if they have the skill. 
The majority of items crafted using this skill serve the CONQUEST system.  See
the help on CONQUEST for more information on how to use the items. The extent
of the items which can be crafted expands as the player goes up in level.  To
begin crafting, the player must have placed the materials he or she wishes to
make the item from on the ground.   Using better materials will increase both
the strength and the required level of the crafted item.

[Dance: a Dance]{#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. 

[DeerSpeak: Deer Speak]{#DeerSpeak}

[Disease: Disease]{#Disease}

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

[Disease_Aids: Aids]{#Disease_Aids}

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

[Disease_Alzheimers: Alzheimers]{#Disease_Alzheimers}

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

[Disease_Amnesia: Amnesia]{#Disease_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_Anthrax: Anthrax]{#Disease_Anthrax}

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

[Disease_Arthritis: Arthritis]{#Disease_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}

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}

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

[Disease_Cancer: Cancer]{#Disease_Cancer}

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

[Disease_Cannibalism: Cannibalism]{#Disease_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}

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}

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}

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_Depression: Depression]{#Disease_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_Fever: Fever]{#Disease_Fever}

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

[Disease_Fleas: Fleas]{#Disease_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}

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

[Disease_FrostBite: Frost Bite]{#Disease_FrostBite}

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

[Disease_Gangrene: Gangrene]{#Disease_Gangrene}

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

[Disease_Giggles: Contagious Giggles]{#Disease_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}

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

[Disease_HeatExhaustion: Heat Exhaustion]{#Disease_HeatExhaustion}

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}

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}

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_Lepresy}

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}

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}

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    : 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}

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}

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}

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

[Disease_MummyRot: Mummy Rot]{#Disease_MummyRot}

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

[Disease_Narcolepsy: Narcolepsy]{#Disease_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_Obesity: Obesity]{#Disease_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}

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_Pneumonia: Pneumonia]{#Disease_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_PoisonIvy}

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_SARS: SARS]{#Disease_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_Sleepwalking: Sleepwalking]{#Disease_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}

Disease    : Smiles
Parameters : 
Example    : 
Description: 
This disease has no bad consequences except for being annoying and infectuous.
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}

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

[Disease_Tetnus: Tetanus]{#Disease_Tetnus}

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

[Disease_Tinnitus: Tinnitus]{#Disease_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_Vampirism: Vampirism]{#Disease_Vampirism}

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

[Disease_Yawning: Yawning]{#Disease_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.

[DiseaseCure: A Cure]{#DiseaseCure}

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.

[DogSpeak: Dog Speak]{#DogSpeak}

[Dragonbreath: Dragonbreath]{#Dragonbreath}

Ability    : Dragonbreath
Parameters : acid, fire, cold, lightning, or gas
Example    : acid
Usage      : DRAGONBREATH
Description: 
Gives the creature the ability to use his or her breath weapon. 

[DuckSpeak: Duck Speak]{#DuckSpeak}

[Dueler: Dueler]{#Dueler}

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

[ElephantSpeak: Elephant Speak]{#ElephantSpeak}

[EnhancedCraftingSkill: Enhanced Crafting Skill]{#EnhancedCraftingSkill}

[ExtAbility: an ability]{#ExtAbility}

[Falling: Falling]{#Falling}

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

[Fighter_CaveTactics: Cave Tactics]{#Fighter_CaveTactics}

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

[Fighter_FieldTactics: Field Tactics]{#Fighter_FieldTactics}

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.

[FighterSkill: FighterSkill]{#FighterSkill}

[Firebreath: Firebreath]{#Firebreath}

Skill    : Fire Breathing
Domain   : Dirty fighting
Available: Jester(9) 
Allows   : Combat Fluidity I, Dirty Fighting I
Use Cost : Mana (59) 
Quality  : Malicious
Targets  : Creatures 
Range    : Touch - Range 5
Commands : FIREBREATHING, FIREBREATH
Usage    : FIREBREATH [TARGET NAME]
Example  : firebreath orc
If the player has a torch, or other burning object in his or her hands, they
can use it to breathe fire at a target.

[FowlSpeak: Fowl Speak]{#FowlSpeak}

[FrogSpeak: Frog Speak]{#FrogSpeak}

[Frostbreath: Frostbreath]{#Frostbreath}

Ability    : Frostbreath
Parameters : 
Example    : 
Description: 
Duh!

[Gasbreath: Gasbreath]{#Gasbreath}

Ability    : Gasbreath
Parameters : 
Example    : 
Description: 
Duh!

[GatheringSkill: GatheringSkill]{#GatheringSkill}

[GenAbility: an ability]{#GenAbility}

Spell    : an ability
Domain   : Abjuration
Allows   : Ranged Abjuring I, Reduced Abjuring I, Power Abjuring I
Allows   : Extended 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]{#GenCraftSkill}

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

[GenLanguage: a language]{#GenLanguage}

Skill    : a language
Invoked  : Automatic
This language is not yet documented.

[GoatSpeak: Goat Speak]{#GoatSpeak}

[GooseSpeak: Goose Speak]{#GooseSpeak}

[GreatBirdSpeak: GreatBird Speak]{#GreatBirdSpeak}

[HealOverTime: Heal Over Time]{#HealOverTime}

Prayer   : Heal Over Time
Domain   : Healing
Allows   : Healing 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.

[HorseSpeak: Horse Speak]{#HorseSpeak}

[Immunities: Immunities]{#Immunities}

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

[Inebriation: 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]{#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!

[ItemRejuv: ItemRejuv]{#ItemRejuv}

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

[Lighteningbreath: Lightningbreath]{#Lighteningbreath}

Ability    : Lighteningbreath
Parameters : 
Example    : 
Description: 
Duh!

[Loyalty: Loyalty]{#Loyalty}

Ability    : Loyalty
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.

[MasterButchering: Master Butchering]{#MasterButchering}

[MonkeySpeak: Monkey Speak]{#MonkeySpeak}

[MonkSkill: MonkSkill]{#MonkSkill}

[Mood: 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!

[MooseSpeak: Moose Speak]{#MooseSpeak}

[OwlSpeal: OwlSpeal]{#OwlSpeal}

[PaladinSkill: Paladin Skill]{#PaladinSkill}

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

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

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

[Paralysis: Paralysis]{#Paralysis}

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

[PigSpeak: Pig Speak]{#PigSpeak}

[Play: a song played]{#Play}

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

[Play_Instrument: Instruments]{#Play_Instrument}

[Poison: 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]{#Poison_Alcohol}

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

[Poison_BeeSting: Bee Sting]{#Poison_BeeSting}

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

[Poison_Bloodboil: Blood Boil]{#Poison_Bloodboil}

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

[Poison_Caffeine: Poison_Hyper]{#Poison_Caffeine}

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

[Poison_Decreptifier: Decreptifier]{#Poison_Decreptifier}

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

[Poison_Firebreather: Firebreather]{#Poison_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]{#Poison_Ghoultouch}

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

[Poison_Glowgell: Glowgell]{#Poison_Glowgell}

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

[Poison_GoblinDrip: Goblin Drip]{#Poison_GoblinDrip}

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

[Poison_Heartstopper: Heartstopper]{#Poison_Heartstopper}

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

[Poison_Hives: Hives]{#Poison_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]{#Poison_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]{#Poison_Mindsap}

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

[Poison_Peppersauce: Peppersauce]{#Poison_Peppersauce}

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

[Poison_Rotten: Rotten]{#Poison_Rotten}

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

[Poison_Slumberall: Slumberall]{#Poison_Slumberall}

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

[Poison_Sting: Sting]{#Poison_Sting}

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

[Poison_Venom: Venom]{#Poison_Venom}

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

[Poison_XXX: XXX]{#Poison_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_OctoArms}

[Power_OctoGrapple: Octo-Grapple]{#Power_OctoGrapple}

[Power_SuperClimb: Super Climb]{#Power_SuperClimb}

[Power_TrapSense: Trap Sense]{#Power_TrapSense}

[Power_WebSpinning: Web Spinning]{#Power_WebSpinning}

[Prayer: a Prayer]{#Prayer}

Prayer   : Dream Feast
Domain   : Restoration
Available: Cleric(18) 
Allows   : Restoring I
Alignment: pure goodness, good
Use Cost : Mana (68) 
Quality  : Sometimes Beneficial
Targets  : Creatures 
Range    : Touch, or not applicable
Commands : PRAY, PR
Usage    : PRAY "DREAM FEAST" [TARGET NAME] 
Example  : pray "dream feast" bob
This spell puts a blessing from the casters god upon the target.  When the
target next sleeps, and they sleep for a sufficient amount of time, they will
have dreams of feasts.  Upon having the dream and waking, they will find all
hunger and thirst has been satisfied.

[Prayer_AnimalSpirit: Animal Spirit]{#Prayer_AnimalSpirit}

[Prayer_AuraStrife: Aura of Strife]{#Prayer_AuraStrife}

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

[Prayer_DivineFavor: Divine Favor]{#Prayer_DivineFavor}

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

[Prayer_HealingAura: Healing Aura]{#Prayer_HealingAura}

Prayer   : Healing Aura
Domain   : Healing
Allows   : Healing I
Alignment: somewhat good, somewhat evil, pure neutral
Invoked  : Automatic
Anyone not in combat with the possessor of this aura will benefit from a
periodic casting of cure light wounds, remove poison, and cure disease.

[Prayer_Refresh: Refresh]{#Prayer_Refresh}

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

[Prayer_Regrowth: Regrowth]{#Prayer_Regrowth}

[Prayer_ReligiousDoubt: Religious Doubt]{#Prayer_ReligiousDoubt}

[Prayer_RemoveParalysis: Remove Paralysis]{#Prayer_RemoveParalysis}

[Pregnancy: 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.  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]{#PresenceReaction}

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]{#Prisoner}

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

[Prop_AbilityImmunity: Ability Immunity]{#Prop_AbilityImmunity}

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]{#Prop_AbsorbDamage}

Property   : Prop_AbsorbDamage
Targets    : Items, Mobs
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 the item with this property is worn, or for the mob 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. 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.
-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]{#Prop_AddDamage}

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

[Prop_Adjuster: Adjustments to stats]{#Prop_Adjuster}

Property   : Prop_Adjuster
Targets    : Mobs
Parameters : statistic names followed by a +, -, or = and a value
Parameters : The above parameters may be followed by an optional mask
Example    : str+2 dex-2 move+100 class=thief race=elf gender=F
Example    : str+2 dex-2 move+100 MASK=-Race +Dwarf
Description: 
The listed effects will be given to the mob.  All parameters use the + or -
adjuster, except the class, race, and gender parameters noted above. Valid
parameters are as follows: 
strength dexterity constitution charisma wisdom intelligence 
maxstr maxdex maxcon maxcha maxwis maxint (maximum trainable) 
ability (magical level), armor, attacks (prowess), damage (max), disposition
(sitting/standing/flying/etc), level, rejuv(!NO!), senses
(blind/infravision/darkvision/etc), speed (#attacks), height, weight, gender,
class, race, hitpoints, hunger (stomach size), mana, movement, thirst (stomach
size). 

The parameters may also END with the key word MASK= followed by a mask.  This
mask will select which kinds of mobs and players will be affected by this
property. This may seem a strange parameter for a mobs-only property, but
perhaps you can find a use for it. :) See ZAPPERMASKS for more information on
zapper mask syntax.

[Prop_AreaForSale: Putting an area up for sale]{#Prop_AreaForSale}

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

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

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

[Prop_Artifact: Artifact]{#Prop_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]{#Prop_AstralSpirit}

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]{#Prop_ClanEquipment}

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]{#Prop_Climbable}

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_ClosedDayNight: Day/Night Visibility]{#Prop_ClosedDayNight}

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

[Prop_ClosedSeason: Contingent Visibility]{#Prop_ClosedSeason}

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

[Prop_CombatAdjuster: Adjust combat stats]{#Prop_CombatAdjuster}

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

[Prop_CommonTwister: Common Twister]{#Prop_CommonTwister}

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

[Prop_Crawlspace: Room navigation limitation]{#Prop_Crawlspace}

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

[Prop_Doppleganger: Doppleganger]{#Prop_Doppleganger}

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

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

[Prop_EnlargeRoom: Change a rooms movement requirements]{#Prop_EnlargeRoom}

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

[Prop_EnterAdjuster: Room entering adjuster]{#Prop_EnterAdjuster}

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

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

[Prop_Familiar: Find Familiar Property]{#Prop_Familiar}

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]{#Prop_FightSpellCast}

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

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

[Prop_HaveAdjuster: Adjustments to stats when owned]{#Prop_HaveAdjuster}

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

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]{#Prop_HaveEnabler}

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]{#Prop_HaveResister}

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 50% poison -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 electrical mind magic cold acid water evil (undead) 
Resistances: justice (as per many thief abilities) 
Resistances: weapons blunt pierce slash (reduced % damage per round) 
Resistances: spell chant prayer thief_skill (ability types) 
Resistances: enchantment/charm kicking vexing conjuration (ability domains)
Immunities : teleport (includes gate, summon) holy disease poison

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

[Prop_HaveSpellCast: Casting spells when owned]{#Prop_HaveSpellCast}

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

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

[Prop_HaveZapper: Restrictions to ownership]{#Prop_HaveZapper}

Property   : Prop_HaveZapper
Targets    : Items
Parameters : masking parameters described below, optional zap message
Example    : -class +mage -race +elf -evil
Example    : MESSAGE="<O-NAME> flies out of <S-NAME>'s hands!" -class +mage
Description: 
Whenever this item is picked up by a mob, the item will be zapped out of the
mobs hands if they meet the parameters.  An optional MESSAGE parameter can
define what is seen when the zap occurs. Also optionally, the parameters can
start with the word ACTUAL to change zapping behavior to look at actual values
instead of perceived values (this about a class check applied to a Charlatan.)
Valid masking parameters include:  
+SYSOP (allow archons to bypass the rules)
-SYSOP (always disallow archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always disallow local-room area staff)
-PLAYER (disallow all players)
-MOB (disallow all mobs/npcs)
-CLASS  (disallow all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (disallow all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (disallow only listed classes)
-RACE (disallow all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT (disallow all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not disallow all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (disallow all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (disallow only listed alignments)
-GENDER (disallow all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not disallow any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (disallow all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not disallow any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (disallow all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not disallow any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-LEVEL (disallow all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-NAMES (disallow everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not disallow anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (disallow all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (disallow all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (disallow everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not disallow anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (disallow anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not disallow anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (disallow all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (disallow all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not disallow all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT X (disallow those with intelligence greater than X)
+INT X (disallow those with intelligence less than X)
-WIS X (disallow those with wisdom greater than X)
+WIS X (disallow those with wisdom less than X)
-CON X (disallow those with constitution greater than X)
+CON X (disallow those with constitution less than X)
-CHA X (disallow those with charisma greater than X)
+CHA X (disallow those with charisma less than X)
-DEX X (disallow those with dexterity greater than X)
+DEX X (disallow those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-EFFECTS (disallow everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not disallow anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (disallow everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not disallow anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-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)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-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 X (disallow those with armor bonus less than X)
+ARMOR X (disallow those with armor bonus more than X)
-DAMAGE X (disallow those with damage bonus less than X)
+DAMAGE X (disallow those with damage bonus more than X)
-ATTACK X (disallow those with attack bonus less than X)
+ATTACK X (disallow those with attack bonus more than X)
-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)
-HOUR +X (disallow always, unless the hour is X)
+HOUR -X (disallow those only when the hour is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-MONTH +X (disallow those only when month number is X)
+MONTH -X (disallow those whenever the month number is X)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (disallow all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not disallow any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (disallow the given % of the time)

[Prop_HereAdjuster: Adjustments to stats when here]{#Prop_HereAdjuster}

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

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]{#Prop_HereSpellCast}

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

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

[Prop_Hidden: Persistant Hiddenness]{#Prop_Hidden}

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

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

[Prop_IceBox: Works like an ice box]{#Prop_IceBox}

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

[Prop_ImproveGather: Improve Gathering Skills]{#Prop_ImproveGather}

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

+SYSOP (allow archons to bypass the rules)
-SYSOP (always improve archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always improve local-room area staff)
-PLAYER (improve all players)
-MOB (improve all mobs/npcs)
-CLASS  (improve all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (improve all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (improve only listed classes)
-RACE (improve all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (improve only listed races)
-RACECAT (improve all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not improve all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (improve all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (improve only listed alignments)
-GENDER (improve all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (improve only listed genders)
-FACTION (improve all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (improve only faction range named)
-TATTOOS (improve all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not improve any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (improve all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not improve any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (improve all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not improve any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (improve all except those with given moods)
+MOOD -grumpy -normal (improve only those with subtracted moods)
-LEVEL (improve all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (improve only listed levels range)
-NAMES (improve everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not improve anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (improve all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (improve all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (improve everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not improve anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (improve anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not improve anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (improve all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not improve all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (improve all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not improve all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (improve those with strength greater than X)
+STR X (improve those with strength less than X)
-INT X (improve those with intelligence greater than X)
+INT X (improve those with intelligence less than X)
-WIS X (improve those with wisdom greater than X)
+WIS X (improve those with wisdom less than X)
-CON X (improve those with constitution greater than X)
+CON X (improve those with constitution less than X)
-CHA X (improve those with charisma greater than X)
+CHA X (improve those with charisma less than X)
-DEX X (improve those with dexterity greater than X)
+DEX X (improve those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (improve those in groups larger than X)
+GROUPSIZE X (improve those in groups smaller than X)
-AREA (improve in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not improve any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (improve in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not improve any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (improve only those with an item name)
-WORN "+item name" etc... (improve only those wearing item name)
-EFFECTS (improve everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not improve anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (improve everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not improve anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (improve only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not improve items of -materials)
-RESOURCES "+OAK" etc.. (improve only items of added resources)
+RESOURCES "-OAK" etc.. (Do not improve items of -resources)
-JAVACLASS "+GENMOB" etc.. (improve only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not improve objs of -classes)
-ABILITY X (improve those with magical ability less than X)
+ABILITY X (improve those with magical ability greater than X)
-IF <CONDITION> (improve, unless they meet Scriptable conditions)
+IF <CONDITION> (never improve anyone who meets Scriptable cond)
-VALUE X (improve those with value or money less than X)
+VALUE X (improve those with value or money greater than X)
-WEIGHT X (improve those weighing less than X)
+WEIGHT X (improve those weighing more than X)
-ARMOR X (improve those with armor bonus less than X)
+ARMOR X (improve those with armor bonus more than X)
-DAMAGE X (improve those with damage bonus less than X)
+DAMAGE X (improve those with damage bonus more than X)
-ATTACK X (improve those with attack bonus less than X)
+ATTACK X (improve those with attack bonus more than X)
-WORNON "+TORSO" etc.. (improve only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not improve items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (improve only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not improve only with sub disp)
-SENSES "+CANSEEDARK" etc.. (improve only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not improve those with -senses)
-HOUR +X (improve always, unless the hour is X)
+HOUR -X (improve those only when the hour is X)
-SEASON +FALL (improve those only when season is FALL)
+SEASON -SPRING (improve those whenever the season is SPRING)
-MONTH +X (improve those only when month number is X)
+MONTH -X (improve those whenever the month number is X)
-DAY +X (improve those only when day number is X)
+DAY -X (improve those whenever the day number is X)
-WEATHER +DROUGHT (improve those only when weather is DROUGHT)
+WEATHER -BLIZZARD (improve those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (improve those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (improve those who have won MY QUEST)
-SKILLFLAG (improve everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not improve anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (improve all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not improve any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (improve the given % of the time)

[Prop_InstantDeath: a Property]{#Prop_InstantDeath}

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

+SYSOP (allow archons to bypass the rules)
-SYSOP (always spare archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always spare local-room area staff)
-PLAYER (spare all players)
-MOB (spare all mobs/npcs)
-CLASS  (spare all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (spare all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (spare only listed classes)
-RACE (spare all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (spare only listed races)
-RACECAT (spare all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not spare all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (spare all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (spare only listed alignments)
-GENDER (spare all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (spare only listed genders)
-FACTION (spare all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (spare only faction range named)
-TATTOOS (spare all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not spare any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (spare all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not spare any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (spare all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not spare any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (spare all except those with given moods)
+MOOD -grumpy -normal (spare only those with subtracted moods)
-LEVEL (spare all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (spare only listed levels range)
-NAMES (spare everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not spare anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (spare all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (spare all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (spare everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not spare anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (spare anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not spare anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (spare all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not spare all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (spare all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not spare all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (spare those with strength greater than X)
+STR X (spare those with strength less than X)
-INT X (spare those with intelligence greater than X)
+INT X (spare those with intelligence less than X)
-WIS X (spare those with wisdom greater than X)
+WIS X (spare those with wisdom less than X)
-CON X (spare those with constitution greater than X)
+CON X (spare those with constitution less than X)
-CHA X (spare those with charisma greater than X)
+CHA X (spare those with charisma less than X)
-DEX X (spare those with dexterity greater than X)
+DEX X (spare those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (spare those in groups larger than X)
+GROUPSIZE X (spare those in groups smaller than X)
-AREA (spare in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not spare any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (spare in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not spare any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (spare only those with an item name)
-WORN "+item name" etc... (spare only those wearing item name)
-EFFECTS (spare everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not spare anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (spare everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not spare anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-MATERIAL "+WOODEN" etc.. (spare only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not spare items of -materials)
-RESOURCES "+OAK" etc.. (spare only items of added resources)
+RESOURCES "-OAK" etc.. (Do not spare items of -resources)
-JAVACLASS "+GENMOB" etc.. (spare only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not spare objs of -classes)
-ABILITY X (spare those with magical ability less than X)
+ABILITY X (spare those with magical ability greater than X)
-IF <CONDITION> (spare, unless they meet Scriptable conditions)
+IF <CONDITION> (never spare anyone who meets Scriptable cond)
-VALUE X (spare those with value or money less than X)
+VALUE X (spare those with value or money greater than X)
-WEIGHT X (spare those weighing less than X)
+WEIGHT X (spare those weighing more than X)
-ARMOR X (spare those with armor bonus less than X)
+ARMOR X (spare those with armor bonus more than X)
-DAMAGE X (spare those with damage bonus less than X)
+DAMAGE X (spare those with damage bonus more than X)
-ATTACK X (spare those with attack bonus less than X)
+ATTACK X (spare those with attack bonus more than X)
-WORNON "+TORSO" etc.. (spare only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not spare items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (spare only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not spare only with sub disp)
-SENSES "+CANSEEDARK" etc.. (spare only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not spare those with -senses)
-HOUR +X (spare always, unless the hour is X)
+HOUR -X (spare those only when the hour is X)
-SEASON +FALL (spare those only when season is FALL)
+SEASON -SPRING (spare those whenever the season is SPRING)
-MONTH +X (spare those only when month number is X)
+MONTH -X (spare those whenever the month number is X)
-DAY +X (spare those only when day number is X)
+DAY -X (spare those whenever the day number is X)
-WEATHER +DROUGHT (spare those only when weather is DROUGHT)
+WEATHER -BLIZZARD (spare those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (spare those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (spare those who have won MY QUEST)
-SKILLFLAG (spare everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not spare anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (spare all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not spare any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (spare the given % of the time)

[Prop_Invisibility: Persistant Invisibility]{#Prop_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.]{#Prop_ItemBinder}

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

[Prop_ItemNoRuin: Prevents deletion/corruption from corpses]{#Prop_ItemNoRuin}

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

[Prop_ItemSlot: Has slots for enhancement items]{#Prop_ItemSlot}

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

The NUM parameter determines how many slots are available.  The TYPE parameter
must match the TYPE parameter from the Prop_ItemSlotFiller of the item being
PUT.  The REMOVEABLE property sets whether the items in the slots may be
removed.  See also Prop_ItemSlotFiller.

[Prop_ItemSlotFiller: Provides for enhanced item slots.]{#Prop_ItemSlotFiller}

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

The NUM parameter determines how many slots this item takes up.  The TYPE
parameter must match the TYPE parameter from the Prop_ItemSlot of the item
being PUT into.  The SKIPS property is a comma delimited list of Ability IDs
which should be ignored when determining which effects on this item should be
applied to the slotted item.

[Prop_ItemTransporter: Item Transporter]{#Prop_ItemTransporter}

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]{#Prop_ItemTransReceiver}

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

[Prop_LangTranslator: Language Translator]{#Prop_LangTranslator}

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

[Prop_LanguageSpeaker: Forces language speaking]{#Prop_LanguageSpeaker}

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 (always disallow archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always disallow local-room area staff)
-PLAYER (disallow all players)
-MOB (disallow all mobs/npcs)
-CLASS  (disallow all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (disallow all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (disallow only listed classes)
-RACE (disallow all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT (disallow all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not disallow all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (disallow all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (disallow only listed alignments)
-GENDER (disallow all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not disallow any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (disallow all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not disallow any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (disallow all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not disallow any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-LEVEL (disallow all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-NAMES (disallow everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not disallow anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (disallow all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (disallow all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (disallow everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not disallow anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (disallow anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not disallow anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (disallow all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (disallow all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not disallow all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT X (disallow those with intelligence greater than X)
+INT X (disallow those with intelligence less than X)
-WIS X (disallow those with wisdom greater than X)
+WIS X (disallow those with wisdom less than X)
-CON X (disallow those with constitution greater than X)
+CON X (disallow those with constitution less than X)
-CHA X (disallow those with charisma greater than X)
+CHA X (disallow those with charisma less than X)
-DEX X (disallow those with dexterity greater than X)
+DEX X (disallow those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-EFFECTS (disallow everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not disallow anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (disallow everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not disallow anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-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)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-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 X (disallow those with armor bonus less than X)
+ARMOR X (disallow those with armor bonus more than X)
-DAMAGE X (disallow those with damage bonus less than X)
+DAMAGE X (disallow those with damage bonus more than X)
-ATTACK X (disallow those with attack bonus less than X)
+ATTACK X (disallow those with attack bonus more than X)
-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)
-HOUR +X (disallow always, unless the hour is X)
+HOUR -X (disallow those only when the hour is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-MONTH +X (disallow those only when month number is X)
+MONTH -X (disallow those whenever the month number is X)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (disallow all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not disallow any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (disallow the given % of the time)

[Prop_LimitedItems: Limited Item]{#Prop_LimitedItems}

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

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

[Prop_LocationBound: Leave the specified area, or room]{#Prop_LocationBound}

Property   : Prop_LocationBound
Targets    : Items, Mobs
Parameters : AREA/ROOM/[AREA NAME]/[ROOM ID]
Example    : AREA
Example    : ROOM
Example    : My Happy Area
Example    : My Area#12321
Description: 
This property will ensure that the affected mob or item is unable to leave or
be taken away from its home location, which is determined by the parameters.
Use ROOM or AREA to prevent it from leaving whatever its current room or area
is.  Using a specific area name or room id is more helpful, however, as it will
not only prevent movement away from the given area or room, but will whisk the
mob or item BACK to its home if it is ever able to be removed for some reason
ANYWAY.

[Prop_LotForSale: Buy a room once, get all adjacent rooms free]{#Prop_LotForSale}

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

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

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

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

[Prop_LotsForSale: Putting many rooms up for sale]{#Prop_LotsForSale}

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

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

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

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

[Prop_MagicFreedom: Magic Neutralizing]{#Prop_MagicFreedom}

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

[Prop_MOBEmoter: a Property]{#Prop_MOBEmoter}

Property   : Prop_MOBEmoter
Targets    : Room, Area, Item, Mob, Exit
Parameters : Same as Emoter Behavior
Parameters : Same as Emoter Behavior
Description: 
This property is simply an ability/effect encapsulation of the Emoter behavior.
 Please do AHELP Emoter for information on the proper use and parameters of
this property.

[Prop_ModExperience: Modifying Experience Gained]{#Prop_ModExperience}

Property   : Prop_ModExperience
Targets    : MOBs, Items, Rooms, Areas
Parameters : (=,+,-,*,/)[NUMBER](%)(;[MASK])
Example    : 500
Example    : 500;-race +orc
Example    : =10%
Example    : +20% SELF
Example    : +20%;-class +Fighter +Mage -Race +Elf
Example    : *2
Description: 
Allows the archon to modify the amount of experience gained by each player for
slaying the mob. If placed on a mob, the experience will be granted according
to the parm, so long as the player meets the mask parameters (optional). The
property will apply to the mob with this property him or herself only if the
word SELF is included in the first parameters. If placed on an item, the
experience will be granted to the wearer (or wielder or holder), so long as the
mob killed meets the mask (optional).  If placed on a Room or Area, the
experience will be greated to another who meets the (optional) mask
requirements.If no mask is given, the experience is always granted. Valid masks
are:
+SYSOP (allow archons to bypass the rules)
-SYSOP (always disallow archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always disallow local-room area staff)
-PLAYER (disallow all players)
-MOB (disallow all mobs/npcs)
-CLASS  (disallow all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (disallow all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (disallow only listed classes)
-RACE (disallow all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT (disallow all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not disallow all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (disallow all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (disallow only listed alignments)
-GENDER (disallow all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not disallow any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (disallow all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not disallow any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (disallow all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not disallow any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-LEVEL (disallow all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-NAMES (disallow everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not disallow anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (disallow all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (disallow all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (disallow everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not disallow anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (disallow anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not disallow anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (disallow all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (disallow all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not disallow all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT X (disallow those with intelligence greater than X)
+INT X (disallow those with intelligence less than X)
-WIS X (disallow those with wisdom greater than X)
+WIS X (disallow those with wisdom less than X)
-CON X (disallow those with constitution greater than X)
+CON X (disallow those with constitution less than X)
-CHA X (disallow those with charisma greater than X)
+CHA X (disallow those with charisma less than X)
-DEX X (disallow those with dexterity greater than X)
+DEX X (disallow those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-EFFECTS (disallow everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not disallow anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (disallow everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not disallow anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-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)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-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 X (disallow those with armor bonus less than X)
+ARMOR X (disallow those with armor bonus more than X)
-DAMAGE X (disallow those with damage bonus less than X)
+DAMAGE X (disallow those with damage bonus more than X)
-ATTACK X (disallow those with attack bonus less than X)
+ATTACK X (disallow those with attack bonus more than X)
-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)
-HOUR +X (disallow always, unless the hour is X)
+HOUR -X (disallow those only when the hour is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-MONTH +X (disallow those only when month number is X)
+MONTH -X (disallow those whenever the month number is X)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (disallow all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not disallow any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (disallow the given % of the time)

[Prop_ModFaction: Modifying Faction Gained]{#Prop_ModFaction}

Property   : Prop_ModFaction
Targets    : MOBs, Items, Rooms, Areas
Parameters : (+/-[FACTION ID]:)(=,+,-,*,/)[NUMBER](%)(;[MASK])
Example    : alignment.ini: 500
Example    : alignment.ini: 500;-race +orc
Example    : =10%
Example    : examples/reputation.ini: +20%
Example    : +20%;-class +Fighter +Mage -Race +Elf
Example    : +alignment.ini:*2
Description: 
Allows the archon to modify the amount of faction gained or lost by each player
for slaying the mob. If placed on a mob, the faction will be granted according
to the parm, so long as the player meets the mask parameters (optional) and so
long as the faction being changed is the one specified in the parameters (also
optional). The faction id is left empty to specify affecting all factions.  The
faction id can be preceeded by a + to only affect faction gains, - to only
affect faction losses, or neither to affect both.  You can also use REACTION as
a faction ID to only apply to factions that have reactions defined.  If this
property placed on an item, the faction will be altered for the wearer (or
wielder or holder), so long as the mob killed meets the mask (optional).  If
placed on a Room or Area, the faction will be changed for one who meets the
(optional) mask requirements.  If no faction id is given, all factions are
changed.  If no mask is given, the faction is always granted. Valid masks are:
+SYSOP (allow archons to bypass the rules)
-SYSOP (always disallow archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always disallow local-room area staff)
-PLAYER (disallow all players)
-MOB (disallow all mobs/npcs)
-CLASS  (disallow all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (disallow all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (disallow only listed classes)
-RACE (disallow all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT (disallow all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not disallow all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (disallow all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (disallow only listed alignments)
-GENDER (disallow all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not disallow any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (disallow all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not disallow any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (disallow all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not disallow any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-LEVEL (disallow all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-NAMES (disallow everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not disallow anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (disallow all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (disallow all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (disallow everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not disallow anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (disallow anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not disallow anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (disallow all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (disallow all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not disallow all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT X (disallow those with intelligence greater than X)
+INT X (disallow those with intelligence less than X)
-WIS X (disallow those with wisdom greater than X)
+WIS X (disallow those with wisdom less than X)
-CON X (disallow those with constitution greater than X)
+CON X (disallow those with constitution less than X)
-CHA X (disallow those with charisma greater than X)
+CHA X (disallow those with charisma less than X)
-DEX X (disallow those with dexterity greater than X)
+DEX X (disallow those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-EFFECTS (disallow everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not disallow anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (disallow everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not disallow anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-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)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-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 X (disallow those with armor bonus less than X)
+ARMOR X (disallow those with armor bonus more than X)
-DAMAGE X (disallow those with damage bonus less than X)
+DAMAGE X (disallow those with damage bonus more than X)
-ATTACK X (disallow those with attack bonus less than X)
+ATTACK X (disallow those with attack bonus more than X)
-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)
-HOUR +X (disallow always, unless the hour is X)
+HOUR -X (disallow those only when the hour is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-MONTH +X (disallow those only when month number is X)
+MONTH -X (disallow those whenever the month number is X)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (disallow all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not disallow any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (disallow the given % of the time)

[Prop_NarrowLedge: The Narrow Ledge]{#Prop_NarrowLedge}

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

[Prop_NewDeathMsg: NewDeathMsg]{#Prop_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]{#Prop_NoChannel}

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]{#Prop_NoCharm}

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]{#Prop_NoCraftability}

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

[Prop_NoDamage: No Damage]{#Prop_NoDamage}

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]{#Prop_NoOrdering}

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

[Prop_NoPKill: No Player Killing]{#Prop_NoPKill}

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

[Prop_NoPurge: Prevents automatic purging]{#Prop_NoPurge}

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

[Prop_NoRecall: Recall Neuralizing]{#Prop_NoRecall}

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]{#Prop_NoSummon}

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]{#Prop_NoTeleport}

Property   : Prop_NoTeleport
Targets    : Room, Area
Parameters : 
Example    : 
Description: 
Disallows the casting of gate, teleport, portal, plantpass, and other spells
INTO this area.

[Prop_NoTeleportOut: Teleport OUT OF Spell Neutralizing]{#Prop_NoTeleportOut}

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

[Prop_NoTelling: Tel Neutralizing]{#Prop_NoTelling}

Property   : Prop_NoTelling
Targets    : Room, Area
Parameters : 
Example    : 
Description: 
Cancels all tell message sending in the room.  You can also add this to player
mobs as punishment or to shut them up.

[Prop_OpenPassword: Opening Password]{#Prop_OpenPassword}

Property   : Prop_OpenPassword
Targets    : Containers, Exits
Parameters : The password which must be spoken
Example    : open sesame
Description: 
When applied to a locked container or exit, this property will force the
affected openable to unlock and open when the magic word specified in the
parameter is spoken in its presence.

[Prop_PeaceMaker: Strike Neuralizing]{#Prop_PeaceMaker}

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]{#Prop_PracticeDummy}

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_ReqAlignments: Alignment Limitations]{#Prop_ReqAlignments}

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]{#Prop_ReqCapacity}

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

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

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

[Prop_ReqClasses: Class Limitations]{#Prop_ReqClasses}

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 alignment)  
+thief +mage +bard (create exceptions to -all)  
-thief -mage -bard (disallow only listed classes)  

[Prop_ReqEntry: All Room/Exit Limitations]{#Prop_ReqEntry}

Property   : Prop_ReqEntry
Targets    : Rooms, Areas, Exits, Portals
Parameters : (nosneak) (nofollow) ("message=my message") mask
Example    : -race +elf
Example    : nosneak -race +elf
Example    : "message=Elves Only in there!" nofollow -race +elf
Description: 
Creates restrictions for entering a room.  Followers will be allowed unless
explicitly disallowed.  Valid parameters include: 
nosneak (disallow sneaking past the requirement)
nofol (disallow followers)  
"message= ... " (override the default no-entry message. 
+SYSOP (allow archons to bypass the rules)
-SYSOP (always disallow archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always disallow local-room area staff)
-PLAYER (disallow all players)
-MOB (disallow all mobs/npcs)
-CLASS  (disallow all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (disallow all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (disallow only listed classes)
-RACE (disallow all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT (disallow all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not disallow all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (disallow all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (disallow only listed alignments)
-GENDER (disallow all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not disallow any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (disallow all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not disallow any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (disallow all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not disallow any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-LEVEL (disallow all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-NAMES (disallow everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not disallow anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (disallow all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (disallow all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (disallow everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not disallow anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (disallow anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not disallow anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (disallow all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (disallow all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not disallow all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT X (disallow those with intelligence greater than X)
+INT X (disallow those with intelligence less than X)
-WIS X (disallow those with wisdom greater than X)
+WIS X (disallow those with wisdom less than X)
-CON X (disallow those with constitution greater than X)
+CON X (disallow those with constitution less than X)
-CHA X (disallow those with charisma greater than X)
+CHA X (disallow those with charisma less than X)
-DEX X (disallow those with dexterity greater than X)
+DEX X (disallow those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-EFFECTS (disallow everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not disallow anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (disallow everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not disallow anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-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)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-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 X (disallow those with armor bonus less than X)
+ARMOR X (disallow those with armor bonus more than X)
-DAMAGE X (disallow those with damage bonus less than X)
+DAMAGE X (disallow those with damage bonus more than X)
-ATTACK X (disallow those with attack bonus less than X)
+ATTACK X (disallow those with attack bonus more than X)
-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)
-HOUR +X (disallow always, unless the hour is X)
+HOUR -X (disallow those only when the hour is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-MONTH +X (disallow those only when month number is X)
+MONTH -X (disallow those whenever the month number is X)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (disallow all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not disallow any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (disallow the given % of the time)

[Prop_ReqHeight: Height Restrictions]{#Prop_ReqHeight}

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]{#Prop_ReqLevels}

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

[Prop_ReqNoMOB: Monster Limitations]{#Prop_ReqNoMOB}

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]{#Prop_ReqPKill}

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]{#Prop_ReqRaces}

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]{#Prop_ReqStat}

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]{#Prop_ReqTattoo}

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]{#Prop_ReRollStats}

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]{#Prop_Resistance}

Property   : Prop_Resistance
Targets    : MOB
Parameters : see Prop_HaveResister
Example    : see Prop_HaveResister
Description: 
Gives a mob natural resistances and immunities. See Prop_HaveResister for more
information. 

[Prop_RestrictSkills: Specific Skill Neutralizing]{#Prop_RestrictSkills}

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

[Prop_RestrictSpells: Specific Spell Neutralizing]{#Prop_RestrictSpells}

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

[Prop_Retainable: Ability to set Price/Retainability of a pet.]{#Prop_Retainable}

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

[Prop_RideAdjuster: Adjustments to stats when ridden]{#Prop_RideAdjuster}

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]{#Prop_RideEnabler}

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]{#Prop_RideResister}

Property   : Prop_RideResister
Targets    : Items and Mobs
Parameters : see Prop_HaveResister
Example    : see Prop_HaveResister
Description: 
Whenever the item having this property is mounted or ridden, the rider gains
certain resistances and immunities described in the parameters.  When exited,
the resistances and immunities are also cancelled.  See Prop_HaveResister for
more information on valid parameters for this property. 

[Prop_RideSpellCast: Casting spells when ridden]{#Prop_RideSpellCast}

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

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

[Prop_RideZapper: Restrictions to riding]{#Prop_RideZapper}

Property   : Prop_RideZapper
Targets    : Items and Mobs
Parameters : masking parameters described below, optional zap message
Example    : -class +mage -race +elf -evil
Example    : "MESSAGE=<S-NAME> jump(s) off of <O-NAME>!" -class +mage
Description: 
Whenever the rider of the item or mob with this property mounts the item, they
will be zapped unless it is allowed by the listed parameters.  
An optional MESSAGE parameter can define what is seen when the zap occurs. Also
optionally, the parameters can start with the word ACTUAL to change zapping
behavior to look at actual values instead of perceived values (this about a
class check applied to a Charlatan.) Valid masking parameters include:  
+SYSOP (allow archons to bypass the rules)
-SYSOP (always disallow archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always disallow local-room area staff)
-PLAYER (disallow all players)
-MOB (disallow all mobs/npcs)
-CLASS  (disallow all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (disallow all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (disallow only listed classes)
-RACE (disallow all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT (disallow all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not disallow all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (disallow all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (disallow only listed alignments)
-GENDER (disallow all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not disallow any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (disallow all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not disallow any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (disallow all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not disallow any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-LEVEL (disallow all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-NAMES (disallow everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not disallow anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (disallow all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (disallow all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (disallow everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not disallow anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (disallow anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not disallow anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (disallow all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (disallow all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not disallow all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT X (disallow those with intelligence greater than X)
+INT X (disallow those with intelligence less than X)
-WIS X (disallow those with wisdom greater than X)
+WIS X (disallow those with wisdom less than X)
-CON X (disallow those with constitution greater than X)
+CON X (disallow those with constitution less than X)
-CHA X (disallow those with charisma greater than X)
+CHA X (disallow those with charisma less than X)
-DEX X (disallow those with dexterity greater than X)
+DEX X (disallow those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-EFFECTS (disallow everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not disallow anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (disallow everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not disallow anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-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)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-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 X (disallow those with armor bonus less than X)
+ARMOR X (disallow those with armor bonus more than X)
-DAMAGE X (disallow those with damage bonus less than X)
+DAMAGE X (disallow those with damage bonus more than X)
-ATTACK X (disallow those with attack bonus less than X)
+ATTACK X (disallow those with attack bonus more than X)
-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)
-HOUR +X (disallow always, unless the hour is X)
+HOUR -X (disallow those only when the hour is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-MONTH +X (disallow those only when month number is X)
+MONTH -X (disallow those whenever the month number is X)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (disallow all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not disallow any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (disallow the given % of the time)

[Prop_RoomDark: Darkening Property]{#Prop_RoomDark}

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

[Prop_RoomForSale: Putting a room up for sale]{#Prop_RoomForSale}

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

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

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

[Prop_RoomLit: Lighting Property]{#Prop_RoomLit}

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

[Prop_RoomPlusForSale: Putting an expandable room up for sale]{#Prop_RoomPlusForSale}

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

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

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

[Prop_RoomsForSale: Putting a cluster of rooms up for sale]{#Prop_RoomsForSale}

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

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

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

[Prop_RoomUnmappable: Unmappable Room/Area]{#Prop_RoomUnmappable}

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

[Prop_RoomView: Different Room View]{#Prop_RoomView}

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

[Prop_RoomWatch: Different Room Can Watch]{#Prop_RoomWatch}

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

[Prop_SafePet: Unattackable Pets]{#Prop_SafePet}

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]{#Prop_ScrapExplode}

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

[Prop_Smell: A Smell]{#Prop_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]{#Prop_Socials}

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_SparringRoom: Player Death Neutralizing]{#Prop_SparringRoom}

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

[Prop_SpellAdder: Casting spells on oneself]{#Prop_SpellAdder}

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

[Prop_SpellReflecting: Spell reflecting property]{#Prop_SpellReflecting}

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 persistant or detructive.  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 persistant.  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]{#Prop_StatAdjuster}

Property   : Prop_StatAdjuster
Targets    : MOB
Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#)
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.

[Prop_StatTrainer: Good training MOB]{#Prop_StatTrainer}

Property   : Prop_StatTrainer
Targets    : MOB
Parameters : (STR=#) (INT=#) (DEX=#) (CHA=#) (CON=#) (WIS=#) (NOTEACH)
Example    : 
Example    : 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, 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.  If you do not want the mob to also be a
trainer, you may include the NOTEACH flag.

[Prop_StayAboard: Stays on mounted thing]{#Prop_StayAboard}

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

[Prop_Tattoo: A Tattoo]{#Prop_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]{#Prop_TattooAdder}

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

[Prop_TicketTaker: Ticket Taker]{#Prop_TicketTaker}

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

[Prop_Trainer: THE Training MOB]{#Prop_Trainer}

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

[Prop_Transporter: Room entering adjuster]{#Prop_Transporter}

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]{#Prop_Trashcan}

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

[Prop_Uncampable: Can't be camped on]{#Prop_Uncampable}

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_UseSpellCast: Casting spells when used]{#Prop_UseSpellCast}

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

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

[Prop_UseSpellCast2: Casting spells when used]{#Prop_UseSpellCast2}

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 cast of food and drink,
eaten or drank, the owner will be affected by the listed spells.  

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

[Prop_WeakBridge: Weak Rickity Bridge]{#Prop_WeakBridge}

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]{#Prop_WeaponImmunity}

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 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]{#Prop_WearAdjuster}

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

[Prop_WearEnabler: Granting skills when worn/wielded]{#Prop_WearEnabler}

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_WearResister: Resistance due to worn]{#Prop_WearResister}

Property   : Prop_WearResister
Targets    : Items (armor and weapons principally)
Parameters : see Prop_HaveResister, and may include optional LAYERED flag
Example    : magic 50% poison -10%
Example    : magic 50% poison -10% LAYERED MASK=-RACE +Dwarf
Description: 
Whenever the item having this property is wielded or worn, the owner gains
certain resistances and immunities described in the parameters.  When removed,
the resistances and immunities are also cancelled.  The Layered flag may be
used to prevent resistance stacking due to multiple items worn on the same
location. See Prop_HaveResister for more information on the valid parameters
for this property.   

[Prop_WearSpellCast: Casting spells when worn]{#Prop_WearSpellCast}

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

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

[Prop_WearZapper: Restrictions to wielding/wearing/holding]{#Prop_WearZapper}

Property   : Prop_WearZapper
Targets    : Items
Parameters : masking parameters described below, optional zap message
Example    : -class +mage -race +elf -evil
Example    : "MESSAGE=<O-NAME> falls out of <S-NAME>'s hands!" -class +mage
Description: 
Whenever the owner of the item with this property tries to wear or wield the
item, they will be zapped unless it is allowed by the listed parameters.  
An optional MESSAGE parameter can define what is seen when the zap occurs. Also
optionally, the parameters can start with the word ACTUAL to change zapping
behavior to look at actual values instead of perceived values (this about a
class check applied to a Charlatan.) Valid masking parameters include:  
+SYSOP (allow archons to bypass the rules)
-SYSOP (always disallow archons)
+SUBOP (allow local-room area staff to bypass the rules)
-SUBOP (always disallow local-room area staff)
-PLAYER (disallow all players)
-MOB (disallow all mobs/npcs)
-CLASS  (disallow all classes)
-CLASS +thief +mage +ranger (create exceptions)
-BASECLASS  (disallow all base classes)
-BASECLASS +thief +mage +ranger (create exceptions)
-thief -mage  -ranger (disallow only listed classes)
-RACE (disallow all races)
-RACE +elf +dwarf +human +half +gnome (create exceptions)
-elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT (disallow all racial categories)
-RACECAT +elf +insect +humanoid +canine +gnome (create exceptions)
+RACECAT (do not disallow all racial categories)
+RACECAT -elf -insect -humanoid -canine -gnome (create exceptions)
-ALIGNMENT (disallow all alignments)
-ALIGNMENT +evil +good +neutral (create exceptions)
-evil -good -neutral (disallow only listed alignments)
-GENDER (disallow all genders)
-GENDER +male +female +neuter (create exceptions)
-male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangename (create exceptions)
-rangename -faction.rangename (disallow only faction range named)
-TATTOOS (disallow all tattoos, even a lack of a tattoo)
-TATTOOS +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+TATTOOS (do not disallow any or no tattoos)
+TATTOOS -mytattoo -anytatto, etc.. (create exceptions)
-EXPERTISES (disallow all expertises, even a lack of a edus)
-EXPERTISES +myedu +thisedu +anyedu etc..  (create exceptions)
+EXPERTISES (do not disallow any or no expertises)
+EXPERTISES -myedu -anyedu, etc.. (create exceptions)
-SECURITY (disallow all security flags, even a lack of a security flag)
-SECURITY +cmdrooms +area cmditems etc..  (create exceptions)
+SECURITY (do not disallow any or no security flags)
+SECURITY -cmdrooms +area cmditems, etc.. (create exceptions)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-LEVEL (disallow all levels)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-NAMES (disallow everyone)
-NAMES +bob "+my name" etc.. (create name exceptions)
+NAMES (do not disallow anyone who has a name)
+NAMES -bob "-my name" etc.. (create name exceptions)
-CLASSLEVEL  (disallow all current class levels)
-CLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-MAXCLASSLEVEL  (disallow all max class levels)
-MAXCLASSLEVEL +=1 +>5 +>=7 +<13 +<=20 (create exceptions)
-CLAN (disallow everyone, even no clan)
-CLAN +Killers "+Holy Avengers" etc.. (create clan exceptions)
+CLAN (do not disallow anyone, even non clan people)
+CLAN -Killers "-Holy Avengers" etc.. (create clan exceptions)
-DEITY (disallow anyone, even no deity)
-DEITY +Apollo "+Grothon The Great" etc.. (create deity exceptions)
+DEITY (do not disallow anyone, even non deity worshipping people)
+DEITY -Apollo "-rothon The Great" etc.. (create deity exceptions)
-ANYCLASS (disallow all multi-class combinations)
-ANYCLASS +thief +mage +ranger (exceptions, allow any class)
+ANYCLASS (do not disallow all multi-class combinations)
+ANYCLASS -thief -mage -ranger (exceptions, disallow any class)
-ANYCLASSLEVEL (disallow all multi-class level combinations)
-ANYCLASSLEVEL +thief +>5 +mage +<10 +ranger +=5 (exceptions)
+ANYCLASSLEVEL (do not disallow all multi-class combinations)
+ANYCLASSLEVEL -thief ->5 -mage -<10 -ranger -=5 (exceptions)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT X (disallow those with intelligence greater than X)
+INT X (disallow those with intelligence less than X)
-WIS X (disallow those with wisdom greater than X)
+WIS X (disallow those with wisdom less than X)
-CON X (disallow those with constitution greater than X)
+CON X (disallow those with constitution less than X)
-CHA X (disallow those with charisma greater than X)
+CHA X (disallow those with charisma less than X)
-DEX X (disallow those with dexterity greater than X)
+DEX X (disallow those with dexterity less than X)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA (disallow in all areas)
-AREA "+my areaname" etc.. (create exceptions)
+AREA (do not disallow any areas)
+AREA "-my areaname" etc.. (create exceptions)
-HOME (disallow in all home/beacon areas)
-HOME "+my home/beacon areaname" etc.. (create exceptions)
+HOME (do not disallow any home/beacon areas)
+HOME "-my home/beacon areaname" etc.. (create exceptions)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-EFFECTS (disallow everyone, even no effects)
-EFFECTS +Sleep "+Wood Chopping" etc.. (create name exceptions)
+EFFECTS (do not disallow anyone, even non effected people)
+EFFECTS -Sleep "-Wood Chopping" etc.. (create name exceptions)
-SKILLS (disallow everyone, even those with no skill)
-SKILLS +Spell_Sleep(75) etc.. (create exceptions with proficiency)
+SKILLS (do not disallow anyone, even non skilled people)
+SKILLS -Spell_Sleep(75) etc.. (create exceptions with proficiency)
-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)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-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 X (disallow those with armor bonus less than X)
+ARMOR X (disallow those with armor bonus more than X)
-DAMAGE X (disallow those with damage bonus less than X)
+DAMAGE X (disallow those with damage bonus more than X)
-ATTACK X (disallow those with attack bonus less than X)
+ATTACK X (disallow those with attack bonus more than X)
-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)
-HOUR +X (disallow always, unless the hour is X)
+HOUR -X (disallow those only when the hour is X)
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-MONTH +X (disallow those only when month number is X)
+MONTH -X (disallow those whenever the month number is X)
-DAY +X (disallow those only when day number is X)
+DAY -X (disallow those whenever the day number is X)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not my MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-SKILLFLAG (disallow everyone, even those with no skills)
-SKILLFLAG +ENCHANTMENT etc.. (create exceptions to -skillflag)
+SKILLFLAG (do not disallow anyone, even non skilled people)
+SKILLFLAG -ENCHANTMENT etc.. (create exceptions to +skillflag)
-ACCCHIEVES (disallow all Account achievements, even a lack of a achievements)
-ACCCHIEVES +mytatto +thistattoo +anytattoo etc..  (create exceptions)
+ACCCHIEVES (do not disallow any or no Account achievements)
+ACCCHIEVES -mytattoo -anytatto, etc.. (create exceptions)
-CHANCE 50 (disallow the given % of the time)

[Prop_Weather: Weather Setter]{#Prop_Weather}

Property   : Prop_Weather
Targets    : Areas
Parameters : the weather type
Example    : RAIN
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"

[Prop_WizInvis: Wizard Invisibility]{#Prop_WizInvis}

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

[Property: a Property]{#Property}

[QuestBound: QuestBound]{#QuestBound}

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

[QuickHeal: Quick Heal]{#QuickHeal}

Prayer   : Quick Heal
Domain   : Healing
Allows   : Healing 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.

[RavenSpeak: Raven Speak]{#RavenSpeak}

[Regeneration: Stat Regeneration]{#Regeneration}

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

[RodentSpeak: Rodent Speak]{#RodentSpeak}

[SheepSpeak: Sheep Speak]{#SheepSpeak}

[Sinking: Sinking]{#Sinking}

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

[Skill_AllBreathing: All Breathing]{#Skill_AllBreathing}

Ability    : Skill_AllBreathing
Parameters : 
Example    : 
Description: 
Allows the mob to breath in any conditions or environments.  Great for golems
and other non-breathing creatures. 

[Skill_Explosive: Explosive Touch]{#Skill_Explosive}

Ability    : Skill_Explosive
Parameters : 
Example    : 
Description: 
A high-damage skill.

[Skill_Flee: Flee]{#Skill_Flee}

Skill    : Flee
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_Slip: Slip]{#Skill_Slip}

Skill    : Slippery Mind
Domain   : Evasive
Available: Arcanist(25) 
Allows   : Evasively I
Use Cost : Mana (75) 
Quality  : Circumstantial
Targets  : Creatures 
Range    : Touch, or not applicable
Commands : SLIPPERYMIND
Usage    : SLIPPERYMIND
Example  : slipperymind
The thief manages to convince himself and others that he is utterly neutral
with regard to all factions (right in the middle of the range of each of his
factions).

[Skill_Track: Tracking]{#Skill_Track}

Ability    : Skill_Track
Parameters : mob name, or rooms separated by ;
Example    : Hassan is here
Example    : Midgaard#3001;Midgaard#3002;Midgaard#3003
Description: 
Allows the mob track to a particular mob or room.  Unlike the ranger track,
this skill will force mobs to automatically unlock, open, close and lock doors
that obstruct them.

[Skill_UndeadInvisibility: Undead Invisibility]{#Skill_UndeadInvisibility}

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

[SnakeSpeak: Snake Speak]{#SnakeSpeak}

[Soiled: Soiled]{#Soiled}

[Song: a Song]{#Song}

Song     : Lullaby
Domain   : Singing
Available: Bard(22) 
Allows   : Sharp Singing I, Resounding Singing I, Echoed Singing I
Use Cost : Mana (72) 
Quality  : Malicious
Targets  : Creatures 
Range    : Touch - Range 2
Commands : SING, SI
Usage    : SING LULLABY
Example  : sing lullaby
Enemies of the bard who hear this song fall fast asleep.

[SoundEcho: Sound Echo]{#SoundEcho}

[Specialization_Weapon: Weapon Specialization]{#Specialization_Weapon}

Skill    : Weapon Specialization
Domain   : Weapon use
Allows   : Master Weaponsmithing, 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}

Spell    : Detect Ambush
Domain   : Divination
Available: Diviner(24) 
Allows   : Ranged Divining I, Reduced Divining I, Power Divining I
Allows   : Extended Divining I
Use Cost : Mana (74) 
Quality  : Sometimes Beneficial
Targets  : Caster only
Range    : Touch, or not applicable
Commands : CAST, CA, C
Usage    : CAST "DETECT AMBUSH"
Example  : cast "detect ambush"
Allows the caster to sense hidden and aggressive creatures as they wander
around, before they actually enter.

[Spell_BaseClanEq: Enchant Clan Equipment Base Model]{#Spell_BaseClanEq}

[Spell_ClanDonate: Clan Donate]{#Spell_ClanDonate}

Spell    : Clan Donate
Domain   : Conjuration
Use Cost : Mana (5) 
Quality  : Circumstantial
Targets  : Items 
Range    : Touch, or not applicable
Commands : CAST, CA, C
Usage    : CAST "CLAN DONATE" [TARGET NAME] 
Example  : cast "clan donate" scroll
When cast on an item, this spell will send it to the room designated by the
casters clan boss as the donation room.

[Spell_ClanHome: Clan Home]{#Spell_ClanHome}

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

[Spell_Exhaustion: Exhaustion]{#Spell_Exhaustion}

Prayer   : Cause Exhaustion
Domain   : Vexing
Available: Necromancer(23) Templar(10) 
Allows   : Vexing I
Alignment: pure evil, evil
Use Cost : Mana (60) 
Quality  : Malicious
Targets  : Creatures 
Range    : Touch, or not applicable
Commands : PRAY, PR
Usage    : PRAY "CAUSE EXHAUSTION" [TARGET NAME]
Example  : pray "cause exhaustion" bob
Creates fatigue, and removes a moderate amount of movement.  See also Cause
Fatigue and Enervate.

[Spell_Flagportation: Flagportation]{#Spell_Flagportation}

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

[Spell_WellDressed: Well Dressed]{#Spell_WellDressed}

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

[SpellCraftingSkill: Spell Crafting Skill]{#SpellCraftingSkill}

[StdAbility: an ability]{#StdAbility}

[StdBomb: a bomb]{#StdBomb}

[StdLanguage: Languages]{#StdLanguage}

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].

[StdSkill: StdSkill]{#StdSkill}

[StdTrap: standard trap]{#StdTrap}

[SuperPower: a Super Power]{#SuperPower}

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

[TechSkill: a Tech Skill]{#TechSkill}

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

[TemporaryAffects: Temporary Affects]{#TemporaryAffects}

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

[TemporaryImmunity: Temporary Immunity]{#TemporaryImmunity}

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

[Thief_DisassembleTrap: Disassemble Traps]{#Thief_DisassembleTrap}

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

[Thief_ImprovedCaltrops: Improved Caltrops]{#Thief_ImprovedCaltrops}

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

[Thief_Poison: Deprecated Poison]{#Thief_Poison}

Skill    : Deprecated Poison
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]{#Thief_Search}

Skill    : Searching
Domain   : Alert
Available: Artisan(3) Numerous Classes(4) 
Allows   : Vigilantly I, Quick Worker I
Use Cost : Movement (5) 
Quality  : Circumstantial
Targets  : Items Creatures 
Range    : Touch, or not applicable
Commands : SEARCH, SEARCHING
Usage    : SEARCH 
Example  : search
This skill allows a player to spend some time looking around a room.  For this
duration of the search, any hidden items will become apparant 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]{#Thief_SlickCaltrops}

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

[ThiefSkill: a Thief Skill]{#ThiefSkill}

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

[Trap_AcidPit: acid pit]{#Trap_AcidPit}

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_AcidSpray}

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

[Trap_AcidThruPit: small acid pit]{#Trap_AcidThruPit}

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

[Trap_Avalanche: avalanche]{#Trap_Avalanche}

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

[Trap_BearTrap: bear trap]{#Trap_BearTrap}

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

[Trap_Boomerang: boomerang]{#Trap_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}

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_CaveIn}

Trap       : Cave-In
Targets    : Cave Rooms
Parameters : 
Description: 
A trap which causes rocks to fall in front of the exits, blocking all entry and
exit from the room.

[Trap_CrushingRoom: crushing room]{#Trap_CrushingRoom}

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}

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

[Trap_DeepPit: deep pit]{#Trap_DeepPit}

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_DeepThruPit}

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_ElectricShock}

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

[Trap_Enter: Entry Trap]{#Trap_Enter}

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_EnterBlade}

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

[Trap_EnterGas: Entry Gas Trap]{#Trap_EnterGas}

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_EnterNeedle}

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_EnterPit}

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

[Trap_EnterSpell: Entry Spell Trap]{#Trap_EnterSpell}

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_ExitRoom: Exit Trap]{#Trap_ExitRoom}

[Trap_FloodRoom: flood room]{#Trap_FloodRoom}

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_Get}

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_GetBlade}

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

[Trap_GetGas: Get Gas Trap]{#Trap_GetGas}

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

[Trap_GetNeedle: Get Needle Trap]{#Trap_GetNeedle}

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

[Trap_GetSpell: Get Spell Trap]{#Trap_GetSpell}

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}

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}

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}

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

[Trap_Infected: infected]{#Trap_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}

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_MonsterCage}

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_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_NeedlePrick}

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_Noise}

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_Open}

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_OpenBlade}

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_OpenGas}

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_OpenNeedle}

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_OpenSpell}

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_PoisonGas}

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_Popper}

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_RatPit}

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_RatThruPit}

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_RoomPit}

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_RoomThruPit}

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_SleepGas}

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

[Trap_SnakePit: snake pit]{#Trap_SnakePit}

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_SnakeThruPit}

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

[Trap_Spark: sparking trap]{#Trap_Spark}

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

[Trap_SpellBlast: spell blast]{#Trap_SpellBlast}

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_SpikePit}

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_SpikeThruPit}

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_SporeTrap}

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       : 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}

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

[Trap_Unlock: Unlock Trap]{#Trap_Unlock}

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_UnlockBlade}

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_UnlockGas}

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_UnlockNeedle}

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_UnlockSpell}

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

[Trap_WeaponSwing: weapon swing]{#Trap_WeaponSwing}

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

[Truce: 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]{#Undead_ColdTouch}

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

[Undead_EnergyDrain: Energy Drain]{#Undead_EnergyDrain}

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

[Undead_LifeDrain: Drain Life]{#Undead_LifeDrain}

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]{#Undead_WeakEnergyDrain}

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

[WanderHomeLater: WanderHomeLater]{#WanderHomeLater}

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

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

[WeakParalysis: Weak Paralysis]{#WeakParalysis}

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

[WingFlying: Winged Flight]{#WingFlying}

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

[WolfSpeak: Wolf Speak]{#WolfSpeak}