Abilities in Skirmishing:
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Returning The ability to throw an axe such that it will return.
Trip Knock an unruly foe to the ground.
Grab Use an axe to pull someone in from a nearby room.
Shove Sending a hapless victim crashing to the forest floor.
Rive Shatter an opponent's shield.
Thrust The most basic of skirmishing attacks.
Spinning Set up a defensive shield with a spear or trident.
Seize Grabbing unwary victims from the forest floor.
Scout A good woodsman checks his path.
Envenom Coat a weapon in venoms.
Brace Impale attackers on a spear or trident.
Rivestrike There is no defence against your onslaught.
Ensnare Mesmerise them with your flawless skill.
Lacerate Let them bleed for their foolishness.
Scythe Slice through the defences that would protect your foes.
Rattle Rattle their brains with a blow to the head.
Truss Truss them up for slaughter.
Skullbash Split their skull with a mighty blow.
Gouge Lay them open with a precision strike.
Impale Drive your blade straight through your target.
Drag Drag away your prey.
Barbs Chivalry is a construct of the city dwellers.
Wrench Gut them like a fish.
Doublestrike Strike, then strike again.
Extirpate Return them to the embrace of nature.
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To gain further information on an ability, AB <ability>.

I know of no skill called 'abilities'.
Returning (Skirmishing) Known: No (23 lessons required)
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Syntax: THROW HANDAXE AT <target>
THROW HANDAXE <direction> AT <target>
Works on/against: Adventurers and denizens
Cooldown: Balance cost varies based on weapon speed
Details:
This ability will allow your axe to return to your hand when thrown. It
can target adventurers and denizens in room, but only adventurers in
line of sight.

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Trip (Skirmishing) Known: No (45 lessons required)
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Syntax: TRIP <target> LEFT/RIGHT
Works on/against: Adventurers
Cooldown: 2.75 seconds of balance
Details:
While wielding a spear or trident, you may knock an opponent's legs out from under him. A swift follow-up
strike with the point of the weapon will ensure he won't want to stand up any time soon.
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Grab (Skirmishing) Known: No (67 lessons required)
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Syntax: BTHROW AXE AT <target> <direction>
Works on/against: Adventurers
Cooldown: 2.50 seconds of balance
Details:
This ability will allow you to bring someone in another room to you by throwing your axe at them.
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Shove (Skirmishing) Known: No (89 lessons required)
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Syntax: SHOVE <target>
Works on/against: Adventurers
Cooldown: 4.00 seconds of balance
Details:
While in the trees, you may shove an adventurer to the ground, possibly breaking his legs.
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Rive (Skirmishing) Known: No (112 lessons required)
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Syntax: RIVE <target>
Works on/against: Adventurers and denizens
Cooldown: 2.25 seconds of balance
Details:
With expert precision, you may shatter an opponent's shield with a well-aimed thrust of a spear or trident.
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Thrust (Skirmishing) Known: No (134 lessons required)
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Syntax: THRUST <target> [limb] [venom]
Works on/against: Adventurers and denizens
Cooldown: Balance cost varies based on weapon speed
Details:
This is a basic thrust with a spear or trident.
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Spinning (Skirmishing) Known: No (178 lessons required)
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Syntax: SPIN SPEAR/TRIDENT
STOP
Works on/against: Adventurers
Cooldown: 2.00 seconds of balance
Details:
At the cost of a large endurance drain, you may spin your spear or trident in such a way as to cause you to
automatically deliver an attack to anyone attacking you physically. You will cease spinning the spear as soon
as you do anything aggressive, or when you do STOP.
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Seize (Skirmishing) Known: No (223 lessons required)
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Syntax: SEIZE <target>
Works on/against: Adventurers
Cooldown: 4.50 seconds of balance
Details:
While in the trees, you may seize an adventurer and bring him up to your level.
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Scout (Skirmishing) Known: No (223 lessons required)
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Syntax: SCOUT
Cooldown: 2.00 seconds of balance
Details:
This ability will grant a defence which shall allow you to see past
obstructions with abilities such as GLANCE or SQUINT from the vision
skill.
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Envenom (Weaponry) Known: No (200 lessons required)
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Syntax: ENVENOM <weapon> with <venom>
WIPE <weapon>
Works on/against: Adventurers
Details:
With this ability, you may layer venoms on an edged weapon. Each time that weapon hits somebody, one venom
will poison your opponent, and disappear from the weapon. They work on a last-on, first-off basis, so if you
put xentio on a weapon, and then put voyria on, the voyria would come off first, and the xentio second. You
must have the selected venom in a vial in your inventory. In order to get rid of the venoms on a weapon,
simply WIPE <weapon>.
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Alternatively, did you want:
Envenom (Skirmishing)
Brace (Skirmishing) Known: No (289 lessons required)
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Syntax: SET SPEAR/TRIDENT
Works on/against: Adventurers
Cooldown: 2.00 seconds of balance
Details:
By bracing your spear or trident on the ground, you will attempt to impale anyone initiating an attack in an
adjacent room that ends in your room. For instance: barge, jumpkick, etc. The very unlucky victim will take
damage until he or she writhes off the spear or trident, but, you will not be able to move as long as the
person is impaled on your spear or trident.
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Rivestrike (Skirmishing) Known: No (356 lessons required)
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Syntax: RIVESTRIKE <target> [limb] [venom]
Works on/against: Adventurers and denizens
Cooldown: Balance cost varies based on weapon speed
Details:
This ability will allow you to rive through protective defences, then
deliver a followup blow. If both the shield and rebounding defences are
present, the second blow shall target the second of these defences
rather than dealing damage.
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Ensnare (Skirmishing) Known: No (423 lessons required)
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Syntax: ENSNARE <target>
Works on/against: Adventurers
Cooldown: 2.00 seconds of balance
Details:
You may ensnare the gaze of a prone opponent with your flawless skill
with your chosen weapon. This shall cause them to be transfixed if the
blindness defence is not present; otherwise it shall strip the blindness
defence.
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Lacerate (Skirmishing) Known: No (467 lessons required)
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Syntax: LACERATE <target> [limb] [venom]
Works on/against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Details:
This attack with your chosen weapon aims to inflict maximum bleeding, as
well as delivering a venom and the haemophilia affliction.
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Scythe (Skirmishing) Known: No (534 lessons required)
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Syntax: SCYTHE <target>
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Details:
This ability with your chosen weapon will allow you to randomly strip a
defence from an enemy. It shall always target the mass defence first.
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Rattle (Skirmishing) Known: No (578 lessons required)
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Syntax: RATTLE <target>
Works on/against: Adventurers
Cooldown: 2.50 seconds of balance
Details:
This ability will knock a prone and transfixed target unconscious. The
more health your victim is missing, the longer they shall remain
unconscious for.
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Truss (Skirmishing) Known: No (668 lessons required)
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Syntax: TRUSS <target>
Extra Information: Commodities: 1 rope

Works on/against: Adventurers
Cooldown: 1.50 seconds of balance
Details:
You can truss up an unconscious opponent. These bindings take much
longer to escape than standard bonds.
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Skullbash (Skirmishing) Known: No (737 lessons required)
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Syntax: SKULLBASH <target>
Works on/against: Adventurers
Cooldown: 3.30 seconds of balance
Details:
Deliver a powerful blow to the head of a prone opponent. The damage of
this attack is increased based on how damaged the target's head already
is.
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Gouge (Skirmishing) Known: No (841 lessons required)
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Syntax: GOUGE <target> [limb] [venom]
Works on/against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Details:
This attack with your chosen weapon causes significant bleeding as well
as the sensitivity affliction.
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Impale (Skirmishing) Known: No (1048 lessons required)
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Syntax: IMPALE <target>
WITHDRAW BLADE
Cooldown: 2.40 seconds of balance
Details:
This wicked ability may be used when your hapless victim has fallen to
the ground and lies there, helpless. With it, you will drive your
spear/trident into his body, causing regular damage as long as he is on
the weapon. Further, while impaled, he will find himself unable to move,
though you too will be unable to move.

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Drag (Skirmishing) Known: No (1151 lessons required)
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Syntax: DRAG <direction>
Works on/against: Adventurers
Cooldown: 3.40 seconds of balance
Details:
You may drag someone you have impaled away.
(This will remove your spear or trident from your victim's gut.)

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Barbs (Skirmishing) Known: No (1289 lessons required)
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Syntax: CRAFT BARBS
ATTACH BARBS TO <weapon>
Extra Information: Commodities: 1 iron

Cooldown: 4.00 seconds of balance
Details:
You may now craft barbs to attach to your chosen weapon. This will
occasionally cause the wounds you inflict to be torn open to a greater
degree, increasing the difficulty involved when clotting the injuries.
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Wrench (Skirmishing) Known: No (1427 lessons required)
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Syntax: WRENCH
Works on/against: Adventurers
Cooldown: 2.20 seconds of balance
Details:
You may wrench your weapon if an opponent is impaled upon it, causing
terrible internal damage.
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Doublestrike (Skirmishing) Known: No (1599 lessons required)
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Syntax: DOUBLESTRIKE <target> [limb] [venom]
Works on/against: Adventurers
Cooldown: Balance cost varies based on weapon speed
Details:
With this ability, you may use your chosen weapon to deal a lateral
slash, then using the momentum continue your attack to strike with the
haft of your weapon.

The blow with the haft shall first deliver impatience. If this is
present, it shall deal epilepsy.
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Extirpate (Skirmishing) Known: No (1737 lessons required)
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Syntax: EXTIRPATE <target>
Works on/against: Adventurers
Cooldown: 3.20 seconds of balance
Details:
Once you have petrified an enemy, you may take your spear and shatter
their stone body into myriad shards, ending their life and returning
their remains to the embrace of nature.
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