/**
@fn liv::Wis
@section Use
<table>
	<tr>
		<th>Type(s)</th>
		<th>Description</th>
	</tr>	<tr>
		<td>
@ref page_type_39, @ref page_type_99, @ref page_type_104, @ref page_type_16, @ref page_type_87, @ref page_type_113, @ref page_type_100, @ref page_type_34, @ref page_type_70, @ref page_type_33
		</td><td>                The player's wisdom will rise/fall by the given value while
                wearing this piece of equipment.</td>
	</tr>
	<tr>
		<td>
@ref page_type_37
		</td><td>                The player's wisdom will rise by the given value if he chooses
                this class. (Negative values make wisdom fall)</td>
	</tr>
	<tr>
		<td>
@ref page_type_158
		</td><td>                The player's wisdom will rise by the given value while being
                infected. (Negative values make wisdom fall)</td>
	</tr>
	<tr>
		<td>
@ref page_type_213, @ref page_type_28
		</td><td>                &lt;sensing range&gt; determines how close a player needs to be
                before the creature wakes up. This is done as a square, for
                reasons of speed. Thus, if the &lt;sensing range&gt; is 11, any
                player that moves within the 11x11 square of the monster will
                wake the monster up. If the player has stealth, the size of this
                square is reduced in half plus 1.</td>
	</tr>
	<tr>
		<td>
@ref page_type_5
		</td><td>                The player's wisdom will rise/fall by the given value for
                permanent (of course there is an upper limit). Generally there
                shouldn't be stat potions granting more than one stat. Cursed
                potions will subtract the stats if positive.</td>
	</tr>
	<tr>
		<td>
@ref page_type_14
		</td><td>                The player's wisdom will rise/fall by the given value while
                wearing this shooting weapon.</td>
	</tr>
	<tr>
		<td>
@ref page_type_15
		</td><td>                The player's wisdom will rise/fall by the given value while
                wearing this weapon.</td>
	</tr>

*/
