Skills.
Give your AI a better way to work.
A skill is a set of written instructions that teaches an AI how to do one job the way it should be done: review a pull request, plan a migration, write the release notes.
Install one here and it travels with your account into Claude, Claude Code, Cursor and every other client you sign in with.
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70,704 results · page 708 of 2,357
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roistat-reports-apiSkillDev tools
Read Roistat reports, reproducible reconciliation with raw deals and call tracking, and strictly guarded writing of saved reports.
Ready to connect★ 1k
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run-taskSkillProductivity
Lets your agent execute one Todo task end to end, writing code and meeting its acceptance criteria.
Ready to connect★ 1k
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run-workSkillProductivity
Lets your agent run claude skill work units end-to-end: order tasks, implement, test, commit, and track progress.
Ready to connect★ 1k
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running-julia-testSkillDev tools
Lets your agent run Julia tests and report the results.
Ready to connect★ 1k
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runtime-evidence-and-tracingSkillMonitoring & ops
Use when connecting observed behavior, logs, metrics, request IDs, run IDs, screenshots, traces, external dependency results, or artifacts into a runtime evidence loop.
Ready to connect★ 1k
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runtypeSkillDev tools
Scope a Runtype project or set up platform access; route implementation to the relevant Runtype skill.
Ready to connect★ 1k
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runtype-adminSkillDev tools
Inspect, debug, or manage a live Runtype account through MCP or CLI; mutate only within the requested scope.
Ready to connect★ 1k
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runtype-build-productSkillCloud & infra
Build, deploy, validate, or modify Runtype-hosted AI products, agents, flows, tools, surfaces, schedules, and eval suites, including from example templates.
Ready to connect★ 1k
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runtype-personaSkillWeb & browsing
Embed, theme, or debug a Runtype Persona chat widget on a website: client tokens, embed snippets, fullscreen assistant layouts, WebMCP page tools, and browser-side chat integrations.
Ready to connect★ 1k
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runtype-sdk-marathonSkillCloud & infra
Build source-controlled Runtype workflows with the SDK or CLI: config-as-code deploys from CI (ensure), save-and-run flows (upsert), long-running or multi-session agent runs with Marathon (runtype marathon or runtype agents task), and Marathon playbooks.
Ready to connect★ 1k
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runtype-templatesSkillDev tools
Create, validate, or share distributable Runtype Full Product Object (FPO) templates with import-time variables and pending secrets, or install a product from a runtype.com example, a use.runtype.com/now link, or a template URL.
Ready to connect★ 1k
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rust-api-test-harnessSkillDatabases & data
Use when adding, changing, testing, or debugging Rust HTTP APIs and services, especially when Codex needs black-box integration tests, random-port app startup, real database test isolation, external HTTP mocks, or CI-ready cargo verification for Actix, Axum, Warp, Rocket, or similar Rust web framewo
Ready to connect★ 1k
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rust-async-task-designSkillMedia
Design and review Rust async code around task ownership, suspension points, cancellation, blocking work, and runtime boundaries. Use when writing, refactoring, or reviewing futures, async functions, Tokio tasks, spawn, JoinHandle, Send futures, async traits, cancellation, or mutexes across await poi
Ready to connect★ 1k
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rust-bevy-asset-pipelineSkillMedia
Build and review Bevy game asset loading pipelines with typed asset catalogs, path validation, loading states, handle ownership, sprite sheets, audio, and runtime resource checks. Use when organizing Bevy assets, replacing hard-coded paths, adding loading screens, diagnosing missing handles, or pack
Ready to connect★ 1k
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rust-bevy-collision-broadphaseSkillMedia
Design and review Bevy 2D collision broadphase systems with AABB bounds, spatial indexes, typed collision events, and benchmark-driven test beds. Use when replacing O(n^2) collision checks, adding spatial partitioning, diagnosing Bevy collision performance, or separating broadphase, narrowphase, and
Ready to connect★ 1k
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rust-bevy-fixed-step-physicsSkillMedia
Design and review Bevy fixed-step 2D physics loops with velocity components, deterministic movement, collision prediction, interpolation, impulses, and tweened presentation. Use when movement depends on frame rate, collision misses appear at high speed, physics and animation are tangled, or Bevy gam
Ready to connect★ 1k
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rust-bevy-procedural-world-builderSkillDev tools
Build and review Bevy procedural world generation with grid resources, deterministic seeds, reachability checks, chunk or room spawning, background generation boundaries, and gameplay-safe entity materialization. Use when creating tile maps, dungeon-like spaces, mining bases, or generated levels in
Ready to connect★ 1k
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rust-bevy-state-flowSkillMedia
Design and review Bevy game state flow with plugins, AppState enums, OnEnter and OnExit setup, state-scoped cleanup, menus, pause screens, transitions, and run conditions. Use when adding reusable Bevy game state management, debugging duplicated entities after transitions, or separating menu, loadin
Ready to connect★ 1k
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rust-bracket-game-loopSkillMedia
Build and review bracket-lib style Rust 2D game loops, state structs, game modes, input handling, rendering calls, and restart flow. Use when creating a small Rust game with bracket-lib, porting a tutorial loop, or debugging tick/update/render state behavior.
Ready to connect★ 1k
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rust-concurrency-primitivesSkillMedia
Design and review thread-based Rust concurrency with explicit ownership, sharing, and synchronization choices. Use when writing, refactoring, or reviewing threads, scoped threads, channels, Arc, Mutex, RwLock, Condvar, atomics, OnceLock, LazyLock, Send, Sync, deadlocks, or shared state.
Ready to connect★ 1k
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rust-crate-publishing-readinessSkillDocs & knowledge
Prepare Rust crates for publishing with Cargo metadata, versioning, README and license checks, package dry-runs, feature verification, docs.rs readiness, examples, changelog notes, and secret-safe release gates. Use before cargo publish, crate release PRs, or sharing a reusable Rust library.
Ready to connect★ 1k
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rust-data-driven-game-contentSkillFiles & storage
Move Rust game monsters, items, loot, effects, spawn weights, level gates, and balance numbers into validated data files using Serde-friendly schemas. Use when replacing hard-coded spawn functions, adding RON or JSON content templates, or making game content editable without recompiling.
Ready to connect★ 1k
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rust-deployable-serviceSkillCloud & infra
Use when preparing, containerizing, configuring, testing, or reviewing Rust services for deployment, especially Docker multi-stage builds, runtime configuration, environment overrides, secrets, health checks, SQLx offline builds, release profiles, image-size reduction, or production startup validati
Ready to connect★ 1k
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rust-domain-boundariesSkillDev tools
Use when modeling, validating, refactoring, or reviewing Rust service domain boundaries, especially when replacing primitive String fields with newtypes, parse-don't-validate constructors, private invariants, TryFrom/FromStr parsers, request DTO boundaries, or property tests.
Ready to connect★ 1k
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rust-error-observabilitySkillMonitoring & ops
Use when adding, changing, debugging, or reviewing Rust service error handling and observability, especially when separating domain errors from HTTP responses, adding thiserror/anyhow, implementing ResponseError or IntoResponse, adding tracing spans, redacting secrets, or diagnosing async failures.
Ready to connect★ 1k
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rust-ffi-safe-wrappersSkillMedia
Design and review Rust FFI boundaries that keep raw declarations isolated behind safe ownership, lifetime, error, and cleanup wrappers. Use when writing, refactoring, or reviewing unsafe extern blocks, C ABI wrappers, repr(C) types, CString, CStr, raw handles, Drop cleanup, bindgen, cbindgen, or pan
Ready to connect★ 1k
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rust-game-polish-releaseSkillDev tools
Finish and package small Rust games with MVP lock, playability checks, resource packaging, release builds, smoke tests, and disciplined post-MVP polish. Use when preparing a Rust game prototype for sharing, packaging bracket-lib assets, or deciding what finishing work belongs before release.
Ready to connect★ 1k
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rust-game-slice-planningSkillMedia
Plan small, playable Rust game implementation slices from a short design brief, MVP, stretch goals, and acceptance checks. Use when starting a Rust game, scoping a prototype, converting a game idea into work items, or preventing an AI coding agent from overbuilding.
Ready to connect★ 1k
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rust-idempotent-workflowsSkillCommunication
Use when designing, implementing, testing, or debugging Rust service workflows that must be safe under retries, duplicate requests, crashes, concurrent submissions, background workers, queues, email/payment/notification side effects, idempotency keys, transaction isolation, or save-and-replay API be
Ready to connect★ 1k
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rust-iterator-collectionsSkillMedia
Design and review Rust iterator pipelines and collection code for clear ownership, allocation, ordering, and error behavior. Use when writing, refactoring, or reviewing iterators, HashMap Entry usage, collect, FromIterator, Extend, custom iterators, or allocation-heavy loops.
Ready to connect★ 1k
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What is a skill?
A skill is plain text, usually a SKILL.md file and the scripts it refers to, written for an AI rather than for a person. It carries the steps, the house rules and the examples a good answer needs, so you stop pasting the same briefing into every new chat.
68,574 of the 70,704 skills listed here can be served through Ahel today, and they come from public repositories. Each one has its own page with the instructions themselves on it, so you can read what a skill will tell your AI to do before you install it.
Install one and every AI you use gets it
Installing a skill adds it to your workspace and turns it on in the same step. Claude Code surfaces it as a slash command; any client can read the full instructions with the skill_read tool.
Nothing is copied into a project folder. The instructions are served from your account, so the same skill is there in every AI you connect, and turning it off removes it from all of them at once.