#HELPS -1 DIKU~ . Original game idea, concept, and design: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Additional contributions from: Michael Curran - the player title collection and additional locations. Ragnar Loenn - the bulletin board. Bill Wisner - for being the first to successfully port the game, uncovering several old bugs, uh, inconsistencies, in the process. And: Mads Haar and Stephan Dahl for additional locations. Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ -1 MERC~ [Note: this entry may not be removed or altered. See our license.txt.] This mud is based on Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.1 is available as Merc_21.tar.gz from ftp.tcp.com and ftp.math.okstate.edu. E-mail to 'merc-request@kpc.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. Share and enjoy. ~ -1 WIZLIST~ ---------------------------------------------------------------------- <--==GodWars Revised==--> <--== The Gathering ==--> ---------------------------------------------------------------------- IMPLEMENTORS: HIGH JUDGES: JUDGES: ENFORCERS: QUESTMAKERS: NEWBIE HELPERS: ---------------------------------------------------------------------- ~ -1 GREETING~ . +-------------------------<The Gathering>-------------------------+ a$$"$$$ a$$"$$a a$$"$$$ $$$ $$a a$$"$$a $$$"$$a ,$ a$$"$$a a$$"$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$.$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$a $$$ $$$ $$$ $$$ $$$ $$$ __|__ $$$,aaa $$$a$$$ $$$ $$$ $$$ $$$ aaa $$$ $$$ $$$ $$$ $$$ $$$,aaa | $$$ $$$ $$$ $$$ $$$ $$$a$$$ $$$ $$$ $$$a$$$ $$$ $$$ $$$ $$$ $$$ : |:| |:| |:| |:| |:| |:| |:| |:| |:| |:| |:| |:| |:| |:| |:| |:| $|$ $|$ $|$ $|$ $|$ $|$ $|$ $|$ $|$ $|$ $|$ $|$ $|$ $|$ $|$ $|$ $S$ $S$ $S$ $S$ $S$ $S$ $S$ $S$ $S$ $S$ $S$ $S$ $S$ $S$ $S$ $S$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$ a$$ $$$ $$$ $$$ $$$ $$$ $$$ a$$ $$$.$$$ a$$ $$$ $$$ $$$ ``.$$$ .$$$ .$$$ ``.$$$ ``.$$$ .$$$ $$ .$$$ ``.$$$ +----'$------'$------'$------'$------'$------'$--'$------'$--->c6'$ ' ' ' ' ' ' ' ' ------------------------------------------------------------------ <--==GodWars Revised==--> <--== The Gathering ==--> ------------------------------------------------------------------ Diku Mud was revised by Madhacker, Grindo, Puck, and Dalren. With minor modifications performed by Lucifur and Coal. ------------------------------------------------------------------ 01 Aug 1993 Merc 2.1 Furey, Hatchet, Kahn. ------------------------------------------------------------------ GodWars was created by KaVir. This Version of GodWars: 13 November 1999 ------------------------------------------------------------------ Mud E-Mail: Mud Web Page: http:// ------------------------------------------------------------------ Whom shall you be known as? ~ -1 MOTD~ . There is no more pause for the MOTD. You are now playing! ~ 3 IMOTD~ ~ -1 NEWS~ ~ 2 RULES~ The Ten Commandments: 1) Kill and decapitate other immortals, or else: 2) Other immortals will kill and decapitate you. 3) Forgiveness may be divine, but vengeance is much more fun. 4) Don't whine or complain, or someone will kill you. 5) If someone whines or complains, you should kill them. 6) If someone DOESN'T whine or complain, kill them anyway. 7) Might makes right; A corpse will never betray you. 8) Friends are useful. So are the exp you get for decapitating them. 9) No claimed Artifacts in the game. Turn in bugs for rewards. 10) Stop reading the stupid rules and let the slaughter commence! ~ 2 POLICY~ * Botting: The only kind of botting that will be tolerated is Spellbotting. Any other sort of botting/macroing/stacking commands is not allowed. We do however understand some of you may be fast typers, or may stack a few commands, and this is fine, just don's abuse it. If you are transed, or spoken to by a god, you should promptly reply. If we do not get a reply in a reasonable amount of time, we might consider you to be botting. * Mortals/Avatars: If you are Avatar or above, do not harass, or kill, or in any other way, 'affect' another mortal. This also goes for mortals. As a mortal you are not to interfere in any way with an avatar. this INCLUDES healing an avatar when he/she is mortally wounded or escapes. Under no circumstances is a mortal to 'affect' an avatar. * Crashing the mud/Bugs: Find a bug, report it. Depending on the extend of the bug, you will be rewarded. Abuse a bug, be punished. Use a bug to crash the mud (or crash the mud any other way for that matter), you will simply be deleted. period. * Duping of items: Dupe ANYTHING at all. you will simply be deleted. Period. You, all your chars, and anyone esle associated will be completely deleted, possibly site banned. PERIOD. * Multiplaying: The only reason you should have two characters on (mortal, avatar or otherwise) should be if you need to swap equipment/items. Any abuse of this, will only make things more strict in the future. A linkdead character is considered online for the purposes of multiplaying. * Artifacts: Idling with artifacts is not allowed. If you leave for more than a minute or two, drop the artifact. Remember, there is no paradox protection for people holding artifacts. * Spamming: It is rude and upsets people with no positive affect at all. If you don't want to play, then leave; but let others who want to enjoy the game do so. * Sharing characters: This is frowned upon heavily. Any losses due to sharing passwords are not the responsibility of the Gathering's immortals. ALSO REFER TO HELP VIOLATIONS ~ -1 SUMMARY~ MOVEMENT GROUP north south east west up down follow group gtell split exits recall sleep wake rest stand OBJECTS INFORMATION / COMMUNICATION get put drop give sacrifice help credits areas commands socials wear wield hold report score time weather where who recite quaff zap brandish channels config description password title lock unlock open close pick chat music question answer shout yell inventory equipment look compare emote pose say tell eat drink fill empty bug idea typo list buy sell value note COMBAT OTHER kill flee kick rescue disarm ! save quit backstab cast wimpy practice train For more help, type 'help <topic>' for any command, skill, or spell. Also help on: CHANGES POLICY VIOLATIONS PARADOX GODWARS CLAN ~ 0 GODWARS~ Godwars was created by KaVir. This is a player-killing mud loosely based on Whitewolf's World of Darkness games. Godwars The Gathering was released on April 1, 2001 by Puck. Please send questions or comments to cuervo@castleamber.net. The latest version can be played at www.castleamber.net 9000. Previous versions may be downloaded at www.castleamber.net/gathering/release.htm See help on: LEGEND QUEST PARADOX STATUS CLAN ~ 1 PARADOX~ . Paradox is here to help protect smaller players, from the big mean bullies. Paradox works off a point system. If you are the capper, your points are (status+legend)/2 If you are the capee, Your points are (status+legend) If you are the capper, and your points are greater than your capee, you will get no satus, and you will get the difference added to your 'paradox points'. Once you get a certain number of points, you will paradox. ~ 0 DAMAGE~ When someone attacks someone else, a damage message is displayed to give you an idea of how much damage you have caused. The following messages represent the following amounts of damage. If you missed, then you did 0 points of damage. If you lightly hit, then you did 1 to 25 points of damage. If you hit, then you did 26 to 50 points of damage. If you hit hard, then you did 51 to 100 points of damage. If you hit very hard, then you did 101 to 250 points of damage. If you hit extremely hard, then you did 251 to 500 points of damage. If you hit incredibly hard, then you did 500 to 1000 points of damage. If you hit insanely hard, then you did 1001 to 1500 pints of damage. If you hit unbelievably hard, then you did 1501 to 2750 points of damage. If you hit with ULTIMATE power, then you did 2751 to 4000 points of damage. If you hit with UNGODLY vengeance, then you did 4001 to 5500 points of damage. If you hit with UNMERCIFUL strength, then you did 5501 or more. Your final blow will be a death move, depending on your weapon type. ~ 0 CLAN CLANS CLASS CLASSES~ (Werewolves) <Vampires> {Mages} The archmage of blue magic is a mystery. The archmage of green magic is a mystery. The archmage of purple magic is a mystery. The archmage of red magic is a mystery. The archmage of yellow magic is a mystery. [Demons] -=Highlanders=- Highlanders have no leader, but can be mercenaries for other clans. ~ 1 COLOR COLORS~ You can add Color to just about anything. Says, Channels, Even in Quested renames. To change color... simply type ## and the associated number/letter for the color. For instance.... 'chat ##R Aloha#n' would send : #nYou chat '#RAloha'#n When using color, please be cautious and always turn color off at the end of your line with ##n. Some things (like Title) cannot have color in them. #ww - Grey #WW - White #RR - Bright Red #rr - Dark Red #GG - Bright Green #gg - Dark Green #YY - Yellow #yy - Brown #BB - Blue #bb - Dark Blue #PP - Bright Purple #pp - Dark Purple #CC - Bright Cyan #cc - Dark Cyan #nn - Normal Color ~ 1 BALLS ARENA BALLSARENA~ #WBALLS ARENA#n INTRODUCTION: #WBALLS ARENA#n is a stage where two people (a challenger and a challengee) will step in, and duke it out, untill one is relieved of there head. This is an arena where one can cap, for status, with no risk of paradox. This fight is held, where there is no possibility of escape, and is monitored by the #WBALLS ARENA#n host. ~ 0 CLAIM RECLAIM CALL GIFT LOCATE~ Syntax: claim <object> Syntax: reclaim <object> Syntax: call <object> Syntax: call all Syntax: gift <object> <player> Syntax: locate By claiming an object (which costs 10000 exp), that object becomes your personal property. Using the 'locate' command you can find what items currently belong to you and where they are in the mud. If you are not carrying the item, you can get it back by calling it with the 'call' command. You can change the ownership of your own items by use of the 'gift' command. The RECLAIM command requires Oracle Legend Status to be used. This command allows a person to re-claim an object that has already been claimed. For a price of course. ~ 0 LCOMMANDS~ Legend commands are commands that become available as you advance in History. List of Legend Commands are as follows: 1 - Numeric Damage 6 - Divert 2 - Glance 7 - Reclaim 3 - Talk 8 - Coming soon 4 - IEnter, IExit 9 - Coming soon 5 - Gohome 10 - Coming soon Help <LEGEND COMMAND> for more information on each Legend Command. ~ 0 GLANCE~ GLANCE is skill that is automatic upon obtaining Savior Legend Status. This skill is automatic. When you LOOK at someone they normally will see you look at them. With the GLANCE skill when you LOOK at someone they will usually not see you looking at them, however occasionally they will. ~ 0 TALK TALKCHANNELS GRANT DECLINE~ Syntax: talk <message> Syntax: talkchannels [0-20] Syntax: grant <player> Syntax: decline <player> To use talk channels, one must subscribe to a specific channel with the TALKCHANNELS command followed by a number 1-20. Channel 0 is used to turn TALK off. If no one is on the channel, you are automatically granted access. Otherwise, one of the people on the channel will GRANT or DECLINe your request. Once subscribed, TALK is like any other communication channel. TALKCHANNELS with no argument lists everyone subscribed to a channel. ~ 0 IENTER IEXIT~ Syntax: ienter <text> Syntax: iexit <text> Ienter and Iexit will change your login and logout messages. You must be of Legend Legend Status, and it costs 500qp and 100 primal. The computer will place INFO -> <your name> <text> So when making your enter and exit messages, assume your name is already printed as the first word. You can change your enter and exit messages as often as you like, but each time it will cost you. Mistakes? its a one shot deal, so get it right the first time. ~ 0 GOHOME~ Syntax: gohome [set] GOHOME will transport you to a preset location, for a small amount of primal and movement. GOHOME SET will set the current room as your GOHOME location for 500 qps. You can see your GOHOME location using the SCORE command. ~ 0 DECAPITATE~ Do this to another avatar when they are mortally wounded, and you will suck out some of their lifeforce (represented by 1000exp), making them mortal again. You may also loot their corpse, of course, and if you are hungry you can even eat their head ;) Decapitation alone is not enough to completely destroy another avatar however, for their head will retain their remaining lifeforce. To truely kill them, you must crack open their head and eat (or in some other way destroy) their brain. ~ 0 CRACK~ While holding a head in either your left or right hand, typing 'crack' will crack the head open, spilling the brains out onto the floor. ~ 0 DEATH~ We need new DEATH helpfile. ~ 2 HQ HEADQUARTERS~ Clan HeadQuarters are to be purchased by the clan leader. However as a clan, it is encouraged that all clan member participate in contributing to the costs of building the HeadQuarters. As a clan leader, you will get for free, a HQ that consists of 2 rooms, a recall room (non-safe) and a Temple (safe), One cleric (lev 250), and one portal to Midgaard. Available to purchase at this time are as follows: 5000qp/100primal Portals (Some restructions apply) 2500qp/ 75primal Clan Guardian 1500qp/ 50primal Rooms 2500qp/ 50primal Save EQ flag - eq in room is saved across reboots 250qp/ 50primal Saferoom flag 200qp/ 50primal Room darkness flag 500qp/ 50primal Objects (i.e. fountains or statues) 250qp/ 50primal Room and object name/description changes 250qp/ 10primal Raise of cleric level (better blesses etc). 10level points per purchase. MAX LEVEL 750 Clan Guardians and Clerics still have to be adjusted offline. The other additions can be purchased using the HQEDIT command. See also HQEDIT. ~ 0 HQEDIT~ Syntax: hqedit <room/object/portal/exit/clear> <arguments> HQEDIT is used by clan leaders to modify their headquarters. HQEDIT followed by the other arguments will give a list of the optional arguments for that option. Here are some common examples of how to use HQEDIT: To create a new room: You want to create a new room east of where you are in your headquarters: #Whqedit room create east#n To create a portal: You want to create a portal leading north from your new room to the Grand Mistress of Magic in High Tower: #Whqedit portal create north#n Now, go to the Grand Mistress of Magic and type: #Whqedit portal destination#n To create an object: You want an object that tells everyone where north leads to: #Whqedit object create#n Your object was named "abc": #Whqedit object longname abc North to High Tower#n Those are some common things HQEDIT is used for. There are other options for making your room save equipment across reboots (for a donation room), objects can be used to transport you to a secret room in your HQ, etc. ~ 0 ESCAPE~ This command allows you to transport to the temple of midgaard when mortally wounded. Unfortunately, it also reduces both your mana and move to 0, and informs everyone else on the mud that you are lying defenseless at recall...so be careful how you use it. ~ 0 MOUNT DISMOUNT~ Syntax: mount <creature> Syntax: dismount This allows the character to mount the specified creature. Only creatures such as horses and the like may be mounted, and they will aid their rider in combat. For information on the MOUNT spell, type 'help mountspell'. ~ 0 QUESTS~ Quest Makers (and occasionally higher levels) can set quests for one or more players to participate in. The rewards for such quests can be in the form of specially modified equipment. A number of quest points-worth will be allocated depending on the difficulty of the quest, using the following guidelines for point costs (QP's = Quest Points): Stats (Str/Dex/Int/Wis/Con): 20 QP's per +1, max allowed is +3 per stat. Hp/Mana/Move: 5 QP per +1, max allowed is +25 on each. Hitroll/Damroll: 30 QP's per +1, max allowed is +5 on each. Ac: 10 QP's per -1, max allowed is -25. Once a certain affect (str, hitroll, ac, etc) is selected, it cannot be chosen again for that item even if you didn't select the maximum allowed amount. Choosing to have penalties on an item will not decrease its cost, although some Quest Makers may allow extra points if you select a few disadvantages on the item. For more information, type 'quest'. ~ 0 QUEST TOKEN~ Syntax: quest <field> <value> Syntax: token <value> QUEST will allow you to spend any quest points you might have. For a list of the cost (in quest points), type 'quest'. TOKEN will allow you to create a quest token, with the value of the token set to the value specified. The tokens value must be within 1 and 50, and it cannot be greater than the number of quest points you currently have. For information on the QUEST spell, type 'help questspell'. ~ 0 QUESTCARD COMPLETE RECHARGE~ Syntax: complete card Syntax: complete card <object> Syntax: recharge card machine A quest card requires 4 objects to complete. To find out what 4 objects you need, type 'complete card'. When you find these items, you should type 'complete card <object>'. Once you have completed all 4 items on the card you will be told that you have completed the card. Then you should go and find the dark crypt, where there is a machine, and type 'recharge card machine'. You will receive a quest token reward, which you should eat, and the card will be recharged with 4 new items to find. HINT: Vallandar's tomb can be found by going 2 south, 7 east, 2 north from recall. Once you have found that area, you should look for the guardian and solve his riddle, enter the portal he creates, and you'll be in the dark crypt. ~ 0 QUEST-TYPES~ The following are a few examples of quest types: * Find the object/s. Examples: Find 5 different coloured potions, Find a pitch black longsword that flames brightly, Find a dragon dagger, belt and bracer, etc. * Kill the mob/s. These can be hunt down and kill, or simple placing the player in the same room as the mob/s. Can also be combined with finding objects - Example: Find and kill two different dragons and bring me their claws. * Solve a puzzle. For example find a certain room, solve a riddle in an area, or successfully get out of a maze. These are particularly good when several players of different ability are competing in the quest. * Duel: A one-on-one fight pitting either a player against a mob, or (more usually) a player against another player. The conditions will be decided beforehand, and can include any conditions that both sides agree on. Example: No sanctuary, no potions (or maybe a limited number), no spells, no weapons, or whatever. * Skirmishes: Like a duel, but involves several players on either side. Although the sides don't have to be equal in number, it is generally a good idea to make sure they are roughly equal in power. * There are also several more obscure quests that can be run - for example you could require that the player brings you 3 small green eggs, then load mob 30005 into the players room. Another battle might involve no melee - all combat must be with missile weapons. ~ 0 EXPERIENCE XP~ We need a new XP helpfile. Your character advances in power by gaining experience. You gain experience by being part of a group that kills someone/something. You lose experience by dying or being decapitated. The experience you get from a kill depends on several things: how many players are in your group; your alignment versus your opponent's alignment; how many of this monster have been killed lately (if they are an NPC); and some random variation. See also help on 'status'. ~ 0 STATUS~ This represents the 'danger' of the player. You only have a status if you are level 3. It grants no extra powers, but is a good measure of how deadly that player is in combat. Each time you decapitate an Immortal+ (or an Avatar if you are also an Avatar) your status goes up by one and their status goes down by one (to a minimum of zero). The following shows how many kills (minus deaths) you need for each status: Avatar Demon Vampire Werewolf 0 = Avatar Avatar Avatar Avatar 1 - 4 = Immortal LesserDemon Zombie Wolfman 5 - 9 = Godling Demon Undead Garou 10 - 14 = Demigod ArchDemon Ghoul Fostern 15 - 19 = Lesser God Soul Reaper Shadow SuperBeast 20 - 24 = Greater God Devil Fiend BodyWracker 25 + = Supreme God ArchDevil Executioner SkinShifter Mage Highlander 0 = Avatar Avatar 1 - 4 = Adept Warrior 5 - 9 = Magician Swordmaster 10 - 14 = Wizard Weaponmaster 15 - 19 = Magnus Ninja 20 - 24 = Sorcerer Kansai 25 + = GrandMagnus The One Remember, if your status is immortal or above you gain nothing for decapitating an Avatar (except a free loot, a head, and an enemy). ~ 0 SKILL~ Syntax: skill | skill <player> This shows the target player's skill with the weapon they are currently wielding and the stance they are in (if it's a specialized stance). Weapon skill Stance skill 1) Totally unskilled. 1) Totally unskilled. 2) Slightly skilled. 2) An apprentice. 3) Reasonable. 3) A trainee. 4) Fairly competent. 4) A student. 5) Highly skilled. 5) Fairly experienced. 6) Very dangerous. 6) Well trained. 7) Extremely deadly. 7) Highly skilled. 8) An expert. 8) An expert. 9) A master. 9) A master. 10) A grandmaster. 10) A grandmaster. Note that these are only rough estimates; one master might well be slightly more skilled than another master, and so on. ~ 0 SPELL SPELLS~ Syntax: spells | spell <colour> This shows your spell casting ability with the various types of magic. 1) Untrained. 6) An adept. 2) An apprentice. 7) A mage. 3) A student. 8) A warlock. 4) A scholar. 9) A master wizard. 5) A magus. 10) A grand sorcerer. Note that these are only rough estimates; one master wizard might well be slightly more skilled than another master wizard, and so on. ~ 0 GODLESS~ By typing this, you will no longer be affected by most god commands, including restore, force, slay, mset, transfer, deny, freeze, etc. You can toggle your godless flag on and off at will, and everyone in the mud is informed each time you do this. ~ 0 HOME~ To set your recall point, enter the desired room and type 'home here'. From that point on you will recall to that point rather than the Temple of Midgaard (although you still go to the Templar Altar if you die). A home cannot be a safe room. ~ 0 PET PETS~ You can buy pets in the pet shop. Your pet-buying opportunities do not accumulate; use them or lost them. This policy prevents wholesale abuse of pets. ~ 0 TICK~ Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 30 seconds of real time, but the actual amount varies randomly from 15 seconds to 45 seconds. Area resetting happens roughly every 3 minutes if no one is in the area; less often (15 minutes) if some one is. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. ~ 0 !~ Syntax: ! ! repeats the last command you typed. ~ 0 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north Syntax: south Syntax: east Syntax: west Syntax: up Syntax: down Use these commands to walk in a particular direction. ~ 0 CAST~ Syntax: cast <spell> <target> Before you can cast a spell, you have to practice it. The more you practice, the higher chance you have of success when casting. Casting spells costs mana. The mana cost decreases as your magical ability increases. The <target> is optional. Many spells which need targets will use an appropriate default target, especially during combat. If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critic' frag. Quoting is optional for single-word spells. You can abbreviate the spell name. When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. See also the help sections for individual spells. ~ 0 EXITS~ Syntax: exits Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into). ~ 0 DROP GET GIVE PUT TAKE~ Syntax: drop <object> Syntax: drop <amount> coins Syntax: get <object> Syntax: get <object> <container> Syntax: give <object> <character> Syntax: give <amount> coins <character> Syntax: put <object> <container> DROP drops an object, or some coins, on the ground. GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. ~ 0 EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. ~ 0 COMPARE~ Syntax: compare <object-1> <object-2> Syntax: compare <object> COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. COMPARE doesn't consider any special modifiers of the objects. ~ 0 BACKSTAB BERSERK BS DISARM KICK PUNCH KILL~ Syntax: backstab <character> Syntax: berserk Syntax: disarm Syntax: kick Syntax: punch <character> Syntax: kill <character> KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way to start a fight, used by thieves. BS is a synonym for BACKSTAB. BERSERK will make you strike out at every creature in the room. It will hit players as well as mobiles, so it's a good idea not to use this skill while you are grouped. DISARM is an auxiliary fighting command to disarm your opponent. Similarly, KICK will inflict more damage during combat by kicking. PUNCH will inflict a small amount of damage, and stun your opponent for a short period of time. It also has a chance of breaking your opponents nose or jaw. In order to BACKSTAB, DISARM, KICK or PUNCH successfully, you must practice the appropriate skill. ~ 0 FASTDRAW~ FASTDRAW is automatic, if you have it. If another player attacks you while you have any sheathed weapons, you will draw them out with lightning speed and strike your opponent before they are able to land any blows on you. If you have any items in your hands at the time, you will throw them aside before drawing your weapons. ~ 0 STANCE~ Syntax: combat <style> In combat, the stance of the fighter plays a very important role; you can't just stand there and exchange blow for blow unless you are very confident of your ability. Each fighting stance has advantages and disadvantages, the basic outline of which follows: VIPER: A very fast and aggressive style of combat, concentrating on striking your opponent before they have the chance to avoid or block you. CRANE: A wide, sweeping style of combat, which concentrates on a very strong blocking defence. CRAB: A low, defensive fighting stance which uses agile footwork and rolling with attacks in order to reduce your injuries. MONGOOSE: A light-footed stance, which relies on leaps and acrobatics to ensure that by the time your opponent makes their attack, you've moved out of the way. BULL: A low aggressive stance which concentrates purely on physical power. See also help on 'advancedstance' and 'stancetable'. See help SEDIT. ~ 0 ADVANCEDSTANCE~ Syntax: combat <style> Advanced stances can be learned after you have become a grand master in two normal stances. These stances are much better than the others. MANTIS: Requires CRANE and VIPER before it can be learned. This stance combines a very strong defence with lightning fast counter attacks. DRAGON: Requires BULL and CRAB before it can be learned. This stance uses very powerful attacks, as well as protecting the fighter from injury. TIGER: Requires BULL and VIPER before it can be learned. Probably the most aggressive of all the stances, this style utilizes very powerful and lightning fast attacks. MONKEY: Requires CRANE and MONGOOSE before it can be learned. The only affect of this stance is to completely nullify the advantages of your opponents stance. SWALLOW: Requires MONGOOSE and CRAB before it can be learned. This is the most defensive of all the stances, combining agile dodges with the ability to 'roll' with an attack, helping prevent injury. See also help on 'stance' and 'stancetable'. See HELP SEDIT. ~ 0 STANCETABLE~ The following table is a rough comparison of stances, giving a value between 10 and -10, where the higher the number the better your chance of victory. Cross-reference your stance from the left with your opponents stance from along the top. Please remember these are only rough estimates, and may not be completely accurate... None Vipr Cran Mmgs Bull Crab Mnts Tigr Drgn Mnky Swlw None 0 -4 -5 -5 -5 -5 -9 -9 -10 0 -10 Viper +4 0 +3 +3 -2 -2 -2 -7 -9 0 -4 Crane +5 -3 0 0 +2 +2 -8 -6 -1 0 -3 Mongoose +5 -3 0 0 +2 +2 -8 -6 -1 0 -3 Bull +5 +2 -2 -2 0 +2 -5 -3 -3 0 -5 Crab +5 +2 -2 -2 -2 0 -5 -5 -7 0 -7 Mantis +9 +2 +8 +8 +5 +5 0 -3 0 0 +3 Tiger +9 +7 +6 +6 +3 +5 +3 0 -2 0 +1 Dragon +10 +9 +1 +1 +3 +7 0 +2 0 0 -2 Monkey 0 0 0 0 0 0 0 0 0 0 0 Swallow +10 +4 +3 +3 +5 +7 -3 -1 +2 0 0 See HELP SEDIT. ~ 0 HURL~ Syntax: hurl <name> Syntax: hurl <name> <direction> This ability allows you to hurl the target into walls, through exits, or through doors. Hurling someone through an exit does a little damage. Hurling them into walls does twice as much, and hurling them through doors does three times as much. If you don't specify a direction to hurl the target, it will be random (north, south, east or west). You cannot hurl someone who is already injured. ~ 0 SCAN SPY THROW~ Syntax: scan Syntax: spy <direction> Syntax: throw <direction> <target> SCAN allows you to see all the mobs/players within 1 room of you. SPY allows you to see all the mobs/players within 3 rooms in a specified direction. THROW allows you to hurl an object you are holding (in your right hand, or if that's empty left hand) to a target mob/player in a specified direction. The object can be throw up to 3 rooms. If it fails to reach the target by that time it will land on the floor. For information on the SCAN spell, type 'help scanspell'. ~ 0 FLEE RESCUE DIVERT~ Syntax: flee Syntax: rescue <character> Syntax: divert <character> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. (You can also RECALL, but this is less likely to work, and costs more experience points, then fleeing). If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. In order to RESCUE successfully, you must practice the appropriate skill. DIVERT is similar to rescue, except you appoint who in your group will tank an attack for you. You must be the appropriate level of Legendary status to divert. ~ 0 EXAMINE LOOK~ Syntax: look Syntax: look <object> Syntax: look <character> Syntax: look <direction> Syntax: look <keyword> Syntax: look in <container> Syntax: look in <corpse> Syntax: examine <container> Syntax: examine <corpse> LOOK looks at something and sees what you can see. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. ~ 0 REST SLEEP STAND WAKE~ Syntax: rest Syntax: sleep Syntax: stand Syntax: wake These commands change your position. When you REST or SLEEP, you regenerate hit points, mana points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. For info on the sleep spell, type: 'help sleepspell'. ~ 0 GTELL ; REPLY SAY TELL~ Syntax: gtell <message> Syntax: say <message> Syntax: tell <character> <message> All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL. SAY sends a message to all awake players in your room. The single quote ''' is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. REPLY sends a message to the last player who sent you a TELL. REPLY will work even if you can't see the player, and without revealing their identity. This is handy for talking to invisible or switched immortal players. ~ 0 NOTE 'NOTE WRITE' 'NOTE READ' BOARD 'NOTE SYSTEM' BOARDS~ Syntax: board [number|name] Shows or changes board note Reads next note. note read <number> Reads a certain note. note remove <number> Removes a note written by you. note list [number] Shows up to number notes. note write Posts a note. note catchup Marks all notes in this board read. BOARD without any arguments gives you a list of all boards together with number of unread message. To change, type BOARD <number> or BOARD <name of the board>. To read the next unread note, type NOTE. To read a note with a specified number, type NOTE READ <number>. Use NOTE WRITE to post messages in interactive mode. MOVE TO A RELATIVELY SAFE PLACE as most output from the mud is not sent to note-writers. To see the list of the notes in the current board, type NOTE LIST. Typing NOTE LIST <number> will list only <number> of the last notes in the area. This board system was created by Erwin S. Andreasen, 4u2@aabc.dk. ~ 0 CHAT . MUSIC QUESTION ANSWER SHOUT YELL~ Syntax: chat <message> Syntax: music <message> Syntax: question <message> Syntax: answer <message> Syntax: shout <message> Syntax: yell <message> These commands send messages through communication channels to other players. You must kill 5 mobs to be able to use channels. SHOUT sends a message to all awake players in the world. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. AUCTION, CHAT, MUSIC, and QUESTION and ANSWER also send messages to all interested players. '.' is a synonym for CHAT. The QUESTION and ANSWER commands both use the same 'question' channel YELL sends a message to all awake players within your area. You can use the CHANNELS command to hear, or not hear, any of these channels. ~ 0 EMOTE , POSE SOCIAL~ Syntax: emote <action> Syntax: pose EMOTE is used to express emotions or actions. Besides EMOTE, there are several dozen built-in social commands, such as CACKLE, HUG, and THANK. POSE is a variant of EMOTE. ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: wear <object> Syntax: wear all Syntax: wield <object> Three of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD is for weapons. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or if you are not experienced enough to use it properly. REMOVE will take any object from your equipment and put it back into your inventory. ~ 0 CHANNELS~ Syntax: channels Syntax: channels +<channel> Syntax: channels -<channel> With no options, CHANNELS shows you your current channels. With a plus or minus sign and an option, CHANNELS turns that channel on or off. ~ 0 CONFIG~ Syntax: config Syntax: config +<option> Syntax: config -<option> This command configures some of your character behavior. With no options, CONFIG shows you your current settings. With a plus or minus sign and an option, CONFIG turns that option on or off. The options are: ANSI You view things in colour. AUTOEXIT You automatically see exits. AUTOLOOT You automatically loot corpses. AUTOSAC You automatically sacrifice corpses. BLANK You have a blank line before your prompt. BRIEF You see brief descriptions only. COMBINE You see object lists in combined format. PROMPT You have a prompt. TELNETGA You receive a telnet GA sequence. ~ 0 BUG IDEA TYPO~ Syntax: bug <message> Syntax: idea <message> Syntax: typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. ~ 0 CREDITS~ Syntax: credits This command shows the list of the original Diku Mud implementors. ~ 0 REPORT SCORE TIME WEATHER~ Syntax: report Syntax: score Syntax: time Syntax: weather REPORT Report can do one of many things. 'REPORT' - by itself will report your stats to the room. 'REPORT <person>' - will report your stats to a person in the room. 'REPORT stats <person>' - will report your stats to a person in the room. Anything else will simply do the regular 'REPORT'. SCORE shows detailed statistics to you only. TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. WEATHER shows the current game weather. ~ 0 AREAS COMMANDS SOCIALS~ Syntax: areas Syntax: commands Syntax: socials AREAS shows you all the areas in the game, with the author's name and the levels of the mobs that inhabit that area. COMMANDS shows you all the (non-social) commands available to you. SOCIALS shows you all the social commands available to you. ~ 0 PROMPT CPROMPT~ This command allows you to configure your prompt. The PROMPT command will set your standard prompt. You also have the option of having a combat prompt, CPROMPT, which will appear while fighting. If no cprompt is defined, the standard prompt will be used for both conditions. The following options are available: %a %A = Alignment (word/numeric). %b %B = Beast/Blood. %c = Armour Class. %f %F = Condition of opponent/tank. %g = Gold. %h %H = Current hp/Max hp. %m %M = Current mana/Max mana. %n %N = Name of opponent/tank. %p %P = Plus Hitroll/Plus Damroll. %q = Quest points. %r %R = Room name/Rage. %s %S = Status (word/numeric). %v %V = Current move/Max move. %x = Exp. To switch your prompt on and off, use 'prompt on' and 'prompt off'. For some examples, type 'help prompts'. ~ 0 PROMPTS~ There are many possible prompts, and everyone will have their own favoured setups. However, to get you going, here are some examples: Original normal prompt: [%x exp] <%h/%Hhp %m/%Mm %v/%Vmv> Original combat prompt: [%f] <%h/%Hhp %m/%Mm %v/%Vmv> Simple prompt: [%hH/%mM/%vV] Vampire prompt: [%B Blood] <%hhp %mm %vmv> Werewolf prompt: [%R Rage] <%hhp %mm %vmv> Combat prompt: [%N:%F/%n:%f] Stat prompt: [%xX] [+%pHIT/+%PDAM] [%cAC] [%hH/%mM/%vV] Remember, you can switch between the default prompts and your customised prompts with 'prompt on' and 'prompt off'. Doing this will not destroy your customised prompts. ~ 0 PRIMAL~ Primal energy is the ultimate form of energy in the multiverse, the one from which all other energies are derived. Unfortunately, unlike mana, primal energy is only one use, and is generally used for very powerful spells, such as 'voodoo' (which uses 5 points) and 'quest' (which uses between 1 and 50 points). ~ 0 WEREWOLF WEREWOLVES~ At the beginning of things, Gaia - the world and the spirit that embodies it - set all things in a balance that would maintain and encourage life. Near the top of this chain of being was humanity, and above them were the Garou - the sacred warriors of the spirit. They were appointed to be the crusaders against the Wyrm, who spreads its cancer through the humans. They are the preservers of the raw essence of life, of nature's diversity and purity. They are the Earth's immune system, fighting the disease of the Wyrm. They are the werewolves, and they fight and destroy the children of the Wyrm (such as the vampires) at every opportunity. * Claw - Transforms target into a werewolf, but costs 10000 exp. * Introduce - Informs everyone in the room of your werewolf lineage. * Howl - A special channel that only werewolves can understand. * Tribe - Shows information on other werewolves logged on. * Totem - Lists the current totem powers you have at your control. In addition, all werewolves can gain totem powers, which grant additional powers. For more information, type 'help totems'. ~ 0 VAMPIRE VAMPIRES~ Vampires are the creatures of the night and thus take damage if exposed to daylight. Vampires cannot eat food, or drink any liquids except for blood. If they cannot drink blood for a long duration of time they will start taking damage or maybe even go berserk, so it's a good idea to store some blood in a drinking container. Vampires take half damage from cold, none from gas, and double from fire, although those with the Heat immunity take normal fire damage rather than double. Other abilities: * Fangs - Gives a free bite attack in combat, and required to 'bite' people. * Bite - Transforms target into a vampire, but costs the vampire 1000 exp. * Order - As if target lower generation vampire of your clan was charmed. * Introduce - Informs everyone in the room of your vampire lineage. * Vamptalk - A special vampire channel which distinguishes between clans. * Regenerate - Vampire cannot regenerate naturally; they need to use this. * Vclan - Shows information on the other members of a vampires clan. * Feed - For feeding other vampires with your blood. * Favour - Make a vampire a Prince, allow them to sire a childe, accepts or inducts them into the clan, or outcasts them from the clan. In addition, all vampires get 3 or more disciplines, each of which grant one or more extra powers. For more information type 'help disciplines'. The VAMPIRE command toggles on/off whether vampires may bite/feed you. ~ 0 MAGE MAGES~ Mages are those who study the greatest of magicks. Their spells are far greater than those of a non-mage, as well as far more flexible. Some of the main features of mages are as follows: * Extra spells - Extra spells unavailable to non-mages, including spells such as 'polymorph', 'major creation', and others. * Rune spells - Combinations of runes allow the mage to construct new spells. * Advanced spells - Available to the more powerful of mages, this ability allows the mage to create their own spells from scratch. Such a task is very difficult as well as time consuming, however. * Introduce - Allows the mage to list his/her master, master's master, etc. * Teach - Allows the mage to make an apprentice. * Learn - Allows the mage to learn runes, glyphs and sigils. ~ 4 LEARN~ Syntax: learn <rune/glyph/sigil> <rune name/glyph name/sigil name> Syntax: learn Mages must learn the magical symbols they use in spell casting. Learn with no arguments shows what symbols have been learned and what other symbols are available for learning. ~ 0 DEMON DEMONS DEMONLORD~ These fiends are the damned ones. They have sold their souls in exchange for power, and they improve this power by draining the souls of their victims. Their powers are mysterious, but the following facts are known: * Each Demon, or Demon Prince follows a specific Demon Lord. They are able to channel the souls of their victims to their Demon Lord, who in turn can use that power to grant favours to his/her followers. * Demonic armour improves the combat ability of the wearer, the more armour worn the better the improvement. * Many demons are able to transport themselves to each other at will. * Most demons are able to assume the form of a weapon. * The demons power over death is such that even after they have been decapitated, they are still able to employ a selection of powers. * The powers of a specific demon vary considerably. Some are barely more powerful than a common avatar, while others are as strong as the greatest of werewolves or vampires. * While in hell, a demon is virtually unkillable. ~ 0 HIGHLANDER HIGHLANDERS~ The Highlander is a mysterious type of immortal, born out of chance as the fates rescue him from mortal death. The Highlander keeps his mind and body pure at all times, and therefore no magical forces confer bonuses or penalties to their abilities. A Highlander is granted a superb weapon, a gleaming katana. As a Highlander's ability with various weapons grows, so the Highlander grows in strength and fighting ability. * Highlanders can train their primary statistics beyond normal levels. * Highlanders are not affected by spells and equipment that modifies statistics (like hit, dam, ac, hp, etc.) * Some Highlanders can sense the presence of other immortal beings in the near vicinity. * A Highlander may join other (non-mage) clans by offering their services as mercenaries. Commands for Highlanders: HIGHLANDER - Toggles whether you want to try to become a Highlander when you die, or if already a Highlander, whether you are available to other clans as a mercenary. HIGHTALK - Highlanders' global class channel. HIGHSKILLS - To see a list of available powers and learned powers. ~ 0 BEAST~ Vampires, like mortals, are creatures of instinct. However, the instincts of the vampire are those of a hunter, not a gatherer. Vampires are the ultimate predators and stand at the apex of the food chain. They are highly developed killing machines - the harbringers of death. For vampires to survive in modern society, however, they must learn to keep the Beast in check. The instincts of violence (the Beast) so essential in the wild serve only to endanger the vampire in today's complex world. The Beast's rage has its uses, but the blindness it creates far outweighs its benefits. Vampires struggle to suppress the Beast, but, no matter how hard they try, they do not always prevail, and when it gets loose, the havoc it creates goes far beyond the horror of any mortal rage. ~ 0 FAVOUR SIRE PRINCE~ Syntax: favour <target> <sire/prince> Favour is an ability available to second generation vampires and vampire princes. SIRE allows the target vampire of your clan to sire another vampire. Once a single vampire has been created the power is lost, but can be granted again if the Antediluvian or Prince so desire. A childe sired without permission is known as an Anarch. PRINCE turns the target vampire into a prince, who is then able to allow other vampires the ability to sire more vampires still. Only an Antediluvian has the power to make some a prince (or to remove the prince's powers). ACCEPT will accept a childe into the clan, making them a Neonate. INDUCT and OUTCAST will accept an Anarch into the clan or outcast a member. ~ 0 TOTEM TOTEMS~ Every werewolf is able to learn special totem powers from various spirits. Each of the spirits teaches a different type of power, and the werewolf is able to gain use of these powers through the expenditure of primal energy. The following totem animals exist. * Bear - Flex, Rage, Steel Claws, Hibernate. * Boar - Shatter, Charge, Toughness, Immovability, Might of Fenris. * Lynx - Light Footed, Stalker, Combat Speed, Lightning Claws, Combat Skill. * Owl - Vanish, Shield, Shadowplane, Channel. * Spider - Poisonous Bite, Web, Poison Immunity. * Wolf - Claws, Fangs, Calm, Spirit of Fenris. * Hawk - Nightsight, Shadowsight, Truesight. * Mantis - Agility, Intuition, Speed of Fenris, Dance of Fenris, Fury. * Stag - Gnosis, Fetish, Bridge. ~ 0 DISCIPLINE DISCIPLINES~ Each vampire has three clan disciplines from which their powers come. In addition to these basic three, vampires are allowed to select additional disciplines by spending primal; the first extra discipline costs 10, the second costs 20, and so on. Only the three clan disciplines are passed on to later generations. There are nine disciplines, each with the following powers: * Protean - Nightsight, Claws, Change. * Celerity - An extra attack, Reduced move cost for spells. * Fortitude - Improved hitpoints, Damage resistance. * Potence - Improved damage. * Obfuscate - Mask, Mortal, Shield. * Obtenebration - Shadowplane, Shadowsight, Nightsight. * Serpentis - Darkheart, Serpent, Poison. * Auspex - Truesight, Scry, Readaura. * Dominate - Command, Shield, Ghoul. * Majesty - Presence. For more information, type 'help <discipline name>'. ~ 0 PROTEAN~ This Discipline allows a vampire to transform either their entire body or a part of their body into something inhuman. The vampire can thus grow claws, turn into a bat, transform into a wolf or dissolve into a fine mist. A vampire can use most other Disciplines while shapeshifted, but may not cast spells. Full transformation is not possible during combat, although claws can be grown if you are fighting. While shapeshifted the vampire cannot wear any equipment. The powers available to this Discipline are as follows: * Nightsight: Gives the vampire full night vision, which is much better than normal infravision. * Claws: Enables the user to grow inch-long claws on each finger. These claws have no effect if the vampire is armed, however if not they cause considerably more damage than a normal unarmed attack. * Change: Allow the vampire to transform into bat, wolf or mist. Bat form can fly and detect almost everything (invis, hidden, etc). While in wolf form, the vampire enjoys the benefit of an extra 500hp and greatly enhanced combat abilities. Mist form is impervious to attacks and can pass through doors. Beware though, for two vampires in mist form CAN attack each other. ~ 0 CELERITY~ This Discipline explains the legendary superior quickness of vampires. Using the Celerity Discipline allows a vampire to move extremely quickly and have extra attacks in the same round. ~ 0 FORTITUDE~ Fortitude describes a type of supernatural toughness and vigor which allows Kindred to resist harm. Many vampires are very tough and are able to withstand a lot of injury inflicted by weapons and spells. However with the Fortitude power, they resist damage even further by often keeping the weapons from harming them at all. ~ 0 POTENCE~ This Discipline defines the superior strength that vampires often possess. This physical might allows the user to inflict much larger amounts of damage in combat than normal. ~ 0 OBFUSCATE~ Kindred with this Discipline excel at hiding among and away from crowds. When they do not wish to be seen, others rarely notice them even if they are standing in plain view. Though this Discipline affects others minds and does not actually render the users invisible, the end result is much the same. Obfuscate is the opposing Discipline to Auspex, and they cancel out many of each others powers. Kindred with this power gain the following advantages: * Mask: Allows you to disguise yourself as another player. * Shield: Protects you from the Auspex 'scry' and 'readaura' powers. * Mortal: Switches between vampire and mortal mode. While in mortal form, you loose all vampire advantages and disadvantages, and are undetectable from a normal mortal. ~ 0 OBTENEBRATION~ Obtenebration allows the user to manipulate the powers of darkness. By using their powers they are able to switch between the normal world and the plane of shadows at will. They may also view things in both planes simultaneously if they so wish. ~ 0 SERPENTIS~ Serpentis is the art of temptation and corruption. Vampires with this Discipline have the ability to tear out their own hearts, rendering themselves immune to being staked. Serpentis users also gain the ability to transform themselves into a giant serpent and back at will. The third ability available to vampires with this Discipline is the ability to run their tongues along weapons, coating them with a deadly snake venom. ~ 0 AUSPEX~ This Discipline is one of extrasensory awareness, empathy and perception. Those using this Discipline tend to be strongly affected by environmental phenomena. Vampires with Auspex are able to see and sense things most other people cannot. Auspex is the opposing Discipline to Obfuscate, and they cancel out many of each others powers. This Discipline allows the following powers: * Truesight: The user can see everything, whether invisible or whatever. * Scry: Allows you to view the room that the specified target is in. * Readaura: Gives you detailed information about a creature or object. ~ 0 DOMINATE~ This discipline reflects the mystical ability of vampires to influence the minds and actions of others. Dominate is an aspect of the power of the mind and the will. This Discipline allows the following powers: * Evileye: The user gains a lot of control over people foolish enough to look at them. Not yet fully working. * Command: The user can issue a command that the target will be compelled to obey. This will only work on those who's minds are much weaker than the vampire's. * Shield: Protects you from the Auspex 'scry' and 'readaura' powers. * Ghoul: By feeding a mob some of his/her blood, the vampire can create a ghoul - a loyal servant to act as their eyes and ears. ~ 0 IMMUNE IMMUNITY IMMUNITIES RESISTANCES~ Immunities and resistances give you protection from the following: Slash : Slashing/Slicing weapon damage reduced by 1-100% per blow. Stab : Stabbing/Piercing weapon damage reduced by 1-100% per blow. Smash : Blasting/Crushing/Pounding damage reduced by 1-100% per blow. Beast : Clawing/Biting weapon damage reduced by 1-100% per blow. Grab : Grepping/Whipping/Sucking damage reduced by 1-100% per blow. Charm : You are no longer affected by the Charm Person spell. Heat : You are unaffected by Burning Hands, Fireball, etc. Cold : You are unaffected by Frost Breath, Chill Touch, etc. Lightning : You are unaffected by Lightning bolt, Call Lightning, etc. Acid : You are unaffected by Acid Blast, Acid Breath, etc. Drain : You are unaffected by the Energy Drain spell. Summon : You cannot be summoned or portaled to, nor can you teleport. Hurl : You cannot be hurled. Backstab : You cannot be backstabbed. Kick : Kicks do no damage whatsoever to you. Disarm : You cannot be disarmed by other players or by mobs. Steal : Other players and mobs cannot steal from you. Bite : Vampires may not bite you or feed you blood. Stake : If you're a vampire with this, you cannot be staked down. ~ 0 TIE UNTIE GAG BLINDFOLD~ Syntax: tie <target> Syntax: untie <target> Syntax: gag <target> Syntax: blindfold <target> TIE allows you yo tie up another player, who must be stunned, incapitated, or mortally wounded. While tied up, a players actions are limited - they cannot move, quit, or do many other commands. UNTIE will untie a player who is currently tied up. A player cannot untie themself. GAG places a gag over the mouth of the target player, who must first be tied up. This command will also remove a gag. A player can only remove a gag from themself if they are no longer tied up. It is not possible to talk or use any of the channels while gagged. BLINDFOLD places a blindfold over the eyes of the target player, who must first be tied up. The blindfold can also be removed with this command. A player can only remove a blindfold from themself if they are no longer tied up. Unsurprisingly, blindfolded players cannot see. ~ 0 DIAGNOSE~ Syntax: diagnose <target> This will show you any injuries received by the target player or mob. If that person is bleeding to death, this will also be shown. ~ 0 TERMS~ There are many terms and abbreviations used in muds. Here are a few to help you along... AFK : Away From Keyboard. BBL : Be Back Later. BRB : Be Right Back. BRT : Be Right There. CYA : See you later/goodbye. IRL : In Real Life. L8R : Later/goodbye. LO : Hello. TTYL : Talk To You Later. BF/GF : Boyfriend/Girlfriend. BS : Backstab ROFL : Roll On Floor Laughing. TANK : The person (in a group) who takes the damage in combat. STABBER : A (usually decent) backstabbing weapon. DUPING : An illegal method of copying items by crashing the mud. MULTI : The process of playing more than one character at a time. ~ 0 WHO~ Syntax: who Syntax: who <avatar/god/class> [classname] WHO shows the people currently in the game. Some people may choose to remain unseen and won't appear on the WHO WHO without any arguments shows all of the (visible) people currently playing. With arguments, WHO can show avatars (level 3's) or gods (level 4's and 5's) or all of a specific class. ~ 0 WHERE~ Syntax: where Syntax: where <character> WHERE without an argument tells you the location of visible players in the same area as you are. WHERE with an argument tells you the location of one character with that name within your area, including monsters. ~ 0 HELP~ Syntax: help Syntax: help <keyword> HELP without any arguments shows a one-page command summary. HELP <keyword> shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game. ~ 0 DESCRIPTION~ Syntax: description <string> Syntax: description + <string> Sets your long description to the given string. If the description string starts with a '+', the part after the '+' is appended to your current description, so that you can make multi-line descriptions. ~ 0 PASSWORD~ Syntax: password <old-password> <new-password> PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. The PASSWORD command is protected against being snooped or logged. ~ 0 TITLE~ Syntax: title <string> Sets your title to a given string. The game supplies a title when your character is created. You can use TITLE to set your title to something else. ~ 0 WIMPY~ Syntax: wimpy Syntax: wimpy <number> WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. ~ 0 OPEN CLOSE LOCK UNLOCK PICK~ Syntax: open <object|direction> Syntax: close <object|direction> Syntax: lock <object|direction> Syntax: unlock <object|direction> Syntax: pick <object|direction> OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. ~ 0 DRINK EAT FILL EMPTY~ Syntax: drink <object> Syntax: eat <object> Syntax: fill <object> When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container from a fountain. EMPTY empties the container onto the floor. ~ 0 BUY LIST SELL VALUE~ Syntax: buy <object> Syntax: list Syntax: list <object> Syntax: sell <object> Syntax: value <object> BUY buys an object from a shop keeper. LIST lists the objects the shop keeper will sell you. LIST <object> lists just the objects with that name. SELL sells an object to a shop keeper. VALUE asks the shop keeper how much he, she, or it will buy the item for. ~ 0 SACRIFICE~ Syntax: sacrifice <object> SACRIFICE drains the energy matter from an object, transferring the energy to you in the form of exp. The number of exp gained vary according to the value of the object. ~ 0 SMOTHER~ Syntax: smother <name> This is used to try and smother the flames on a burning player or mob. You cannot do this on yourself, and it may take several attempts to work. Also, there is a small chance that the person smothering might catch on fire as well... ~ 0 BRANDISH QUAFF RECITE ZAP~ Syntax: brandish Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character, taking into account hitroll, damroll, armour class and hit points, and giving you an overview of your chances. If you are considering a player, you will also be informed how skilled they are with their weapon/s, and which stance they are currently using (if any) and how good they are at it. Please remember that this is only a rough estimate. ~ 0 FOLLOW GROUP~ Syntax: follow <character> Syntax: group Syntax: group <character> FOLLOW starts you following another character. To stop following anyone else, just FOLLOW <yourself>. GROUP <character> makes someone who is following you a member of your group. Group members share experience points from kills and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will automatically join the fight. If the <character> is already a member of your group, then GROUP will kick out the <character> from your group. Characters can also leave your group by using a FOLLOW command to stop following you. GROUP with no argument shows statistics for each character in your group. ~ 0 HIDE SNEAK VISIBLE~ Syntax: HIDE Syntax: SNEAK Syntax: VISIBLE If you successfully HIDE, then other characters can't see you. If you attack while hidden, the surprise attack will inflict one and a half times your normal damage (assuming your opponent cannot see you). If you successfully SNEAK, then you can move in and out of rooms without being noticed. In order to HIDE or SNEAK successfully, you must practice the appropriate skill. VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ 0 QUIT RENT SAVE~ Syntax: QUIT Syntax: RENT ... not! Syntax: SAVE SAVE saves your character and objects. You must be a mortal or avatar to save. The game will auto-save your character every few minutes whether you save or not. Some objects, such as keys and potions, may not be saved. QUIT leaves the game. You may QUIT anywhere, although there is an experience penalty for quitting outside of Midgaard. When you re-enter the game you will be back in the same room. QUIT automatically does a SAVE, so you can safely leave the game with just one command. Nevertheless it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to regret it. There is no RENT in this mud. Just SAVE and QUIT whenever you want to leave. ~ 0 RECALL /~ Syntax: RECALL RECALL prays to God for miraculous transportation from where you are back to the Temple of Midgaard. '/' is a synonym for RECALL. RECALL may take you to a different location if you belong to a clan. RECALL doesn't work in certain God-forsaken rooms. Characters afflicted by a curse may not recall at all. RECALL costs primal depending on how strong of a character you are. RECALLing from combat costs 2x primal what normally would cost out of combat. ~ 0 TRANSPORTER TRANSPORTERS~ Transporters are usefull items in the game. They will magicly transport you from onelocation to another. Certain rooms are off limits to beeing transported to, and when transported into you will find yourself lying stunnd in another location. Transporters will occasionally blow up, damaging the transporter, and causing damage to the player who used it, leaving them stunned. Non-artifact and non-unique item transporters also cost primal to use, depending on how strong of a character you are. ~ 0 STEAL~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins, or an object, from a character. There are *NO* penalties for using STEAL on other players. In order to STEAL successfully, you must practice the appropriate skill. ~ 0 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE <skill|spell> PRACTICE without an argument tells you your current ability in all the skills and spells available to you. You can check this anywhere. PRACTICE with an argument practice that skill or spell. Your learning percentage varies from 0% (unlearned) to a some maximum between 80% and 100%, depending on your class. You must be at a guild master to practice. The higher your intelligence, the more you will learn at each practice session. Unused sessions are saved until you do use them. ~ 0 TRAIN~ Syntax: train <str/int/wis/dex/con> Syntax: train <avatar/mortal/primal/hp/mana/move> Syntax: train <slash/stab/smash/beast/grab> Syntax: train <charm/heat/cold/lightning/acid/sleep/drain/voodoo> Syntax: train <hurl/backstab/kick/steal/disarm> TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class. You can increase your attributes by spending experience points (exp) at a trainer. It costs 200 exp to train a stat (str, int, etc), except that it costs only 100 exp to train your primary stat. Primal costs 500 exp for the first point, 1000 for the second, 1500 for the third, etc, and hp/mana/move cost your current amount in that particular area minus your con (for hp and move) or wis (for mana) per point. Becoming a mortal or an avatar costs 1000 exp each. You can also train weapon resistances (reduces between 1 and all of the damage per blow for that weapon type), spell immunities (those types of spell do no damage to you), and skill immunities (they no long have any affect on you). These cost 10000 exp for the first, 20000 for the second, 30000 for the third, and so on. ~ 8 TRUST~ Syntax: trust <character> <level> TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, et cetera. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again. ~ 8 ALLOW BAN~ Syntax: allow <site> Syntax: ban <site> Syntax: ban BAN <site> prohibits players from that site from logging in. BAN with no arguments lists the banned sites. ALLOW <site> removes a site from the ban list. The site ban test works by suffix comparison, so if you ban 'foo.edu', all sites within 'foo.edu' are banned as well. Site bans are not saved; every time the server is rebooted, the site ban list is cleared. ~ 8 REBOOT SHUTDOWN WIZLOCK~ Syntax: reboot Syntax: shutdown Syntax: wizlock REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of sixty seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. WIZLOCK is a toggle command. When the server is WIZLOCKed, players below level 36 may not log in. Players who lose their links, however, may reconnect. ~ 6 DENY DISCONNECT FREEZE~ Syntax: deny <character> Syntax: disconnect <character> Syntax: freeze <character> DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and is not undoable from within the game. Only someone with access to the player files directory may repeal a DENY by editing the appropriate player file. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all. ~ 6 FORCE~ Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character to execute a command. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ 6 USERS~ Syntax: users USERS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. ~ 4 MLOAD OLOAD PLOAD~ Syntax: mload <vnum> Syntax: oload <vnum> Syntax: oload <vnum> <level> Syntax: pload <player> MLOAD loads a mobile given its vnum (virtual number). The vnum's are just the #NNNN numbers that appear in world.obj. OLOAD loads an object given its vnum. It takes an optional parameter for the level of the object to be loaded. PLOAD loads the specified player under your control. To get back, simply quit and log back on as your normal character. ~ 5 MSET OSET RSET SSET QSET~ Syntax: mset <character> <field> <value> Syntax: oset <object> <field> <value> Syntax: rset <location> <field> <value> Syntax: sset <character> <skill> <value> Syntax: sset <character> all <value> Syntax: qset <object> <field> <value> MSET, OSET, and RSET set the properties of mobiles, objects, and rooms, respectively. SSET sets a skill or spell level on a PC. QSET sets special properties and text messages on objects. There is currently no way to enter more than one line of text for a string-valued option. ~ 5 OCLONE~ Syntax: oclone <object> This creates an identical copy of the specified object, with the only exceptions being that the cloned objects creator is the person creating the clone, and the cloned objects owner is not set. ~ 5 OTRANSFER~ Syntax: otransfer <object> Syntax: otransfer <object> <character> This will transfer the specified object to the specified character. The character is defaulted to yourself. ~ 6 MCLEAR~ Syntax: mclear <player> This resets the target players stats to their correct value. ~ 7 QTRUST~ Syntax: qtrust <character> <on/off> A player with qtrust on is allowed to use the QUEST command to change the name/long/short descriptions on an object, as well as change the wear location. Players default to being quest-trusted and note-trusted. ~ 6 NOEMOTE NOTELL SILENCE~ Syntax: noemote <character> Syntax: notell <character> Syntax: silence <character> NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by preventing them from emoting, telling, and using channels, respectively. Characters who are no'telled will also not receive those forms of communication. ~ 4 PURGE~ Syntax: purge Syntax: purge <character> PURGE is used to clean up the world. PURGE with no arguments removes all the NPC's and objects in the current room. PURGE with an argument purges one character from anywhere in the world. PURGE will not get rid of PC's. ~ 5 RESTORE~ Syntax: restore <character> RESTORE restores full hit points, mana points, and movement points to the target character. ~ 7 SLAY~ Syntax: slay <character> SLAY kills a character in cold blood, no saving throw. SLAY bypasses auto actions such as AUTOLOOT and AUTOSAC. ~ 5 TRANSFER~ Syntax: transfer <character> Syntax: transfer all Syntax: transfer <character> <location> Syntax: transfer all <location> TRANSFER transfers the target character, or ALL player characters, to your current location (default) or to a specified location. ~ 5 AT~ Syntax: at <location> <command> AT executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. AT works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ 5 ECHO RECHO~ Syntax: echo <message> Syntax: recho <message> ECHO sends a message to all players in the game, without any prefix indicating who sent it. RECHO sends a message to all players in your room, without any prefix indicating who sent it. ~ 4 GOTO~ Syntax: goto <location> GOTO takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. You may not GOTO a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. Some useful numbers for new imms are: Limbo: 2, The Temple of Midgaard: 3001, The Entrance to Mud School: 3700, The Chat Room: 1200, The Dark Crypt: 30001, The Temple Altar: 3054, Hell: 30000. ~ 4 HOLYLIGHT INVIS~ Syntax: holylight Syntax: invis HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. INVIS is a toggle which makes you completely invisible to all player characters of lower level than you, and to all mobiles. HOLYLIGHT will not allow you to see immortal INVIS characters who are higher level than you. ~ 7 MEMORY~ Syntax: memory MEMORY reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ 4 MFIND OFIND~ Syntax: mfind <name> Syntax: ofind <name> MFIND finds all mobile types with a particular name. OFIND finds all object types with a particular name. ~ 4 MSTAT OSTAT RSTAT QSTAT~ Syntax: mstat <character> Syntax: ostat <object> Syntax: rstat <location> Syntax: rstat Syntax: qstat <object> MSTAT shows you statistics on a character. OSTAT shows you statistics on an object. RSTAT shows you statistics on a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. QSTAT shows you the special properties and strings on an object. ~ 5 MWHERE~ Syntax: mwhere <name> MWHERE shows you the locations of all mobiles with a particular name. ~ 5 PEACE~ Syntax: peace PEACE causes all characters in a room to stop fighting. ~ 4 BAMFIN BAMFOUT~ Syntax: bamfin <message> Syntax: bamfout <message> The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the BAMFIN and BAMFOUT commands. ~ 4 SLOOKUP~ Syntax: slookup <skill-or-spell> Syntax: slookup all SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill or spell. The 'sn' is used for OSET and OSTAT. The 'slot' is used for area files. Neither 'sn' nor 'slot' is used for player files; these operate with the actual skill and spell names. SLOOKUP ALL shows this information for all skills and spells. ~ 5 LOG SNOOP~ Syntax: log <character> Syntax: log all Syntax: snoop <character> LOG <character> causes all of a character's commands to be logged into the server's log file. Like FREEZE, it is a permanent character toggle. Certain commands (PASSWORD) are protected against LOG. Conversely, certain commands (especially immortal commands) are always logged. LOG ALL logs all character commands. It is a server-wide toggle; it does not persist across reboots. SNOOP shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. SNOOP yourself to cancel all outstanding snoops. ~ 5 SWITCH RETURN OSWITCH ORETURN~ Syntax: switch <character> Syntax: return Syntax: oswitch <object> Syntax: oreturn SWITCH switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). OSWITCH acts like switch, except it switches you into an object. RETURN and ORETURN return you to your original body. ~ 4 IMMTALK :~ Syntax: immtalk <message> IMMTALK sends a message to all immortals. : is a synonym for IMMTALK. ~ 4 WIZHELP~ Syntax: wizhelp WIZHELP provides a list of all the immortal commands. ~ 0 ARMOR~ Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points. ~ 0 BLESS~ Syntax: cast bless <character> This spell improves the to-hit roll and saving throw versus spell of the target character by +1 each. ~ 0 BLINDNESS~ Syntax: cast blindness <victim> This spell renders the target character blind. ~ 0 BREW SCRIBE CARVE ENGRAVE BAKE~ Syntax: cast brew <potion> <spell> Syntax: cast scribe <scroll> <spell> Syntax: cast carve <wand> <spell> Syntax: cast engrave <staff> <spell> Syntax: cast bake <pill> <spell> These spells allow other spells to be embedded in the specified object, which is usually created via the 'minor creation' spell. ~ 0 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT' 'MAGIC MISSILE' 'SHOCKING GRASP'~ Syntax: cast 'acid blast' <victim> Syntax: cast 'burning hands' <victim> Syntax: cast 'colour spray' <victim> Syntax: cast 'fireball' <victim> Syntax: cast 'lightning bolt' <victim> Syntax: cast 'magic missile' <victim> Syntax: cast 'shocking grasp' <victim> These spells inflict damage on the victim. ~ 0 'CALL LIGHTNING'~ Syntax: cast 'call lightning' This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from God. ~ 0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ Syntax: cast 'cause light' <victim> Syntax: cast 'cause serious' <victim> Syntax: cast 'cause critical' <victim> Syntax: cast harm <victim> These spells inflict damage on the victim. ~ 0 'CHANGE SEX'~ Syntax: cast 'change sex' <victim> This spell changes the sex of the victim (temporarily). ~ 0 'CHARM PERSON'~ Syntax: cast 'charm person' <victim> This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you. ~ 0 'CHILL TOUCH'~ Syntax: cast 'chill touch' <victim> This spell inflicts damage on the victim and also reduces the victim's strength by one. ~ 0 'CONTINUAL LIGHT'~ Syntax: cast 'continual light' This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. ~ 0 'CONTROL WEATHER'~ Syntax: cast 'control weather' better Syntax: cast 'control weather' worse This spell makes the weather either better or worse. ~ 0 'CREATE FOOD'~ Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. ~ 0 'CREATE SPRING'~ Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. ~ 0 'CURE BLINDNESS'~ Syntax: cast 'cure blindness' <character> This spell cures blindness in one so unfortunate. ~ 0 'CURE POISON'~ Syntax: cast 'cure poison' <character> This spell cures poison in one so unfortunate. ~ 0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~ Syntax: cast 'cure light' <character> Syntax: cast 'cure serious' <character> Syntax: cast 'cure critical' <character> Syntax: cast 'heal' <character> These spells cure damage on the target character. ~ 0 CURSE~ Syntax: cast 'curse' <character> This spell reduces the character's to-hit roll by 1 and save versus spells by 1. It also renders the character unclean in the eyes of God and unable to RECALL. ~ 0 DARKBLESSING~ Syntax: cast 'darkblessing' <name> This spell infuses the target with demonic energy, improving their abilities in combat. ~ 0 'DETECT EVIL'~ Syntax: cast 'detect evil' This spell enables the caster to detect evil characters, which will reveal a characteristic red aura. ~ 0 'DETECT HIDDEN'~ Syntax: cast 'detect hidden' This spell enables the caster to detect hidden creatures. ~ 0 'DETECT INVIS'~ Syntax: cast 'detect invis' This spell enables the caster to detect invisible objects and characters. ~ 0 'DETECT MAGIC'~ Syntax: cast 'detect magic' This spell enables the caster to detect magical objects. ~ 0 'DETECT POISON'~ Syntax: cast 'detect poison' <object> This spell detects the presence of poison in food or drink. ~ 0 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <victim> This spell invokes the wrath of God on an evil victim. ~ 0 'DISPEL MAGIC'~ Syntax: cast 'dispel magic' <character> This spell dispels magical affects on a character. It may be used as an offensive spell to remove an enemy's magical advantages, or as a benign spell to remove a friend's (or one's own) magical handicaps. ~ 0 EARTHQUAKE~ Syntax: cast 'earthquake' This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses. The weapon must be un-magical to start with. This spell also causes the weapon to be aligned with the alignment with the caster. ~ 0 'ENERGY DRAIN'~ Syntax: cast 'energy drain' <victim> This spell saps the experience points, mana, and movement points of its target. ~ 0 'FAERIE FIRE'~ Syntax: cast 'faerie fire' <victim> This spell increases (makes worse) the armor class of its victim. ~ 0 'FAERIE FOG'~ Syntax: cast 'faerie fog' This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. ~ 4 'FIND FAMILIAR'~ Syntax: cast 'find familiar' <familiar> This spell enables the caster to create a familiar, which can be either a frog, a raven, a cat, or a dog. The mage is able to see everything that the familiar can see, and is able to issue orders from any distance using the 'fcommand' or '[' commands. ~ 0 FLAMESTRIKE~ Syntax: cast 'flamestrike' <victim> This spell inflicts damage on the victim. ~ 0 FLY~ Syntax: cast 'fly' <character> This spell enables the target character to fly. ~ 0 FRENZY~ Syntax: cast 'frenzy' <character> This spell causes the target to enter a berserk fighting rage, improving their damage and chances to hit, but also making them easier to be hit. ~ 0 GATE~ Syntax: cast gate This spell gates in a guardian vampire. Player characters don't have much use for it, but high demons, and guardian vampires themselves, like it a lot. ~ 0 'GIANT STRENGTH'~ Syntax: cast 'giant strength' <character> This spell increases the strength of the target character. ~ 0 GUARDIAN~ Syntax: cast 'guardian' This spell summons a demonic guardian to aid the caster in combat (or just to show off to your friends ;). ~ 0 IDENTIFY~ Syntax: cast identify <object> This spell reveals information about the object. ~ 0 IMPROVE~ Syntax: cast improve <object> This spell enables a quest created object to contain more bonuses. The object must be worth at least 750 quest points. Casting this spell will enable it to hold an additional bonus comparable to the bonuses that can be added to non-created items - ie: an extra +10 hitroll or damroll on a weapon, an extra +5 hitroll or damroll on a piece of armour, etc. The maximum number of quest points that the item can contain is also increased by an addition 500, plus 10 per status point. ~ 0 INFRAVISION~ Syntax: cast infravision <character> This spell enables the target character to see in the dark. ~ 0 INVIS 'MASS INVIS'~ Syntax: cast invis <character> Syntax: cast 'mass invis' The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. ~ 0 'KNOW ALIGNMENT'~ Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character. ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name. ~ 0 MANA~ Syntax: cast 'mana' <name> With this spell, the caster draws the energy from around them and focuses it into the target person (defaulted to themself). This is very exhausting for the caster, but allows a faster recovery of mana. ~ 0 'MINOR CREATION'~ Syntax: cast 'minor creation' <object> This spell creates an empty potion, scroll, wand, staff or pill, which can then be enchanted by the caster using other spells. ~ 0 MOUNTSPELL~ Syntax: cast mount This spell summons a mystical creature to serve as the casters mount. The type of mount summoned is dependant on the casters alignment, and the toughness of the mount is dependant on the casters spellcasting ability. ~ 0 'PASS DOOR'~ Syntax: cast 'pass door' This spell enables the caster to pass through closed doors. ~ 0 POISON~ Syntax: cast poison <victim> This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. ~ 0 PORTAL~ Syntax: cast portal <victim> This spell creates a magical portal between the caster and the target. The portal remains in existance for 2 or 3 hours (mud time), during which time anyone can 'enter' the portal on one side and come out on the other. ~ 0 PRESERVE~ Syntax: cast preserve <object> This spell will stop the specified object decaying. It's primary use is on severed body parts, which can be stored away safely in case the player should loose any limbs in combat. ~ 0 PROTECTION SANCTUARY~ Syntax: cast protection Syntax: cast sanctuary <character> The PROTECTION spell reduces the damage taken from any attack by an evil creature by one quarter. The SANCTUARY spell reduces the damage taken by the character from any attack by one half. These spells may be used simultaneously for cumulative effect. ~ 0 QUESTSPELL~ Syntax: cast quest This spell creates a quest card. The quest-point value of the card is the same as the amount of primal the caster has at the time of casting (and this primal is used up during the casting of the spell). No more than 50 primal will be used on any one casting of this spell. For information on how to complete the card, type 'help complete'. ~ 0 REFRESH~ Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' <character> This spell removes a curse from a character. ~ 0 REGENERATE CLOT MEND~ Syntax: cast 'regenerate' <body part> <character> Syntax: cast 'clot' <character> Syntax: cast 'mend' <character> REGENERATE will replace lost body parts on the target, while CLOT will stop them bleeding and MEND will fix any broken bones or cut open throats. ~ 0 RESISTANCE~ Syntax: cast resistance <object> This spell makes the target object capable of withstanding 10 blows before it is destroyed, rather than 4. ~ 0 SCANSPELL REPAIR~ Syntax: cast scan Syntax: cast repair The SCAN spell will tell you all the items you are carrying which are currently in need of repairing. The REPAIR spell will repair all the items you are carrying which are currently in need of repairing. ~ 0 SHIELD 'STONE SKIN'~ Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of armor. ~ 0 SLEEPSPELL~ Syntax: cast sleep <victim> This spell puts its victim to sleep. ~ 0 SOULBLADE~ Syntax: cast soulblade This spell summons the casters personal (named) soulblade, which is an extremely deadly weapon. The weapon is permanent. ~ 0 SPELLPROOF~ Syntax: cast spellproof <object> This spell makes the target object immune to the destructive powers of the various magical attacks. No protection from physical attacks is granted. ~ 0 SUMMON~ Syntax: cast summon <character> This spell summons a character from anywhere else in your zone into your room. Characters who are fighting may not be summoned. ~ 0 TELEPORT~ Syntax: cast <teleport> This spell takes you from your current location to a random location somewhere in the world. ~ 0 TRANSPORT~ Syntax: cast transport <object> <character> This spell will transport the specified object from your inventory to that of the specified character. ~ 0 VENTRILOQUATE~ Syntax: cast ventriloquate <speaker> <message> This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message. ~ 0 VOODOO~ Syntax: Spell: cast voodoo <victim> Ability: voodoo <victim> <action> Voodoo magic allows the caster to do things to another player indirectly. First, a body part of the victim is needed. The caster should hold this part and cast the spell on the target (they don't have to be in the same room). This will create the voodoo doll, which the caster the voodoo commands on to interfere with the victim. There are three voodoo actions. The first, 'Stab', is only of use as a warning to the victim, or to cause annoyance. The second, 'Throw', will hurl the victim from their feet and cause a small amount of damage. The third and final action, 'Burn', will set the victim on fire, as well as destroy the doll itself. ~ 0 WEAKEN~ Syntax: cast weaken <victim> This spell reduces the strength of the victim by two points. ~ 0 'WORD OF RECALL'~ Syntax: cast 'word of recall' This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell. ~ 0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~ Syntax: cast 'acid breath' <victim> Syntax: cast 'fire breath' <victim> Syntax: cast 'frost breath' <victim> Syntax: cast 'gas breath' Syntax: cast 'lightning breath' <victim> These spells are for the use of dragons. Acid, fire, frost, and lightning damage one victim, whereas gas damages every PC in the room. Fire and frost can break objects, and acid can damage armor. ~ 0 STATCAPS~ There is a 6k stat cap on HP MANA and MOVE. Above this, bonus' are givin for Player Status, and Legend Status. Each Legend Status raises your Cap by 1000. Each Player Status raises your Cap by 300 (up to 25 status). ~ 0 LEGEND~ Syntax: train legend Syntax: train (alone, to see what the costs are for Legend Status) Legend Status is how well known you are in the world. As you gain Legend Status, your character becomes stronger. Fame also confers to its possessor extra skills not familiar to the unknown. See LCOMMANDS for more information. The cost of Legend Status increases as you gain more fame. Legend Status costs both experience points and quest points to train. The difference of Legend Status between each person fighting is the amount of extra attacks per round the person with more Legend Status gets. For instance, Mike with 5 Legend Status, attacks Joe with 2 Legend Status. Mike will get 3 extra attacks per round. Also Legend Status affects Max Damage (commonly known as Damcap). Legend Status Damcap Affects 1 - Citizen 25 2 - Savior 50 3 - Myth 150 4 - Legend 200 5 - Titan 350 6 - Immortal 550 7 - Oracle 900 8 - Demigod 1450 9 - Deity 2350 10 - Almighty 3800 As with chance to hit, it is the difference between opponents Legend Status that determines the actual bonus. Legend status also affects HP MANA and MOVE caps. Help statcaps for details. ~ 0 PEEK~ This skill shows you a character's inventory when you look at a character. Use of the skill is automatic once you have practice it. ~ 0 $~ #$