/
tgpub/area/notes/
tgpub/doc/
tgpub/player/
tgpub/player/backup/
tgpub/player/store/
#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 $~



#$